voxel biomes and CPU pushed blocks

This commit is contained in:
Halbear 2026-09-20 17:57:19 +01:00
parent 7fda2614d7
commit a0b00b0f1c
24 changed files with 1007 additions and 91 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 4.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.2 KiB

View file

@ -32,11 +32,26 @@ layout(std430, binding = 3) buffer Counters {
uint faceCount;
} counters;
struct Voxel {
uint MaterialIndex;
uint BlockType;
uvec2[2] UpIndex;
uvec2[2] DownIndex;
uvec2[2] NorthIndex;
uvec2[2] SouthIndex;
uvec2[2] EastIndex;
uvec2[2] WestIndex;
};
layout(std430, set = 1, binding = 0) readonly buffer VoxelUniform {
Voxel materials[];
} voxelReg;
layout(push_constant) uniform ChunkInfo {
ivec3 chunkPos;
int slot;
uint faceOffset;
uint unused0;
uint voxelTypeCount;
uint indirectCommandIndex;
uint padding0;
};
@ -44,7 +59,10 @@ layout(push_constant) uniform ChunkInfo {
uint flatten(ivec3 pos) {
return uint((pos.x * CHUNK_AREA) + (pos.y * CHUNK_SIZE) + pos.z);
}
bool isSeeThrough(Voxel voxel, uint type) {
if (type == 0u || voxel.BlockType == 3u || type > voxelTypeCount) return true;
return voxelReg.materials[type - 1u].BlockType >= 1u;
}
uint getVoxel(ivec3 pos) {
if (pos.x < 0 || pos.x >= CHUNK_SIZE) return 0u;
if (pos.y < 0 || pos.y >= CHUNK_SIZE) return 0u;
@ -58,7 +76,16 @@ uint hash21(uvec2 p) {
p.y += p.x * 1664525u;
return p.x ^ (p.x >> 16);
}
uint pcg_hash(uint seed) {
uint state = seed * 747796405u + 289133645u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
uint randomRangeUint(uint seed, uint minVal, uint maxVal) {
uint range = maxVal - minVal + 1u;
return minVal + (pcg_hash(seed) % range);
}
uint random_1_to_3(vec2 uv, uint customSeed) {
uvec2 p = uvec2(floatBitsToUint(uv.x), floatBitsToUint(uv.y));
p.x ^= customSeed;
@ -66,6 +93,31 @@ uint random_1_to_3(vec2 uv, uint customSeed) {
return (randInt % 3u) + 1u;
}
uint packFace(uvec3 voxelPos, uint faceIndex, Voxel voxel) {
uint randomSeed = uint(voxelPos.x) * 73856093u ^ uint(voxelPos.z) * 19349663u;
uvec2 UpIndex = uvec2(randomRangeUint(randomSeed,voxel.UpIndex[0].x,voxel.UpIndex[1].x),randomRangeUint(randomSeed,voxel.UpIndex[0].y,voxel.UpIndex[1].y));
uvec2 DownIndex = uvec2(randomRangeUint(randomSeed,voxel.DownIndex[0].x,voxel.DownIndex[1].x),randomRangeUint(randomSeed,voxel.DownIndex[0].y,voxel.DownIndex[1].y));
uvec2 NorthIndex = uvec2(randomRangeUint(randomSeed,voxel.NorthIndex[0].x,voxel.NorthIndex[1].x),randomRangeUint(randomSeed,voxel.NorthIndex[0].y,voxel.NorthIndex[1].y));
uvec2 SouthIndex = uvec2(randomRangeUint(randomSeed,voxel.SouthIndex[0].x,voxel.SouthIndex[1].x),randomRangeUint(randomSeed,voxel.SouthIndex[0].y,voxel.SouthIndex[1].y));
uvec2 EastIndex = uvec2(randomRangeUint(randomSeed,voxel.EastIndex[0].x,voxel.EastIndex[1].x),randomRangeUint(randomSeed,voxel.EastIndex[0].y,voxel.EastIndex[1].y));
uvec2 WestIndex = uvec2(randomRangeUint(randomSeed,voxel.WestIndex[0].x,voxel.WestIndex[1].x),randomRangeUint(randomSeed,voxel.WestIndex[0].y,voxel.WestIndex[1].y));
uvec2 textureIndices[8] = uvec2[8](UpIndex, DownIndex, NorthIndex,
SouthIndex, EastIndex, WestIndex, NorthIndex,SouthIndex);
uvec2 tex = textureIndices[faceIndex];
uint textureIndexX = tex.x;
uint textureIndexY = tex.y;
uint materialId = voxel.MaterialIndex;
return (voxelPos.x & 0xFu) |
((voxelPos.y & 0xFu) << 4u) |
((voxelPos.z & 0xFu) << 8u) |
((faceIndex & 0x7u) << 12u) |
((materialId & 0x7FFu) << 15u) |
((textureIndexX & 0x7u) << 26u) |
((textureIndexY & 0x7u) << 29u);
}
uint packFace(uvec3 voxelPos, uint faceIndex, uint materialId) {
uint randomFaceValue = random_1_to_3(vec2(voxelPos.x, voxelPos.z),faceOffset);
uint textureIndexX = 0u;
@ -107,23 +159,28 @@ uint packFace(uvec3 voxelPos, uint faceIndex, uint materialId) {
textureIndexY = 0u;
}
return (voxelPos.x & 0x1Fu) |
((voxelPos.y & 0x1Fu) << 5u) |
((voxelPos.z & 0x1Fu) << 10u) |
((faceIndex & 0x7u) << 15u) |
((materialId & 0xFFu) << 18u) |
return (voxelPos.x & 0xFu) |
((voxelPos.y & 0xFu) << 4u) |
((voxelPos.z & 0xFu) << 8u) |
((faceIndex & 0x7u) << 12u) |
((materialId & 0x7FFu) << 15u) |
((textureIndexX & 0x7u) << 26u) |
((textureIndexY & 0x7u) << 29u);
}
void emitFace(ivec3 voxelPos, uint faceIndex, uint voxelType) {
if (voxelType == 0u || voxelType > voxelTypeCount) {
return;
}
uint localFace = atomicAdd(counters.faceCount, 1u);
if (localFace >= MAX_VISIBLE_FACES_PER_CHUNK) {
return;
}
faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxelType);
Voxel voxel = voxelReg.materials[voxelType - 1u];
faces[faceOffset + localFace] = packFace(uvec3(voxelPos), faceIndex, voxel);
atomicAdd(drawCmds[indirectCommandIndex].vertexCount, VERTICES_PER_FACE);
}
@ -136,21 +193,20 @@ void main() {
}
uint current = getVoxel(pos);
if (current == 0u) {
if (current == 0u || current > voxelTypeCount) {
return;
}
if (current == 4u) {
Voxel voxel = voxelReg.materials[current - 1u];
if (voxel.BlockType == 1u) {
emitFace(pos, 6u, current);
emitFace(pos, 7u, current);
return;
}
if (getVoxel(pos + ivec3( 0, 1, 0)) == 0u || getVoxel(pos + ivec3( 0, 1, 0)) == 4u) emitFace(pos, 0u, current);
if (getVoxel(pos + ivec3( 0, -1, 0)) == 0u || getVoxel(pos + ivec3( 0, -1, 0)) == 4u) emitFace(pos, 1u, current);
if (getVoxel(pos + ivec3( 1, 0, 0)) == 0u || getVoxel(pos + ivec3( 1, 0, 0)) == 4u) emitFace(pos, 2u, current);
if (getVoxel(pos + ivec3(-1, 0, 0)) == 0u || getVoxel(pos + ivec3( -1, 0, 0)) == 4u) emitFace(pos, 3u, current);
if (getVoxel(pos + ivec3( 0, 0, 1)) == 0u|| getVoxel(pos + ivec3( 0, 0, 1)) == 4u) emitFace(pos, 4u, current);
if (getVoxel(pos + ivec3( 0, 0, -1)) == 0u || getVoxel(pos + ivec3( 0, 0, -1)) == 4u) emitFace(pos, 5u, current);
if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, 1, 0)))) emitFace(pos, 0u, current);
if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, -1, 0)))) emitFace(pos, 1u, current);
if (isSeeThrough(voxel,getVoxel(pos + ivec3( 1, 0, 0)))) emitFace(pos, 2u, current);
if (isSeeThrough(voxel,getVoxel(pos + ivec3(-1, 0, 0)))) emitFace(pos, 3u, current);
if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, 0, 1)))) emitFace(pos, 4u, current);
if (isSeeThrough(voxel,getVoxel(pos + ivec3( 0, 0, -1)))) emitFace(pos, 5u, current);
}

View file

@ -8,6 +8,19 @@ const int CHUNK_AREA = CHUNK_SIZE * CHUNK_SIZE;
layout(std430, binding = 0) buffer VoxelData {
uint voxels[];
};
struct Biome {
uint surfaceBlock;
uint dirtBlock;
uint stoneBlock;
uint grassFoliage;
uint[4] flowers;
uint[4] tallBlocks;
uint[4] otherFoliage;
};
layout(std430, set = 1, binding = 0) readonly buffer BiomeUniform {
Biome biomes[];
} BiomeReg;
layout(push_constant) uniform ChunkInfo {
ivec3 chunkPos;
@ -15,15 +28,8 @@ layout(push_constant) uniform ChunkInfo {
uint faceOffset;
uint unused0;
uint indirectCommandIndex;
uint padding0;
uint biomeCount;
};
vec3 random3(vec3 st) {
return fract(sin(vec3(
dot(st, vec3(127.1, 311.7, 74.7)),
dot(st, vec3(269.5, 183.3, 246.1)),
dot(st, vec3(113.5, 271.9, 124.6))
)) * 43758.5453123);
}
float random3to1(vec3 st) {
return fract(sin(dot(st, vec3(127.1, 311.7, 74.7))) * 43758.5453123);
@ -88,6 +94,29 @@ float valueNoise(vec2 st) {
(c - a) * u.y * (1.0 - u.x) +
(d - b) * u.x * u.y;
}
uint pcg_hash(uint seed) {
uint state = seed * 747796405u + 289133645u;
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
uint randomRangeUint(uint seed, uint minVal, uint maxVal) {
uint range = maxVal - minVal + 1u;
return minVal + (pcg_hash(seed) % range);
}
uint GetBiome(vec3 worldPos, uint MaxBiomes) {
if (MaxBiomes == 0u) return 0u;
vec3 X = vec3(worldPos);
X = mat3(
0.788675134594813, -0.211324865405187, -0.577350269189626,
-0.211324865405187, 0.788675134594813, -0.577350269189626,
0.577350269189626, 0.577350269189626, 0.577350269189626) * X;
float n = clamp(cubicNoise(X), 0.0, 0.9999);
uint Biome = uint(floor(n * float(MaxBiomes)));
return min(Biome, MaxBiomes - 1u);
}
bool isCave(vec3 worldPos) {
vec3 X = vec3(worldPos);
X = mat3(
@ -101,33 +130,41 @@ bool isCave(vec3 worldPos) {
void main() {
ivec3 localPos = ivec3(gl_GlobalInvocationID.xyz);
ivec3 worldPos = chunkPos * CHUNK_SIZE + localPos;
uint biome = GetBiome(vec3(worldPos.z, worldPos.y, worldPos.x) * 0.05, biomeCount);
Biome currentBiome = BiomeReg.biomes[biome];
float YZone = floor(worldPos.y/150.0)*150.0;
float SurfaceHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
float SurfaceHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.01) * 10 +
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5 +
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 + YZone;
uint RandomBlockVal = randomRangeUint(uint(worldPos.x) * 73856093u ^ uint(worldPos.z) * 19349663u,0u ,3u);
float IslandUnderneathHeight = valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.005) * 100 +
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 20 +
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2) * 0.1) * 5 +
valueNoise(vec2(worldPos.x + YZone * 2, worldPos.z + YZone * 2)) * 0.5 - 15 + YZone;
float grassNoise = valueNoise(vec2(worldPos.z + YZone * 2, worldPos.x + YZone * 2));
float grassNoise = valueNoise(vec2(worldPos.z * 0.5 - YZone * 2, worldPos.x * 0.5 - YZone * 2));
uint voxelType = 0u;
if (float(worldPos.y) <= SurfaceHeight && float(worldPos.y) >= IslandUnderneathHeight) {
float depthBelowSurface = SurfaceHeight - float(worldPos.y);
if (depthBelowSurface < 0.5) {
if(grassNoise < 0.65) voxelType = 4u; // Grass foliage
if(grassNoise < 0.65) voxelType = currentBiome.grassFoliage; // Grass foliage
else if (grassNoise < 0.75) voxelType = currentBiome.flowers[RandomBlockVal];
else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[RandomBlockVal];
else voxelType = 0u;
}else if (depthBelowSurface < 2.5) {
voxelType = 1u; // Grass
voxelType = currentBiome.surfaceBlock; // Grass
} else if (depthBelowSurface < 6.0) {
voxelType = 2u; // Dirt(also stone rn)
voxelType = currentBiome.dirtBlock; // Dirt(also stone rn)
} else {
voxelType = 3u; // Stone
voxelType = currentBiome.stoneBlock; // Stone
}
}
else{
@ -145,14 +182,16 @@ void main() {
float depthBelowSurface = height2 - float(worldPos.y);
if (depthBelowSurface < 0.5) {
if (grassNoise < 0.65) voxelType = 4u; // Grass foliage
if (grassNoise < 0.65) voxelType = currentBiome.grassFoliage; // Grass foliage
else if (grassNoise < 0.75) voxelType = currentBiome.flowers[RandomBlockVal];
else if (grassNoise < 0.85) voxelType = currentBiome.otherFoliage[RandomBlockVal];
else voxelType = 0u;
} else if (depthBelowSurface < 1.5) {
voxelType = 1u; // Grass
voxelType = currentBiome.surfaceBlock; // Grass
} else if (depthBelowSurface < 6.0) {
voxelType = 2u; // Dirt(also stone rn)
voxelType = currentBiome.dirtBlock; // Dirt(also stone rn)
} else {
voxelType = 3u; // Stone
voxelType = currentBiome.stoneBlock; // Stone
}
}
}

View file

@ -0,0 +1,88 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
const int MAX_TEXTURES = 128;
layout(location = 0) in vec4 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTextCoords;
layout(location = 5) in mat4 viewMatrix;
layout(location = 9) in flat uint textureIndex;
layout(location = 0) out vec4 outAlbedo;
layout(location = 1) out vec4 outViewPos;
struct Material {
vec4 diffuseColor; //16
uint hasTexture; //20
uint textureIdx; //24
uint hasNormalMap; //28
uint normalMapIdx; //32
uint hasRoughMap; //36
uint roughMapIdx; //40
float roughnessFactor; //44
float metallicFactor; //48
vec4 emissiveColour; //64
uint hasEmissiveMap; //68
uint emissiveMapIdx; //72
uint hasTranslucencyMap; //76
uint translucencyMapIdx; //80
float translucencyFactor; //84
uint hasOpacityMap; //88
uint OpacityMapIdx; //92
float OpacityFactor; //96
float reflectiveness; //100
float refractiveness; //104
float Padding1; //108
float Padding2; //112
};
layout(set = 2, binding = 0) readonly buffer MaterialUniform{
Material materials[];
} matUniform;
layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
layout(push_constant) uniform pc{
layout(offset = 64) uint materialIdx;
} push_constants;
void main()
{
vec4 viewPos = vec4(viewMatrix * inPos);
outViewPos = viewPos;
Material material = matUniform.materials[textureIndex];
uint albedoTextureIndex = material.textureIdx;
if (albedoTextureIndex >= MAX_TEXTURES){
outAlbedo = vec4(0.0,0.0,1.0,1.0);
return;
}
if(material.hasTexture == 1){
vec4 texColor = texture(textSampler[nonuniformEXT(albedoTextureIndex)], inTextCoords);
outAlbedo = texColor;
} else{
outAlbedo = material.diffuseColor;
}
vec4 Opacity = vec4(outAlbedo.a, outAlbedo.a, outAlbedo.a, 1.0);
if (material.OpacityFactor > 0.0 && material.OpacityFactor < 1.0) {
Opacity = vec4(material.OpacityFactor, material.OpacityFactor, material.OpacityFactor, 1.0);
}
if (material.hasOpacityMap > 0 && material.OpacityMapIdx < MAX_TEXTURES) {
Opacity = texture(textSampler[nonuniformEXT(material.OpacityMapIdx)], inTextCoords);
}
float opacityf = Opacity.x + Opacity.y + Opacity.z;
opacityf = opacityf / 3;
if(opacityf < 0.4){ discard; }
outAlbedo = vec4(outAlbedo.rgb, opacityf);
}

View file

@ -0,0 +1,149 @@
#version 450
#extension GL_EXT_nonuniform_qualifier : require
const int MAX_TEXTURES = 128;
layout(location = 0) in vec4 inPos;
layout(location = 1) in vec3 inNormal;
layout(location = 2) in vec3 inTangent;
layout(location = 3) in vec3 inBitangent;
layout(location = 4) in vec2 inTextCoords;
layout(location = 5) in mat4 viewMatrix;
layout(location = 9) in flat uint MaterialID;
layout(location = 1) out vec4 outAlbedo ;
layout(location = 0) out vec4 outPos;
layout(location = 2) out vec4 outNormal;
layout(location = 3) out vec4 outPBR;
layout(location = 4) out vec4 outEmissive;
layout(location = 5) out vec4 outTranslucency;
layout(location = 6) out vec4 outOpacity;
layout(location = 7) out vec4 outViewPos;
struct Material {
vec4 diffuseColor; //16
uint hasTexture; //20
uint textureIdx; //24
uint hasNormalMap; //28
uint normalMapIdx; //32
uint hasRoughMap; //36
uint roughMapIdx; //40
float roughnessFactor; //44
float metallicFactor; //48
vec4 emissiveColour; //64
uint hasEmissiveMap; //68
uint emissiveMapIdx; //72
uint hasTranslucencyMap; //76
uint translucencyMapIdx; //80
float translucencyFactor; //84
uint hasOpacityMap; //88
uint OpacityMapIdx; //92
float OpacityFactor; //96
float reflectiveness; //100
float refractiveness; //104
float Padding1; //108
float Padding2; //112
};
layout(set = 2, binding = 0) readonly buffer MaterialUniform {
Material materials[];
} matUniform;
layout(set = 3, binding = 0) uniform sampler2D textSampler[MAX_TEXTURES];
vec3 calcNormal(Material material, vec3 normal, vec2 textCoords, mat3 TBN)
{
vec3 newNormal = normal;
if (material.hasNormalMap > 0 && material.normalMapIdx < MAX_TEXTURES)
{
newNormal = texture(textSampler[nonuniformEXT(material.normalMapIdx)], textCoords).rgb;
newNormal = normalize(newNormal * 2.0 - 1.0);
newNormal = normalize(TBN * newNormal);
}
return newNormal;
}
layout(push_constant) uniform pc {
layout(offset = 64) uint materialIdx;
} push_constants;
void main()
{
outPos = inPos;
vec4 viewPos = vec4(viewMatrix * vec4(inPos.xyz, 1.0));
outViewPos = viewPos;
Material material = matUniform.materials[MaterialID];
uint albedoTextureIndex = material.textureIdx;
if (albedoTextureIndex >= MAX_TEXTURES) {
outAlbedo = vec4(0.0,0.0,1.0,1.0);
outOpacity = vec4(0.0,0.0,1.0,1.0);
outNormal = vec4(0.0,0.0,1.0,1.0);
outEmissive = vec4(0.0,0.0,1.0,1.0);
outTranslucency = vec4(0.0,0.0,1.0,1.0);
outPBR = vec4(0.0,0.0,1.0,1.0);
return;
}
if (material.hasTexture == 1) {
outAlbedo = texture(textSampler[nonuniformEXT(albedoTextureIndex)], inTextCoords);
} else {
outAlbedo = material.diffuseColor;
}
vec4 Opacity = vec4(outAlbedo.a, outAlbedo.a, outAlbedo.a, 1.0);
if (material.OpacityFactor > 0.0 && material.OpacityFactor < 1.0) {
Opacity = vec4(material.OpacityFactor, material.OpacityFactor, material.OpacityFactor, 1.0);
}
if (material.hasOpacityMap > 0 && material.OpacityMapIdx < MAX_TEXTURES) {
outOpacity = texture(textSampler[nonuniformEXT(material.OpacityMapIdx)], inTextCoords);
} else {
outOpacity = Opacity;
}
Opacity = outOpacity;
float opacityf = Opacity.x + Opacity.y + Opacity.z;
opacityf = opacityf / 3;
outAlbedo = vec4(outAlbedo.rgb, opacityf);
if(outAlbedo.a < 0.5) discard;
mat3 TBN = mat3(inTangent, inBitangent, inNormal);
vec3 newNormal = calcNormal(material, inNormal, inTextCoords, TBN);
float ao = 0.5f;
float roughnessFactor = 0.0f;
float metallicFactor = 0.0f;
if (material.hasRoughMap > 0 && material.roughMapIdx < MAX_TEXTURES) {
vec4 metRoughValue = texture(textSampler[nonuniformEXT(material.roughMapIdx)], inTextCoords);
roughnessFactor = metRoughValue.g;
metallicFactor = metRoughValue.b;
} else {
roughnessFactor = material.roughnessFactor;
metallicFactor = material.metallicFactor;
}
vec4 emissive = material.emissiveColour;
if (material.hasEmissiveMap > 0 && material.emissiveMapIdx < MAX_TEXTURES) {
emissive = texture(textSampler[nonuniformEXT(material.emissiveMapIdx)], inTextCoords);
}
outEmissive = emissive;
vec4 Translucency = vec4(material.translucencyFactor, material.translucencyFactor, material.translucencyFactor, 1);
if(material.hasTranslucencyMap > 0 && material.translucencyMapIdx < MAX_TEXTURES){
Translucency = texture(textSampler[nonuniformEXT(material.translucencyMapIdx)], inTextCoords);
}
outTranslucency = Translucency;
float Refractiveness = material.refractiveness;
float Reflectiveness = material.reflectiveness;
outNormal = vec4(newNormal, Refractiveness);
outPBR = vec4(ao, roughnessFactor, metallicFactor, Reflectiveness);
}

View file

@ -6,6 +6,7 @@ layout(location = 2) out vec3 outTangent;
layout(location = 3) out vec3 outBitangent;
layout(location = 4) out vec2 outTextCoords;
layout(location = 5) out mat4 viewMatrix;
layout(location = 9) out flat uint outMaterialID;
layout(set = 0, binding = 0) uniform ProjUniform { mat4 matrix; } projUniform;
layout(set = 1, binding = 0) uniform ViewUniform { mat4 matrix; } viewUniform;
@ -93,17 +94,13 @@ void main() {
uint triangleVertex = (uint(gl_VertexIndex))% 6u;
uint cornerIndex = TRI_TO_CORNER[triangleVertex];
//uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
//uint triangleVertex = uint(gl_VertexIndex) % 6u;
//uint cornerIndex = TRI_TO_CORNER[triangleVertex];
uint packedFace = faces[faceRecordIndex];
uint voxelX = packedFace & 0x1Fu;
uint voxelY = (packedFace >> 5u) & 0x1Fu;
uint voxelZ = (packedFace >> 10u) & 0x1Fu;
uint faceId = (packedFace >> 15u) & 0x7u;
uint matId = (packedFace >> 18u) & 0xFFu;
uint voxelX = packedFace & 0xFu;
uint voxelY = (packedFace >> 4u) & 0xFu;
uint voxelZ = (packedFace >> 8u) & 0xFu;
uint faceId = (packedFace >> 12u) & 0x7u;
uint matId = (packedFace >> 15u) & 0x7FFu;
uint texIdxX = (packedFace >> 26u) & 0x7u;
uint texIdxY = (packedFace >> 29u) & 0x7u;
@ -111,7 +108,6 @@ void main() {
vec2 scalar = vec2(1.0/4.0,1.0/4.0);
faceId = min(faceId, 7u);
matId = min(matId, 4u);
vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
@ -119,10 +115,14 @@ void main() {
vec4 worldPosVec4 = vec4(worldPos, 1.0);
gl_Position = projUniform.matrix * viewUniform.matrix * worldPosVec4;
outPos = worldPosVec4;
outNormal = NORMALS[faceId];
outTangent = TANGENTS[faceId];
outBitangent = BITANGENTS[faceId];
outTextCoords = CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex] * scalar + texID;
vec2 atlasSize = vec2(64, 64);
vec2 texel = 0.5 / atlasSize;
vec2 tileMin = vec2(texIdxX, texIdxY) * scalar + texel;
vec2 tileMax = vec2(texIdxX + 1u, texIdxY + 1u) * scalar - texel;
outTextCoords = mix(tileMin, tileMax, CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex]);
outMaterialID = matId;
}

View file

@ -17,6 +17,69 @@ layout(location = 1) out flat uint outMaterialIdx;
const uint TRI_TO_CORNER[6] = uint[6](0u, 1u, 2u, 0u, 2u, 3u);
const vec3 NORMALS[8] = vec3[8](
vec3( 0.0, 1.0, 0.0), // Face 0 (+Y)
vec3( 0.0, -1.0, 0.0), // Face 1 (-Y)
vec3( 1.0, 0.0, 0.0), // Face 2 (+X)
vec3(-1.0, 0.0, 0.0), // Face 3 (-X)
vec3( 0.0, 0.0, 1.0), // Face 4 (+Z)
vec3( 0.0, 0.0, -1.0), // Face 5 (-Z)
vec3(-0.7071, 0.0, 0.7071), // Face 6
vec3( 0.7071, 0.0, 0.7071) // Face 7
);
const vec3 TANGENTS[8] = vec3[8](
vec3( 1.0, 0.0, 0.0), // Face 0
vec3( 1.0, 0.0, 0.0), // Face 1
vec3( 0.0, 0.0, -1.0), // Face 2
vec3( 0.0, 0.0, 1.0), // Face 3
vec3( 1.0, 0.0, 0.0), // Face 4
vec3(-1.0, 0.0, 0.0), // Face 5
vec3( 0.7071, 0.0, 0.7071), // Face 6
vec3( 0.7071, 0.0,-0.7071) // Face 7
);
const vec3 BITANGENTS[8] = vec3[8](
vec3( 0.0, 0.0, 1.0), // Face 0
vec3( 0.0, 0.0, -1.0), // Face 1
vec3( 0.0, 1.0, 0.0), // Face 2
vec3( 0.0, 1.0, 0.0), // Face 3
vec3( 0.0, 1.0, 0.0), // Face 4
vec3( 0.0, 1.0, 0.0), // Face 5
vec3( 0.0, 1.0, 0.0), // Face 6
vec3( 0.0, 1.0, 0.0) // Face 7
);
const vec2 CORNER_UVS[5][4] = vec2[5][4](
vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
vec2[4](vec2(0.0, 0.5), vec2(0.0, 1.0), vec2(0.5, 1.0), vec2(0.5, 0.5)),
vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
vec2[4](vec2(0.5, 0.0), vec2(0.5, 0.5), vec2(1.0, 0.5), vec2(1.0, 0.0)),
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.5), vec2(0.5, 0.5), vec2(0.5, 1.0))
);
const vec2 CORNER_UVS_GRASS_BLOCK[8][4] = vec2[8][4](
vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0)),
vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0))
);
const vec3 FACE_CORNERS[8][4] = vec3[8][4](
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)
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)
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)
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)
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)
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)
vec3[4](vec3(0.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(1.0, 1.0, 1.0), vec3(1.0, 0.0, 1.0)), // Face 6 (cross model pane 1)
vec3[4](vec3(0.0, 0.0, 1.0), vec3(0.0, 1.0, 1.0), vec3(1.0, 1.0, 0.0), vec3(1.0, 0.0, 0.0)) // Face 7 (cross model pane 2)
);
vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
vec3 p = vec3(voxelPos);
@ -63,21 +126,40 @@ vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
void main() {
uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
uint triangleVertex = uint(gl_VertexIndex) % 6u;
uint triangleVertex = (uint(gl_VertexIndex))% 6u;
uint cornerIndex = TRI_TO_CORNER[triangleVertex];
//uint faceRecordIndex = uint(gl_VertexIndex) / 6u;
//uint triangleVertex = uint(gl_VertexIndex) % 6u;
//uint cornerIndex = TRI_TO_CORNER[triangleVertex];
uint packedFace = faces[faceRecordIndex];
uint voxelX = packedFace & 0x1Fu;
uint voxelY = (packedFace >> 5u) & 0x1Fu;
uint voxelZ = (packedFace >> 10u) & 0x1Fu;
uint faceId = (packedFace >> 15u) & 0x7u;
uint matId = (packedFace >> 18u) & 0xFFu;
uint voxelX = packedFace & 0xFu;
uint voxelY = (packedFace >> 4u) & 0xFu;
uint voxelZ = (packedFace >> 8u) & 0xFu;
uint faceId = (packedFace >> 12u) & 0x7u;
uint matId = (packedFace >> 15u) & 0x7FFu;
uint texIdxX = (packedFace >> 26u) & 0x7u;
uint texIdxY = (packedFace >> 29u) & 0x7u;
vec3 localPos = buildFaceCornerPosition(uvec3(voxelX, voxelY, voxelZ), faceId, cornerIndex);
// (voxelPos.x & 0xFu) |
// ((voxelPos.y & 0xFu) << 4u) |
// ((voxelPos.z & 0xFu) << 8u) |
// ((faceIndex & 0x7u) << 12u) |
// ((materialId & 0x7FFu) << 15u) |
// ((textureIndexX & 0x7u) << 26u) |
// ((textureIndexY & 0x7u) << 29u);
vec2 texID = vec2((texIdxX)/4.0,(texIdxY)/4.0);
vec2 scalar = vec2(1.0/4.0,1.0/4.0);
faceId = min(faceId, 7u);
vec3 localPos = vec3(voxelX, voxelY, voxelZ) + FACE_CORNERS[faceId][cornerIndex];
vec3 worldPos = localPos + push_constants.ModelOffset.xyz * 16.0;
outTextCoord = vec2(0.0);
outTextCoord = CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex] * scalar + texID;
outMaterialIdx = matId;
gl_Position = vec4(worldPos, 1.0);

View file

@ -0,0 +1,51 @@
#version 460 core
in vec3 FragPos;
in vec2 TexCoords;
in vec3 Normal;
out vec4 FragColor;
uniform vec3 cameraPos;
uniform vec3 lightPos;
// Material constants
const vec3 waterShallowColor = vec3(0.0, 0.6, 0.7);
const vec3 waterDeepColor = vec3(0.05, 0.15, 0.3);
const vec3 sunColor = vec3(1.0, 0.95, 0.8);
void main() {
// Normalize vectors
vec3 n = normalize(Normal);
vec3 viewDir = normalize(cameraPos - FragPos);
vec3 lightDir = normalize(lightPos - FragPos);
// 1. Ambient Lighting
vec3 ambient = 0.3 * waterShallowColor;
// 2. Diffuse Shading
float diff = max(dot(n, lightDir), 0.0);
vec3 diffuse = diff * sunColor * 0.4;
// 3. Specular Highlights (Blinn-Phong)
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(n, halfwayDir), 0.0), 64.0); // High shininess for water glaze
vec3 specular = spec * sunColor * 0.8;
// 4. Fresnel Approximation (Schlick's approximation)
// Water has a base reflectivity of roughly 0.02 at a perpendicular view angle
float F0 = 0.02;
float fresnel = F0 + (1.0 - F0) * pow(1.0 - max(dot(n, viewDir), 0.0), 5.0);
// Mix deep and shallow water colors based on the normal angle
vec3 baseWaterColor = mix(waterShallowColor, waterDeepColor, max(dot(n, vec3(0.0, 1.0, 0.0)), 0.0));
// Combine lighting results
vec3 lightingResult = ambient + diffuse + specular;
// Blend final look with Fresnel reflection dominance
vec3 finalColor = mix(baseWaterColor + specular, lightingResult + vec3(fresnel * 0.5), fresnel);
// Output final color with subtle translucency opacity
FragColor = vec4(finalColor, 0.85);
}

View file

@ -0,0 +1,46 @@
#version 450
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec3 FragPos;
out vec2 TexCoords;
out vec3 Normal;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float uTime;
// Wave configuration constants
const float AMPLITUDE = 0.15;
const float FREQUENCY = 1.5;
const float SPEED = 2.0;
// Simple wave function that modifies elevation based on position and time
float calculateWave(vec3 pos, float time, vec2 direction) {
return AMPLITUDE * sin(dot(pos.xz, direction) * FREQUENCY + time * SPEED);
}
// Derivative of the wave function to calculate accurate dynamic surface normals
vec3 calculateWaveNormal(vec3 pos, float time) {
float dx = AMPLITUDE * FREQUENCY * cos(pos.x * FREQUENCY + time * SPEED);
float dz = AMPLITUDE * FREQUENCY * cos(pos.z * FREQUENCY + time * SPEED);
return normalize(vec3(-dx, 1.0, -dz));
}
void main() {
vec3 displacedPos = aPos;
// Combine two wave directions for a less predictable, more organic look
displacedPos.y += calculateWave(aPos, uTime, vec2(1.0, 0.0));
displacedPos.y += calculateWave(aPos, uTime * 1.2, vec2(0.5, 0.8));
FragPos = vec3(model * vec4(displacedPos, 1.0));
TexCoords = aTexCoords;
// Pass transformed normals and position to the fragment shader
Normal = mat3(transpose(inverse(model))) * calculateWaveNormal(displacedPos, uTime);
gl_Position = projection * view * model * vec4(displacedPos, 1.0);
}

View file

@ -5,6 +5,8 @@ import net.halbear.Terrain4J.EngineCore.Logic.EngineInstance;
import net.halbear.Terrain4J.EngineCore.Logic.InitData;
import net.halbear.Terrain4J.EngineCore.Logic.Rendering.SkyBox;
import net.halbear.Terrain4J.EngineCore.Logic.Rendering.VulkanContext;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Computing.VoxelTerrainGeneration.Biome;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Computing.VoxelTerrainGeneration.Voxel;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Computing.VoxelTerrainGeneration.VoxelChunkGenerator;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Computing.VoxelTerrainGeneration.VoxelWorldManager;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Rendering.RenderPasses.GUI.GuiRenderer;
@ -30,6 +32,7 @@ import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Structure.SwapChain.
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Structure.SwapChain.SwapChainRender;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Util.VulkanUtils;
import net.halbear.Terrain4J.EngineCore.Threads.RenderThread;
import org.joml.Vector2i;
import org.joml.Vector3f;
import org.joml.Vector3i;
import org.lwjgl.system.MemoryStack;
@ -188,6 +191,190 @@ public class VulkanRenderer implements Renderer {
GuiRender.LoadTextures(RendererContext,initData.GuiTextures(),textureCache);
//VoxelWorldManager.Init(RendererContext);
// VoxelWorldManager.GenerateChunks(new Vector3i(0,0,0), new Vector3i(16,0,16));
Vector2i positionArr[][] = new Vector2i[4][4];
for(int x = 0; x < 4; x++){
for(int y = 0; y < 4; y++){
positionArr[x][y] = new Vector2i(x,y);
}
}
int Index = materialsCache.GetPosition("VoxelTerrain");
int Index2 = materialsCache.GetPosition("Blueleaf");
int Index3 = materialsCache.GetPosition("Blueleaf2");
Voxel grassVoxel = new Voxel(Index, 0,
new Vector2i[]{positionArr[0][1], positionArr[0][3]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]});
Voxel stoneVoxel = new Voxel(Index, 0,
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]});
Voxel grassSideVoxel = new Voxel(Index, 1,
new Vector2i[]{positionArr[1][1], positionArr[1][3]},
new Vector2i[]{positionArr[1][1], positionArr[1][3]},
new Vector2i[]{positionArr[1][1], positionArr[1][3]},
new Vector2i[]{positionArr[1][1], positionArr[1][3]},
new Vector2i[]{positionArr[1][1], positionArr[1][3]},
new Vector2i[]{positionArr[1][1], positionArr[1][3]});
Voxel Mushroom = new Voxel(Index, 1,
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]});
Voxel Log = new Voxel(Index, 0,
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]});
Voxel Leaves = new Voxel(Index, 2,
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]});
Voxel bluegrassVoxel = new Voxel(Index2, 0,
new Vector2i[]{positionArr[0][1], positionArr[1][3]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]},
new Vector2i[]{positionArr[0][0], positionArr[0][0]});
Voxel blueDirtVoxel = new Voxel(Index2, 0,
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]},
new Vector2i[]{positionArr[1][0], positionArr[1][0]});
Voxel bluegrassSideVoxel = new Voxel(Index3, 1,
new Vector2i[]{positionArr[0][0], positionArr[1][2]},
new Vector2i[]{positionArr[0][0], positionArr[1][2]},
new Vector2i[]{positionArr[0][0], positionArr[1][2]},
new Vector2i[]{positionArr[0][0], positionArr[1][2]},
new Vector2i[]{positionArr[0][0], positionArr[1][2]},
new Vector2i[]{positionArr[0][0], positionArr[1][2]});
Voxel blueFlower1 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]},
new Vector2i[]{positionArr[2][0], positionArr[2][0]});
Voxel blueFlower2 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][1], positionArr[2][1]},
new Vector2i[]{positionArr[2][1], positionArr[2][1]});
Voxel blueFlower3 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]},
new Vector2i[]{positionArr[2][2], positionArr[2][2]});
Voxel blueFlower4 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]},
new Vector2i[]{positionArr[2][3], positionArr[2][3]});
Voxel blueFlower5 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[3][0], positionArr[3][0]},
new Vector2i[]{positionArr[3][0], positionArr[3][0]},
new Vector2i[]{positionArr[3][0], positionArr[3][0]},
new Vector2i[]{positionArr[3][0], positionArr[3][0]},
new Vector2i[]{positionArr[3][0], positionArr[3][0]},
new Vector2i[]{positionArr[3][0], positionArr[3][0]});
Voxel blueFlower6 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[3][1], positionArr[3][1]},
new Vector2i[]{positionArr[3][1], positionArr[3][1]},
new Vector2i[]{positionArr[3][1], positionArr[3][1]},
new Vector2i[]{positionArr[3][1], positionArr[3][1]},
new Vector2i[]{positionArr[3][1], positionArr[3][1]},
new Vector2i[]{positionArr[3][1], positionArr[3][1]});
Voxel blueFlower7 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[3][2], positionArr[3][2]},
new Vector2i[]{positionArr[3][2], positionArr[3][2]},
new Vector2i[]{positionArr[3][2], positionArr[3][2]},
new Vector2i[]{positionArr[3][2], positionArr[3][2]},
new Vector2i[]{positionArr[3][2], positionArr[3][2]},
new Vector2i[]{positionArr[3][2], positionArr[3][2]});
Voxel blueFlower8 = new Voxel(Index2, 1,
new Vector2i[]{positionArr[3][3], positionArr[3][3]},
new Vector2i[]{positionArr[3][3], positionArr[3][3]},
new Vector2i[]{positionArr[3][3], positionArr[3][3]},
new Vector2i[]{positionArr[3][3], positionArr[3][3]},
new Vector2i[]{positionArr[3][3], positionArr[3][3]},
new Vector2i[]{positionArr[3][3], positionArr[3][3]});
Voxel blueLeaves1 = new Voxel(Index3, 2,
new Vector2i[]{positionArr[0][3], positionArr[0][3]},
new Vector2i[]{positionArr[0][3], positionArr[0][3]},
new Vector2i[]{positionArr[0][3], positionArr[0][3]},
new Vector2i[]{positionArr[0][3], positionArr[0][3]},
new Vector2i[]{positionArr[0][3], positionArr[0][3]},
new Vector2i[]{positionArr[0][3], positionArr[0][3]});
Voxel blueLeaves2 = new Voxel(Index3, 2,
new Vector2i[]{positionArr[1][3], positionArr[1][3]},
new Vector2i[]{positionArr[1][3], positionArr[1][3]},
new Vector2i[]{positionArr[1][3], positionArr[1][3]},
new Vector2i[]{positionArr[1][3], positionArr[1][3]},
new Vector2i[]{positionArr[1][3], positionArr[1][3]},
new Vector2i[]{positionArr[1][3], positionArr[1][3]});
VoxelWorldManager.AddVoxel(grassVoxel, "grass");//1
VoxelWorldManager.AddVoxel(stoneVoxel, "DirtVoxel");//2
VoxelWorldManager.AddVoxel(stoneVoxel, "StoneVoxel");//3
VoxelWorldManager.AddVoxel(grassSideVoxel, "grassSideVoxel");//4
VoxelWorldManager.AddVoxel(Mushroom, "mushroom");//5
VoxelWorldManager.AddVoxel(Log, "log");//6
VoxelWorldManager.AddVoxel(Leaves, "leaves");//7
VoxelWorldManager.AddVoxel(bluegrassVoxel, "bluegrassVoxel");//8
VoxelWorldManager.AddVoxel(blueDirtVoxel, "blueDirtVoxel");//9
VoxelWorldManager.AddVoxel(bluegrassSideVoxel, "bluegrassSideVoxel");//10
VoxelWorldManager.AddVoxel(blueFlower1, "blueFlower1");//11
VoxelWorldManager.AddVoxel(blueFlower2, "blueFlower2");//12
VoxelWorldManager.AddVoxel(blueFlower3, "blueFlower3");//13
VoxelWorldManager.AddVoxel(blueFlower4, "blueFlower4");//14
VoxelWorldManager.AddVoxel(blueFlower5, "blueFlower5");//15
VoxelWorldManager.AddVoxel(blueFlower6, "blueFlower6");//16
VoxelWorldManager.AddVoxel(blueFlower7, "blueFlower7");//17
VoxelWorldManager.AddVoxel(blueFlower8, "blueFlower8");//18
VoxelWorldManager.AddVoxel(blueLeaves1, "blueLeaves1");//19
VoxelWorldManager.AddVoxel(blueLeaves2, "blueLeaves2");//20
Biome GreenBiome = new Biome(1,2,3,4,new int[]{5,6,7,4},new int[]{4,4,4,4},new int[]{4,18,16,17});
Biome Blueleaf = new Biome(8,9,3,10,new int[]{11,19,20,14},new int[]{5,6,7,8},new int[]{15,16,17,18});
VoxelWorldManager.AddBiome(Blueleaf, "blueleaf");
VoxelWorldManager.AddBiome(GreenBiome, "greenBiome");
}
public GuiRenderer GetGUIRenderer(){return GuiRender;}

View file

@ -163,8 +163,14 @@ public class GameCore implements GameLogic {
boolean createOfflinePlayer = !PrimaryRuntime.IsServer && !ClientSideNetworkUtils.Connected;
MaterialData VoxelMat = new MaterialData("VoxelTerrain","resources/EngineResources/Texture/test_cube.png","","",new Vector4f(1,1,1,1),
0,0,"",new Vector4f(),"",0,"",1,new Vector4f(),1.0f,0);
0,0,"",new Vector4f(),"resources/EngineResources/Texture/test_cube_translucency.png",0,"",1,new Vector4f(),1.0f,0);
MaterialData BlueleafMat = new MaterialData("Blueleaf","resources/EngineResources/Texture/blueleaf_set.png","","",new Vector4f(1,1,1,1),
0,0,"",new Vector4f(),"resources/EngineResources/Texture/blueleaf_set_translucent.png",0,"",1,new Vector4f(),1.0f,0);
MaterialData BlueleafMat2 = new MaterialData("Blueleaf2","resources/EngineResources/Texture/blueleaf_set_2.png","","",new Vector4f(1,1,1,1),
0,0,"",new Vector4f(),"resources/EngineResources/Texture/blueleaf_set_2_translucent.png",0,"",1,new Vector4f(),1.0f,0);
materials.add(VoxelMat);
materials.add(BlueleafMat);
materials.add(BlueleafMat2);
materials.addAll(MelonaMat);
materials.addAll(CollisionVisualisationMat);
materials.addAll(MelonaMaterial);
@ -681,11 +687,11 @@ public class GameCore implements GameLogic {
Vector3f CamRot = cam.GetRotation();
Vector3i ChunkPos = new Vector3i((int)Math.floor(CamPos.x/ (float) VoxelChunkGenerator.CHUNK_SIZE),(int)Math.floor(CamPos.y/ (float)VoxelChunkGenerator.CHUNK_SIZE),(int)Math.floor(CamPos.z/ (float)VoxelChunkGenerator.CHUNK_SIZE));
if(ChunkPos.x != VoxelWorldManager.LastPosition.x || ChunkPos.y != VoxelWorldManager.LastPosition.y || ChunkPos.z != VoxelWorldManager.LastPosition.z || CamRot.x != LastCamRotation.x || CamRot.y != LastCamRotation.y || CamRot.z != LastCamRotation.z) {
VoxelWorldManager.UnloadFarChunks(ChunkPos, 12,cam.GetViewMatrix(),projection.GetProjectionMatrix());
VoxelWorldManager.GenerateChunks(ChunkPos, new Vector3i(12,8,12),cam.GetViewMatrix(),projection.GetProjectionMatrix());
VoxelWorldManager.UnloadFarChunks(ChunkPos, 16,cam.GetViewMatrix(),projection.GetProjectionMatrix());
VoxelWorldManager.GenerateChunks(ChunkPos, new Vector3i(16,16,16),cam.GetViewMatrix(),projection.GetProjectionMatrix());
} else {
VoxelWorldManager.UnloadFarChunks(ChunkPos, 24,cam.GetViewMatrix(),projection.GetProjectionMatrix());
VoxelWorldManager.GenerateChunks(ChunkPos, new Vector3i(24,12,24),cam.GetViewMatrix(),projection.GetProjectionMatrix());
VoxelWorldManager.UnloadFarChunks(ChunkPos, 96,cam.GetViewMatrix(),projection.GetProjectionMatrix());
VoxelWorldManager.GenerateChunks(ChunkPos, new Vector3i(48,16,48),cam.GetViewMatrix(),projection.GetProjectionMatrix());
}
LastCamRotation.set(CamRot);
if(PrimaryRuntime.IsServer){

View file

@ -163,9 +163,9 @@ CreateNewClientConnection();
Logger.debug("UnThrottlingEngine");
FrameAccuracy= OriginalFrameAccuracy;
}
PrimaryThread.UpdateFrameAccuracy();
DrawingThread.UpdateFrameAccuracy();
FastThread.UpdateFrameAccuracy();
if(PrimaryThread != null)PrimaryThread.UpdateFrameAccuracy();
if(DrawingThread != null)DrawingThread.UpdateFrameAccuracy();
if(FastThread != null)FastThread.UpdateFrameAccuracy();
}
public void UpdateTickRateThreshold(){
CappedToTickRate = EngineConfig.getInstance().GetPrimaryTickCap();

View file

@ -0,0 +1,4 @@
package net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Computing.VoxelTerrainGeneration;
public record Biome(int surfaceBlock, int dirtBlock, int stoneBlock, int grassFoliage, int[] foliageBlocks, int[] tallBlocks, int[] otherFoliage) {
}

View file

@ -8,8 +8,13 @@ import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Rendering.Pipeline.P
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Rendering.Shader.*;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Structure.DeviceLayers.Device;
import net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Util.VulkanBuffer;
import org.lwjgl.system.MemoryUtil;
import org.lwjgl.util.shaderc.Shaderc;
import java.nio.ByteBuffer;
import java.util.List;
import static org.lwjgl.util.vma.Vma.VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
import static org.lwjgl.util.vma.Vma.VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE;
import static org.lwjgl.vulkan.VK13.*;
@ -22,20 +27,31 @@ public class SharedVoxelTerrainResources {
public static final int TERRAIN_GENERATION_PUSH_CONSTANT_SIZE = Integer.BYTES * 8;
public static final int MAX_VOXEL_TYPES = 256;
public static final int MAX_BIOME_TYPES = 256;
public static final int VOXEL_REG_DATA_SIZE = 104;
public static final int BIOME_REG_DATA_SIZE = 64;
private static final String DESC_ID_VOXEL_GENERATION = "VOXEL_SHARED_DESC_GENERATION";
private static final String DESC_ID_RESET = "VOXEL_SHARED_DESC_RESET";
private static final String DESC_ID_MESH = "VOXEL_SHARED_DESC_MESH";
private static final String DESC_ID_FACE_GRAPHICS = "VOXEL_SHARED_DESC_FACE_GRAPHICS";
private static final String DESC_ID_VOXEL_REG = "VOXEL_REGISTRY";
private static final String DESC_ID_BIOME_REG = "BIOME_REGISTRY";
private final VoxelMeshPool meshPool;
private final VulkanBuffer voxelData;
private final VulkanBuffer counters;
private final VulkanBuffer voxelRegistryBuffer;
private final VulkanBuffer biomeRegistryBuffer;
private final DescriptorSetLayout voxelGenerationLayout;
private final DescriptorSetLayout resetLayout;
private final DescriptorSetLayout meshGenerationLayout;
private final DescriptorSetLayout faceGraphicsLayout;
private final DescriptorSetLayout voxelDeclarationLayout;
private final DescriptorSetLayout biomeDeclarationLayout;
private static final String MESH_GENERATION_GLSL = "resources/EngineResources/VoxelComputeShaders/meshGenerationShared.glsl";
private static final String VOXEL_GENERATION_GLSL = "resources/EngineResources/VoxelComputeShaders/voxelGenerationShared.glsl";
@ -58,6 +74,15 @@ public class SharedVoxelTerrainResources {
counters = new VulkanBuffer(VkCtx, COUNTER_BUFFER_SIZE, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE, 0, 0);
voxelRegistryBuffer = new VulkanBuffer(VkCtx, (long) MAX_VOXEL_TYPES * VOXEL_REG_DATA_SIZE,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE,
VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
biomeRegistryBuffer = new VulkanBuffer(VkCtx, (long) MAX_BIOME_TYPES * BIOME_REG_DATA_SIZE,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE,
VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT,
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
voxelGenerationLayout = new DescriptorSetLayout(VkCtx, new DescriptorSetLayout.LayoutInformation[]{
new DescriptorSetLayout.LayoutInformation(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, 1, VK_SHADER_STAGE_COMPUTE_BIT)
});
@ -78,6 +103,13 @@ public class SharedVoxelTerrainResources {
new DescriptorSetLayout.LayoutInformation(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,0,1,VK_SHADER_STAGE_VERTEX_BIT )
});
voxelDeclarationLayout = new DescriptorSetLayout(VkCtx, new DescriptorSetLayout.LayoutInformation[]{
new DescriptorSetLayout.LayoutInformation(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, 1, VK_SHADER_STAGE_COMPUTE_BIT)
});
biomeDeclarationLayout = new DescriptorSetLayout(VkCtx, new DescriptorSetLayout.LayoutInformation[]{
new DescriptorSetLayout.LayoutInformation(VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 0, 1, VK_SHADER_STAGE_COMPUTE_BIT)
});
createDescriptorSets(VkCtx);
PushConstantsRange[] generationPushConstants = new PushConstantsRange[]{
@ -90,9 +122,11 @@ public class SharedVoxelTerrainResources {
resetPipeline = new ComputePipeline(VkCtx,resetShader,new DescriptorSetLayout[]{resetLayout},generationPushConstants);
voxelGenerationPipeline = new ComputePipeline(VkCtx,voxelShader, new DescriptorSetLayout[]{voxelGenerationLayout},generationPushConstants);
voxelGenerationPipeline = new ComputePipeline(VkCtx,voxelShader,
new DescriptorSetLayout[]{voxelGenerationLayout,biomeDeclarationLayout},generationPushConstants);
meshGenerationPipeline = new ComputePipeline( VkCtx,meshShader, new DescriptorSetLayout[]{meshGenerationLayout},generationPushConstants );
meshGenerationPipeline = new ComputePipeline(VkCtx, meshShader,
new DescriptorSetLayout[]{meshGenerationLayout, voxelDeclarationLayout}, generationPushConstants);
resetShader.CleanUp(VkCtx);
voxelShader.CleanUp(VkCtx);
@ -126,6 +160,71 @@ public class SharedVoxelTerrainResources {
DescriptorSet faceGraphicsSet = allocator.AddDescriptorSet(device, DESC_ID_FACE_GRAPHICS, faceGraphicsLayout);
faceGraphicsSet.SetBuffer(device, meshPool.facePool(), meshPool.facePool().GetRequestedSize(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
DescriptorSet voxelDeclareDescriptorSet = allocator.AddDescriptorSet(device, DESC_ID_VOXEL_REG, voxelDeclarationLayout);
voxelDeclareDescriptorSet.SetBuffer(device, voxelRegistryBuffer, voxelRegistryBuffer.GetRequestedSize(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
DescriptorSet biomeDeclareDescriptorSet = allocator.AddDescriptorSet(device, DESC_ID_BIOME_REG, biomeDeclarationLayout);
biomeDeclareDescriptorSet.SetBuffer(device, biomeRegistryBuffer, biomeRegistryBuffer.GetRequestedSize(), 0, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER);
}
public void UploadBiomeRegistry(VulkanContext VkCtx, List<Biome> biomeReg) {
int count = Math.min(biomeReg.size(), MAX_BIOME_TYPES);
long memoryAddr = biomeRegistryBuffer.MapMemory(VkCtx);
ByteBuffer buffer = MemoryUtil.memByteBuffer(memoryAddr, (int) biomeRegistryBuffer.GetRequestedSize());
for (int i = 0; i < count; i++) {
Biome biome = biomeReg.get(i);
int base = i * BIOME_REG_DATA_SIZE;
buffer.putInt(base + 0, biome.surfaceBlock());
buffer.putInt(base + 4, biome.dirtBlock());
buffer.putInt(base + 8, biome.stoneBlock());
buffer.putInt(base + 12, biome.grassFoliage());
for (int j = 0; j < 4; j++) {
buffer.putInt(base + 16 + j * 4, biome.foliageBlocks()[j]);
buffer.putInt(base + 32 + j * 4, biome.tallBlocks()[j]);
buffer.putInt(base + 48 + j * 4, biome.otherFoliage()[j]);
}
}
biomeRegistryBuffer.UnMapMemory(VkCtx);
}
public void UploadVoxelRegistry(VulkanContext VkCtx, List<Voxel> voxelReg) {
int count = Math.min(voxelReg.size(), MAX_VOXEL_TYPES);
long memoryAddr = voxelRegistryBuffer.MapMemory(VkCtx);
ByteBuffer buffer = MemoryUtil.memByteBuffer(memoryAddr, (int) voxelRegistryBuffer.GetRequestedSize());
for (int i = 0; i < count; i++) {
Voxel voxel = voxelReg.get(i);
int base = i * VOXEL_REG_DATA_SIZE;
buffer.putInt(base + 0, voxel.MaterialID());
buffer.putInt(base + 4, voxel.BlockType());
buffer.putInt(base + 8, voxel.UpUV()[0].x);
buffer.putInt(base + 12, voxel.UpUV()[0].y);
buffer.putInt(base + 16, voxel.UpUV()[1].x);
buffer.putInt(base + 20, voxel.UpUV()[1].y);
buffer.putInt(base + 24, voxel.DownUV()[0].x);
buffer.putInt(base + 28, voxel.DownUV()[0].y);
buffer.putInt(base + 32, voxel.DownUV()[1].x);
buffer.putInt(base + 36, voxel.DownUV()[1].y);
buffer.putInt(base + 40, voxel.NorthUV()[0].x);
buffer.putInt(base + 44, voxel.NorthUV()[0].y);
buffer.putInt(base + 48, voxel.NorthUV()[1].x);
buffer.putInt(base + 52, voxel.NorthUV()[1].y);
buffer.putInt(base + 56, voxel.SouthUV()[0].x);
buffer.putInt(base + 60, voxel.SouthUV()[0].y);
buffer.putInt(base + 64, voxel.SouthUV()[1].x);
buffer.putInt(base + 68, voxel.SouthUV()[1].y);
buffer.putInt(base + 72, voxel.EastUV()[0].x);
buffer.putInt(base + 76, voxel.EastUV()[0].y);
buffer.putInt(base + 80, voxel.EastUV()[1].x);
buffer.putInt(base + 84, voxel.EastUV()[1].y);
buffer.putInt(base + 88, voxel.WestUV()[0].x);
buffer.putInt(base + 92, voxel.WestUV()[0].y);
buffer.putInt(base + 96, voxel.WestUV()[1].x);
buffer.putInt(base + 100, voxel.WestUV()[1].y);
}
voxelRegistryBuffer.UnMapMemory(VkCtx);
}
public DescriptorSetLayout faceGraphicsLayout() {
@ -163,6 +262,12 @@ public class SharedVoxelTerrainResources {
public String voxelGenerationDescriptorId() {
return DESC_ID_VOXEL_GENERATION;
}
public String voxelRegDescriptorID() {
return DESC_ID_VOXEL_REG;
}
public String biomeRegDescriptorID() {
return DESC_ID_BIOME_REG;
}
public String resetDescriptorId() {
return DESC_ID_RESET;
@ -181,9 +286,13 @@ public class SharedVoxelTerrainResources {
voxelGenerationLayout.CleanUp(VkCtx);
meshGenerationLayout.CleanUp(VkCtx);
faceGraphicsLayout.CleanUp(VkCtx);
voxelDeclarationLayout.CleanUp(VkCtx);
biomeDeclarationLayout.CleanUp(VkCtx);
voxelData.cleanup(VkCtx);
counters.cleanup(VkCtx);
voxelRegistryBuffer.cleanup(VkCtx);
biomeRegistryBuffer.cleanup(VkCtx);
meshPool.cleanup(VkCtx);
}
}

View file

@ -0,0 +1,6 @@
package net.halbear.Terrain4J.EngineCore.RenderingAPI.Vulkan.Computing.VoxelTerrainGeneration;
import org.joml.Vector2i;
public record Voxel(int MaterialID, int BlockType, Vector2i[] UpUV, Vector2i[] DownUV, Vector2i[] NorthUV, Vector2i[] SouthUV, Vector2i[] EastUV, Vector2i[] WestUV) {
}

View file

@ -38,16 +38,18 @@ public class VoxelChunkGenerator {
pushConstants.putInt(8, chunk.position().z);
pushConstants.putInt(12, chunk.slot());
pushConstants.putInt(16, faceOffset);
pushConstants.putInt(20, 0);
pushConstants.putInt(20, VoxelWorldManager.GetVoxelTypeCount());
pushConstants.putInt(24, indirectCommandIndex);
pushConstants.putInt(28, 0);
pushConstants.putInt(28, VoxelWorldManager.GetBiomeTypeCount());
LongBuffer resetDescriptorSet = stack.longs(allocator.GetDescriptorSet(
resources.resetDescriptorId()).GetVkDescriptorSet());
LongBuffer voxelDescriptorSet = stack.longs(allocator.GetDescriptorSet(
resources.voxelGenerationDescriptorId()).GetVkDescriptorSet());
LongBuffer meshDescriptorSet = stack.longs(allocator.GetDescriptorSet(
resources.meshDescriptorId()).GetVkDescriptorSet());
resources.voxelGenerationDescriptorId()).GetVkDescriptorSet(),
allocator.GetDescriptorSet(resources.biomeRegDescriptorID()).GetVkDescriptorSet());
LongBuffer meshDescriptorSet = stack.longs(
allocator.GetDescriptorSet(resources.meshDescriptorId()).GetVkDescriptorSet(),
allocator.GetDescriptorSet(resources.voxelRegDescriptorID()).GetVkDescriptorSet());
vkCmdBindPipeline(cmd, VK_PIPELINE_BIND_POINT_COMPUTE,resources.resetPipeline().GetVulkanPipeline());
vkCmdBindDescriptorSets(cmd, VK_PIPELINE_BIND_POINT_COMPUTE,resources.resetPipeline().GetVulkanPipelineLayout(),0, resetDescriptorSet,null );

View file

@ -10,6 +10,8 @@ import org.lwjgl.vulkan.VkCommandBuffer;
import org.tinylog.Logger;
import java.nio.ByteBuffer;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.ConcurrentLinkedQueue;
@ -17,7 +19,7 @@ import static org.lwjgl.vulkan.VK13.*;
public class VoxelWorldManager {
public static final int CHUNK_SIZE = 16;
private static final int MAX_RESIDENT_CHUNKS = 8192 * 2;
private static final int MAX_RESIDENT_CHUNKS = 8192 * 3;
private static final int MAX_CHUNK_GENERATIONS_PER_FRAME = 128;
private static final ConcurrentLinkedQueue<Vector3i> RequestedChunks = new ConcurrentLinkedQueue<>();
@ -25,6 +27,71 @@ public class VoxelWorldManager {
private static final ConcurrentHashMap<Vector3i, Boolean> KnownChunks = new ConcurrentHashMap<>();
private static final ConcurrentHashMap<Vector3i, VoxelChunkVisibility> CulledChunks = new ConcurrentHashMap<>();
private static final List<Voxel> VoxelRegistry = new java.util.concurrent.CopyOnWriteArrayList<>();
private static final ConcurrentHashMap<String, Integer> VoxelNameToIndex = new ConcurrentHashMap<>();
private static volatile boolean RegistryDirty = false;
private static final List<Biome> BiomeRegistry = new java.util.concurrent.CopyOnWriteArrayList<>();
private static final ConcurrentHashMap<String, Integer> BiomeNameToIndex = new ConcurrentHashMap<>();
private static volatile boolean BiomeRegistryDirty = false;
public static synchronized void AddVoxel(Voxel voxel, String name) {
Integer existing = VoxelNameToIndex.get(name);
if (existing != null) {
VoxelRegistry.set(existing, voxel);
} else {
VoxelNameToIndex.put(name, VoxelRegistry.size());
VoxelRegistry.add(voxel);
}
RegistryDirty = true;
}
public static List<Voxel> GetVoxelRegistry() {
return new ArrayList<>(VoxelRegistry);
}
public static Voxel GetVoxel(String name) {
Integer idx = VoxelNameToIndex.get(name);
return idx == null ? null : VoxelRegistry.get(idx);
}
public static int GetVoxelTypeID(String name) {
Integer idx = VoxelNameToIndex.get(name);
return idx == null ? -1 : idx + 1;
}
public static int GetVoxelTypeCount() {
return VoxelRegistry.size();
}
public static synchronized void AddBiome(Biome biome, String name) {
Integer existing = BiomeNameToIndex.get(name);
if (existing != null) {
BiomeRegistry.set(existing, biome);
} else {
BiomeNameToIndex.put(name, BiomeRegistry.size());
BiomeRegistry.add(biome);
}
BiomeRegistryDirty = true;
}
public static List<Biome> GetBiomeRegistry() {
return new ArrayList<>(BiomeRegistry);
}
public static Biome GetBiome(String name) {
Integer idx = BiomeNameToIndex.get(name);
return idx == null ? null : BiomeRegistry.get(idx);
}
public static int GetBiomeTypeID(String name) {
Integer idx = BiomeNameToIndex.get(name);
return idx == null ? -1 : idx + 1;
}
public static int GetBiomeTypeCount() {
return BiomeRegistry.size();
}
private static SharedVoxelTerrainResources Resources;
private static VoxelChunkGenerator Generator;
@ -59,7 +126,7 @@ public class VoxelWorldManager {
public static int GenerationOffset = 0;
public static Vector3i LastPosition = new Vector3i(0, 0, 0);
static int IterationX = 0;
static volatile int IterationX = 0;
static Vector3i ChunkPos = new Vector3i(0, 0, 0);
static Vector3i ChunkPos2 = new Vector3i(0, 0, 0);
@ -70,6 +137,11 @@ public class VoxelWorldManager {
private static Vector3f min = new Vector3f();
private static Vector3f min2 = new Vector3f();
public static synchronized void ResetIterationX()
{
IterationX = 0;
}
public static synchronized void GenerateChunks(Vector3i Position, Vector3i Radius, Matrix4f cameraView,Matrix4f projectionMatrix) {
projectionMatrix.mul(cameraView, viewProjectionMatrix);
@ -118,6 +190,20 @@ public class VoxelWorldManager {
Init(VkCtx);
}
if (RegistryDirty) {
RegistryDirty = false;
Resources.UploadVoxelRegistry(VkCtx, GetVoxelRegistry());
}
if (BiomeRegistryDirty) {
BiomeRegistryDirty = false;
Resources.UploadBiomeRegistry(VkCtx, GetBiomeRegistry());
}
if (VoxelRegistry.isEmpty()) {
return; // nothing to mesh against yet
}
int generatedThisFrame = 0;
while (!RequestedChunks.isEmpty() && generatedThisFrame < MAX_CHUNK_GENERATIONS_PER_FRAME) {
@ -206,19 +292,19 @@ public class VoxelWorldManager {
KnownChunks.remove(pos);
return true;
}
int dx = pos.x - centerChunk.x;
int dy = pos.y - centerChunk.y;
int dz = pos.z - centerChunk.z;
int distSq = dx * dx + dy * dy + dz * dz;
if (distSq > maxDistSq) {
RenderChunk chunk = entry.getValue();
Resources.meshPool().free(chunk);
KnownChunks.remove(pos);
return true;
}
// int dx = pos.x - centerChunk.x;
// int dy = pos.y - centerChunk.y;
// int dz = pos.z - centerChunk.z;
//
// int distSq = dx * dx + dy * dy + dz * dz;
// if (distSq > maxDistSq) {
// RenderChunk chunk = entry.getValue();
//
// Resources.meshPool().free(chunk);
// KnownChunks.remove(pos);
//
// return true;
// }
return false;
});

View file

@ -82,6 +82,8 @@ public class DeferredSceneRender implements SceneRenderer {//dynamic rendering
private static final String FRAGMENT_OPAQUE_SHADER_FILE_SPV = FRAGMENT_OPAQUE_SHADER_FILE_GLSL + ".spv";
private static final String VERTEX_SHADER_FILE_GLSL = "resources/EngineResources/shaders/scene_vertex.glsl";
private static final String VERTEX_SHADER_FILE_SPV = VERTEX_SHADER_FILE_GLSL + ".spv";
private static final String PACKED_FRAGMENT_SHADER_FILE_GLSL = "resources/EngineResources/shaders/packed_scene_fragment_deferred.glsl";
private static final String PACKED_FRAGMENT_SHADER_FILE_SPV = PACKED_FRAGMENT_SHADER_FILE_GLSL + ".spv";
private static final String PACKED_VERTEX_SHADER_FILE_GLSL = "resources/EngineResources/shaders/packed_scene_vertex.glsl";
private static final String PACKED_VERTEX_SHADER_FILE_SPV = PACKED_VERTEX_SHADER_FILE_GLSL + ".spv";
private Pipeline VkVoxelPipeline;
@ -246,11 +248,11 @@ public class DeferredSceneRender implements SceneRenderer {//dynamic rendering
private static ShaderModule[] CreateShaderModules(VulkanContext VkCtx, int Translucent){
if(EngineConfig.getInstance().RecompileShaders()){
ShaderCompiler.CompileGLSLShaderOnChange(Translucent > 2 ? PACKED_VERTEX_SHADER_FILE_GLSL : VERTEX_SHADER_FILE_GLSL, Shaderc.shaderc_glsl_vertex_shader);
ShaderCompiler.CompileGLSLShaderOnChange( Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_GLSL : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_GLSL : FRAGMENT_SHADER_FILE_GLSL, Shaderc.shaderc_glsl_fragment_shader);
ShaderCompiler.CompileGLSLShaderOnChange( Translucent > 2 ? PACKED_FRAGMENT_SHADER_FILE_GLSL : Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_GLSL : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_GLSL : FRAGMENT_SHADER_FILE_GLSL, Shaderc.shaderc_glsl_fragment_shader);
}
return new ShaderModule[]{
new ShaderModule(VkCtx, VK_SHADER_STAGE_VERTEX_BIT, Translucent > 2 ? PACKED_VERTEX_SHADER_FILE_SPV :VERTEX_SHADER_FILE_SPV,null),
new ShaderModule(VkCtx, VK_SHADER_STAGE_FRAGMENT_BIT, Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_SPV : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_SPV : FRAGMENT_SHADER_FILE_SPV,null)
new ShaderModule(VkCtx, VK_SHADER_STAGE_FRAGMENT_BIT, Translucent > 2 ? PACKED_FRAGMENT_SHADER_FILE_SPV : Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_SPV : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_SPV : FRAGMENT_SHADER_FILE_SPV,null)
};
}

View file

@ -66,6 +66,8 @@ public class ForwardSceneRender implements SceneRenderer {//dynamic rendering
public static String SkyBoxID = "SKYBOX_TEXTURE";
private static final int PUSH_CONSTANTS_SIZE = VulkanUtils.MATRIX4X4_SIZE + VulkanUtils.INT_SIZE;
private final VulkanBuffer BufferProjectionMatrix;
private static final String PACKED_FRAGMENT_SHADER_FILE_GLSL = "resources/EngineResources/shaders/packed_scene_fragment.glsl";
private static final String PACKED_FRAGMENT_SHADER_FILE_SPV = PACKED_FRAGMENT_SHADER_FILE_GLSL + ".spv";
private static final String PACKED_VERTEX_SHADER_FILE_GLSL = "resources/EngineResources/shaders/packed_scene_vertex.glsl";
private static final String PACKED_VERTEX_SHADER_FILE_SPV = PACKED_VERTEX_SHADER_FILE_GLSL + ".spv";
private Pipeline VkVoxelPipeline;
@ -293,11 +295,11 @@ public class ForwardSceneRender implements SceneRenderer {//dynamic rendering
private static ShaderModule[] CreateShaderModules(VulkanContext VkCtx, int Translucent){
if(EngineConfig.getInstance().RecompileShaders()){
ShaderCompiler.CompileGLSLShaderOnChange(Translucent > 2 ? PACKED_VERTEX_SHADER_FILE_GLSL :VERTEX_SHADER_FILE_GLSL, Shaderc.shaderc_glsl_vertex_shader);
ShaderCompiler.CompileGLSLShaderOnChange( Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_GLSL : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_GLSL : FRAGMENT_SHADER_FILE_GLSL, Shaderc.shaderc_glsl_fragment_shader);
ShaderCompiler.CompileGLSLShaderOnChange(Translucent > 2 ? PACKED_FRAGMENT_SHADER_FILE_GLSL : Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_GLSL : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_GLSL : FRAGMENT_SHADER_FILE_GLSL, Shaderc.shaderc_glsl_fragment_shader);
}
return new ShaderModule[]{
new ShaderModule(VkCtx, VK_SHADER_STAGE_VERTEX_BIT, Translucent > 2 ? PACKED_VERTEX_SHADER_FILE_SPV : VERTEX_SHADER_FILE_SPV,null),
new ShaderModule(VkCtx, VK_SHADER_STAGE_FRAGMENT_BIT, Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_SPV : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_SPV : FRAGMENT_SHADER_FILE_SPV,null)
new ShaderModule(VkCtx, VK_SHADER_STAGE_FRAGMENT_BIT,Translucent > 2 ? PACKED_FRAGMENT_SHADER_FILE_SPV : Translucent == 2 ? FRAGMENT_TRANSLUCENT_SHADER_FILE_SPV : Translucent == 1 ? FRAGMENT_OPAQUE_SHADER_FILE_SPV : FRAGMENT_SHADER_FILE_SPV,null)
};

View file

@ -54,6 +54,7 @@ public class Device {
}
var features12 = VkPhysicalDeviceVulkan12Features.calloc(MemStack)
.sType$Default()
.shaderSampledImageArrayNonUniformIndexing(true)
.scalarBlockLayout(true);
var features13 = VkPhysicalDeviceVulkan13Features.calloc(MemStack)