voxel biomes and CPU pushed blocks
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24 changed files with 1007 additions and 91 deletions
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@ -17,6 +17,69 @@ layout(location = 1) out flat uint outMaterialIdx;
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const uint TRI_TO_CORNER[6] = uint[6](0u, 1u, 2u, 0u, 2u, 3u);
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const vec3 NORMALS[8] = vec3[8](
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vec3( 0.0, 1.0, 0.0), // Face 0 (+Y)
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vec3( 0.0, -1.0, 0.0), // Face 1 (-Y)
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vec3( 1.0, 0.0, 0.0), // Face 2 (+X)
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vec3(-1.0, 0.0, 0.0), // Face 3 (-X)
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vec3( 0.0, 0.0, 1.0), // Face 4 (+Z)
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vec3( 0.0, 0.0, -1.0), // Face 5 (-Z)
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vec3(-0.7071, 0.0, 0.7071), // Face 6
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vec3( 0.7071, 0.0, 0.7071) // Face 7
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);
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const vec3 TANGENTS[8] = vec3[8](
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vec3( 1.0, 0.0, 0.0), // Face 0
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vec3( 1.0, 0.0, 0.0), // Face 1
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vec3( 0.0, 0.0, -1.0), // Face 2
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vec3( 0.0, 0.0, 1.0), // Face 3
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vec3( 1.0, 0.0, 0.0), // Face 4
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vec3(-1.0, 0.0, 0.0), // Face 5
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vec3( 0.7071, 0.0, 0.7071), // Face 6
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vec3( 0.7071, 0.0,-0.7071) // Face 7
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);
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const vec3 BITANGENTS[8] = vec3[8](
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vec3( 0.0, 0.0, 1.0), // Face 0
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vec3( 0.0, 0.0, -1.0), // Face 1
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vec3( 0.0, 1.0, 0.0), // Face 2
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vec3( 0.0, 1.0, 0.0), // Face 3
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vec3( 0.0, 1.0, 0.0), // Face 4
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vec3( 0.0, 1.0, 0.0), // Face 5
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vec3( 0.0, 1.0, 0.0), // Face 6
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vec3( 0.0, 1.0, 0.0) // Face 7
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);
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const vec2 CORNER_UVS[5][4] = vec2[5][4](
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vec2[4](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[4](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[4](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[4](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[4](vec2(1.0, 1.0), vec2(1.0, 0.5), vec2(0.5, 0.5), vec2(0.5, 1.0))
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);
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const vec2 CORNER_UVS_GRASS_BLOCK[8][4] = vec2[8][4](
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vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
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vec2[4](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
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vec2[4]( vec2(0.0, 1.0),vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0),vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0)),
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vec2[4](vec2(1.0, 1.0), vec2(1.0, 0.0), vec2(0.0, 0.0), vec2(0.0, 1.0))
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);
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const vec3 FACE_CORNERS[8][4] = vec3[8][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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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)
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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)
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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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@ -63,21 +126,40 @@ vec3 buildFaceCornerPosition(uvec3 voxelPos, uint faceId, uint cornerIndex) {
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void main() {
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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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uint voxelY = (packedFace >> 5u) & 0x1Fu;
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uint voxelZ = (packedFace >> 10u) & 0x1Fu;
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uint faceId = (packedFace >> 15u) & 0x7u;
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uint matId = (packedFace >> 18u) & 0xFFu;
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uint voxelX = packedFace & 0xFu;
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uint voxelY = (packedFace >> 4u) & 0xFu;
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uint voxelZ = (packedFace >> 8u) & 0xFu;
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uint faceId = (packedFace >> 12u) & 0x7u;
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uint matId = (packedFace >> 15u) & 0x7FFu;
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uint texIdxX = (packedFace >> 26u) & 0x7u;
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uint texIdxY = (packedFace >> 29u) & 0x7u;
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vec3 localPos = buildFaceCornerPosition(uvec3(voxelX, voxelY, voxelZ), faceId, cornerIndex);
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// (voxelPos.x & 0xFu) |
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// ((voxelPos.y & 0xFu) << 4u) |
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// ((voxelPos.z & 0xFu) << 8u) |
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// ((faceIndex & 0x7u) << 12u) |
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// ((materialId & 0x7FFu) << 15u) |
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// ((textureIndexX & 0x7u) << 26u) |
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// ((textureIndexY & 0x7u) << 29u);
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vec2 texID = vec2((texIdxX)/4.0,(texIdxY)/4.0);
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vec2 scalar = vec2(1.0/4.0,1.0/4.0);
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faceId = min(faceId, 7u);
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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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outTextCoord = vec2(0.0);
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outTextCoord = CORNER_UVS_GRASS_BLOCK[faceId][cornerIndex] * scalar + texID;
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outMaterialIdx = matId;
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gl_Position = vec4(worldPos, 1.0);
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