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author | LaG1924 <lag1924@gmail.com> | 2021-11-21 10:57:57 +0100 |
---|---|---|
committer | LaG1924 <lag1924@gmail.com> | 2021-11-21 10:57:57 +0100 |
commit | f16c897522b6418c399b5699f8378a25c2e5de4f (patch) | |
tree | 9fd1490645de30330b6ae84eebd1fe961c3f1e52 | |
parent | Added Gbuffer (diff) | |
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-rw-r--r-- | cwd/assets/altcraft/shaders/frag/face.fs | 3 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/frag/light.fs | 2 | ||||
-rw-r--r-- | cwd/assets/altcraft/shaders/vert/face.vs | 15 | ||||
-rw-r--r-- | src/RendererSectionData.cpp | 4 | ||||
-rw-r--r-- | src/RendererSectionData.hpp | 19 | ||||
-rw-r--r-- | src/RendererWorld.cpp | 3 |
6 files changed, 28 insertions, 18 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs index 0eb5a21..2120697 100644 --- a/cwd/assets/altcraft/shaders/frag/face.fs +++ b/cwd/assets/altcraft/shaders/frag/face.fs @@ -3,6 +3,7 @@ in VS_OUT { vec3 Texture; vec3 Color; + vec3 faceNormal; } fs_in; layout (location = 0) out vec4 color; @@ -16,5 +17,5 @@ void main() { discard; color = vec4(col.rgb * fs_in.Color, 1.0f); - normal = vec4(1.0f - color.r, 1.0f - color.b, 1.0f, 1.0f); + normal = vec4(fs_in.faceNormal, 1.0f); } diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs index 480e265..73686cc 100644 --- a/cwd/assets/altcraft/shaders/frag/light.fs +++ b/cwd/assets/altcraft/shaders/frag/light.fs @@ -12,5 +12,5 @@ void main() { vec4 c = texture(color, uv); vec4 n = texture(normal, uv); float d = texture(depthStencil, uv).r; - fragColor = vec4(c.r, n.r, d - 0.3f, 1.0f); + fragColor = n; } diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs index 93e623d..21f7110 100644 --- a/cwd/assets/altcraft/shaders/vert/face.vs +++ b/cwd/assets/altcraft/shaders/vert/face.vs @@ -1,15 +1,17 @@ #version 330 core -layout (location = 0) in vec3 position[4]; -layout (location = 4) in vec2 uv[4]; -layout (location = 8) in float uvLayer; -layout (location = 9) in float animation; -layout (location = 10) in vec3 color; -layout (location = 11) in vec2 light; +in vec3 position[4]; +in vec3 normal; +in vec2 uv[4]; +in float uvLayer; +in float animation; +in vec3 color; +in vec2 light; out VS_OUT { vec3 Texture; vec3 Color; + vec3 faceNormal; } vs_out; uniform float GlobalTime; @@ -24,4 +26,5 @@ void main() { float faceLight = clamp(light.x / 15.0 + (light.y / 15.0) * DayTime, MinLightLevel, 1.0); vs_out.Color = mix(color.rgb * faceLight, vec3(1,1,1) * faceLight, float(color == vec3(0,0,0))); + vs_out.faceNormal = normal; } diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp index 2588fd6..0ac901e 100644 --- a/src/RendererSectionData.cpp +++ b/src/RendererSectionData.cpp @@ -26,11 +26,13 @@ glm::vec2 TransformTextureCoord(glm::vec4 TextureAtlasCoords, glm::vec2 UvCoords void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, const glm::mat4 &transform, bool visibility[FaceDirection::none], BlockLightness light, BlockLightness skyLight) { for (const auto &face : model.faces) { + glm::vec3 normal = {}; glm::vec2 lightness; lightness.x = _max(light.face[0], light.face[1], light.face[2], light.face[3], light.face[4], light.face[5]); lightness.y = _max(skyLight.face[0], skyLight.face[1], skyLight.face[2], skyLight.face[3], skyLight.face[4], skyLight.face[5]); if (face.visibility != FaceDirection::none) { FaceDirection direction = face.visibility; + normal = FaceDirectionVector[direction].glm(); Vector directionVec = model.faceDirectionVector[direction]; FaceDirection faceDirection = FaceDirection::none; for (int i = 0; i < FaceDirection::none; i++) { @@ -56,6 +58,8 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co vertexData.positions[2] = transformed * glm::vec4(1, 0, 1, 1); vertexData.positions[3] = transformed * glm::vec4(1, 0, 0, 1); + vertexData.normal = normal; + vertexData.uvs[0] = TransformTextureCoord(face.texture, glm::vec2(0, 0), face.frames); vertexData.uvs[1] = TransformTextureCoord(face.texture, glm::vec2(1, 0), face.frames); vertexData.uvs[2] = TransformTextureCoord(face.texture, glm::vec2(1, 1), face.frames); diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp index edd2992..0a80560 100644 --- a/src/RendererSectionData.hpp +++ b/src/RendererSectionData.hpp @@ -31,20 +31,21 @@ struct SectionsData { }; struct VertexData { - glm::vec3 positions[4]; - glm::vec2 uvs[4]; - float uvLayers; - float animations; - glm::vec3 colors; - glm::vec2 lights; - uint8_t padding[20]; + glm::vec3 positions[4]; + glm::vec3 normal; + glm::vec2 uvs[4]; + float uvLayers; + float animations; + glm::vec3 colors; + glm::vec2 lights; + uint8_t padding[8]; }; struct RendererSectionData { - std::vector<VertexData> vertices; + std::vector<VertexData> vertices; size_t hash = 0; Vector sectionPos; - bool forced = false; + bool forced = false; }; RendererSectionData ParseSection(const SectionsData §ions);
\ No newline at end of file diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp index 561578f..9055729 100644 --- a/src/RendererWorld.cpp +++ b/src/RendererWorld.cpp @@ -449,12 +449,13 @@ void RendererWorld::PrepareRender(std::shared_ptr<Gal::Framebuffer> target) { sectionsPLC->SetPrimitive(Gal::Primitive::TriangleFan); sectionsBufferBinding = sectionsPLC->BindVertexBuffer({ {"position", Gal::Type::Vec3, 4, 1}, + {"normal", Gal::Type::Vec3, 1, 1}, {"uv", Gal::Type::Vec2, 4, 1}, {"uvLayer", Gal::Type::Float, 1, 1}, {"animation", Gal::Type::Float, 1, 1}, {"color", Gal::Type::Vec3, 1, 1}, {"light", Gal::Type::Vec2, 1, 1}, - {"", Gal::Type::Uint8, 20, 1} + {"", Gal::Type::Uint8, 8, 1} }); sectionsPipeline = gal->BuildPipeline(sectionsPLC); sectionsPipeline->SetShaderParameter("MinLightLevel", 0.2f); |