Improved island generation
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8c301d0ac1
commit
4565188f15
5 changed files with 91 additions and 126 deletions
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@ -51,78 +51,32 @@ const vec3 BITANGENTS[6] = vec3[6](
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);
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const vec2 CORNER_UVS[16] = vec2[16](
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vec2(0.5, 0.0),
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vec2(0.5, 0.5),
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vec2(1.0, 0.5),
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vec2(1.0, 0.0),
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vec2(0.0, 0.5),
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vec2(0.0, 1.0),
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vec2(0.5, 1.0),
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vec2(0.5, 0.5),
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vec2(0.5, 0.0),
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vec2(0.5, 0.5),
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vec2(1.0, 0.5),
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vec2(1.0, 0.0),
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vec2(0.5, 0.0),
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vec2(0.5, 0.5),
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vec2(1.0, 0.5),
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vec2(1.0, 0.0)
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vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0),
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vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5),
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vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0),
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vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)
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);
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vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
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vec3 p = vec3(voxelPos);
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if (faceId == 0u) {
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if (cornerIndex == 0u) return p + vec3(0.0, 1.0, 0.0);
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if (cornerIndex == 1u) return p + vec3(0.0, 1.0, 1.0);
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if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 1.0);
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return p + vec3(1.0, 1.0, 0.0);
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}
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if (faceId == 1u) {
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if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 0.0);
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if (cornerIndex == 1u) return p + vec3(1.0, 0.0, 0.0);
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if (cornerIndex == 2u) return p + vec3(1.0, 0.0, 1.0);
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return p + vec3(0.0, 0.0, 1.0);
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}
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if (faceId == 2u) {
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if (cornerIndex == 0u) return p + vec3(1.0, 0.0, 0.0);
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if (cornerIndex == 1u) return p + vec3(1.0, 1.0, 0.0);
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if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 1.0);
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return p + vec3(1.0, 0.0, 1.0);
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}
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if (faceId == 3u) {
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if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 0.0);
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if (cornerIndex == 1u) return p + vec3(0.0, 0.0, 1.0);
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if (cornerIndex == 2u) return p + vec3(0.0, 1.0, 1.0);
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return p + vec3(0.0, 1.0, 0.0);
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}
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if (faceId == 4u) {
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if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 1.0);
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if (cornerIndex == 1u) return p + vec3(1.0, 0.0, 1.0);
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if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 1.0);
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return p + vec3(0.0, 1.0, 1.0);
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}
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if (cornerIndex == 0u) return p + vec3(0.0, 0.0, 0.0);
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if (cornerIndex == 1u) return p + vec3(0.0, 1.0, 0.0);
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if (cornerIndex == 2u) return p + vec3(1.0, 1.0, 0.0);
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return p + vec3(1.0, 0.0, 0.0);
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}
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const vec3 FACE_CORNERS[6][4] = vec3[6][4](
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vec3[4](vec3(0.0, 1.0, 0.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0)), // Face 0 (+Y)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(1.0, 0.0, 0.0), vec3(1.0, 0.0, 1.0), vec3(0.0, 0.0, 1.0)), // Face 1 (-Y)
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vec3[4](vec3(1.0, 0.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 2 (+X)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(0.0, 1.0, 0.0)), // Face 3 (-X)
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vec3[4](vec3(0.0, 0.0, 1.0), vec3(1.0, 0.0, 1.0), vec3(1.0, 1.0, 1.0), vec3(0.0, 1.0, 1.0)), // Face 4 (+Z)
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vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 5 (-Z)
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);
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void main() {
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viewMatrix = viewUniform.matrix;
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uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
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uint triangleVertex = uint(gl_VertexIndex) % 6u;
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uint triangleVertex = (uint(gl_VertexIndex))% 6u;
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uint cornerIndex = TRI_TO_CORNER[triangleVertex];
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//uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
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//uint triangleVertex = uint(gl_VertexIndex) % 6u;
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//uint cornerIndex = TRI_TO_CORNER[triangleVertex];
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uint packedFace = faces[faceRecordIndex];
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uint voxelX = packedFace & 0x1Fu;
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@ -134,7 +88,7 @@ void main() {
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faceId = min(faceId, 5u);
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matId = min(matId, 3u);
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vec3 localPos = buildFaceCornerPosition(uvec3(voxelX, voxelY, voxelZ), faceId, cornerIndex);
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vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
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vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
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vec4 worldPosVec4 = vec4(worldPos, 1.0);
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@ -145,5 +99,5 @@ void main() {
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outNormal = NORMALS[faceId];
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outTangent = TANGENTS[faceId];
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outBitangent = BITANGENTS[faceId];
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outTextCoords = CORNER_UVS[cornerIndex + 4u * matId];
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outTextCoords = CORNER_UVS[cornerIndex + (matId << 2u)];
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}
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