i did a little memory optimisation (19GB of VRAM -> 2.6GB of VRAM), lost some FPS in vertex rendering as a result but i'll figure it out
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21 changed files with 766 additions and 592 deletions
84
resources/EngineResources/shaders/shadow_vertex_packed.glsl
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84
resources/EngineResources/shaders/shadow_vertex_packed.glsl
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#version 450
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layout(set = 3, binding = 0) readonly buffer FaceBuffer {
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uint faces[];
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};
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layout(push_constant) uniform matrices {
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vec4 ModelOffset;
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vec4 Padding0;
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vec4 Padding1;
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vec4 Padding2;
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uint materialIdx;
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} push_constants;
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layout(location = 0) out vec2 outTextCoord;
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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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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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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 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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vec3 localPos = buildFaceCornerPosition(uvec3(voxelX, voxelY, voxelZ), 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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outMaterialIdx = matId;
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gl_Position = vec4(worldPos, 1.0);
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}
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