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Biplanar mapping

master
May B. 2020-12-03 19:46:47 +01:00
parent c213acc1d4
commit e8080bffb6
25 changed files with 351 additions and 159 deletions

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@ -98,8 +98,7 @@ Released as `0.0.1`: `Pre alpha 1`
- [ ] Merge stochastic and triplanar
- https://assetstore.unity.com/packages/tools/terrain/microsplat-96478
- https://www.youtube.com/user/slipster216/videos
- [ ] Biplanar
- Stochastic
- [x] Biplanar
- [ ] Distance resampling
- [ ] Tesselation
- [ ] Planet scale LOD (using chunk level average)

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resource/content/shaders/Color.vs.spv (Stored with Git LFS)

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resource/content/shaders/Sky.fs.spv (Stored with Git LFS)

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resource/content/shaders/Sky.vs.spv (Stored with Git LFS)

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resource/content/shaders/Tris.fs.spv (Stored with Git LFS)

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@ -45,7 +45,7 @@ vec2 hash2D(vec2 s) {
return fract(sin(mod(vec2(dot(s, vec2(127.1, 311.7)), dot(s, vec2(269.5, 183.3))), 3.14159)) * 43758.5453);
}
vec4 textureStochastic(sampler2DArray sample, vec3 UV) {
vec4 textureStochasticGrad(sampler2DArray sample, vec3 UV, vec2 dx, vec2 dy) {
#ifdef STOCHASTIC
// triangular by approx 2*sqrt(3)
vec2 skewUV = mat2(1.0, 0.0, -0.57735027, 1.15470054) * (UV.xy * 3.46400);
@ -72,12 +72,16 @@ vec4 textureStochastic(sampler2DArray sample, vec3 UV) {
BW_vx3 = vec3(-barry.z, 1.0 - barry.y, 1.0 - barry.x);
}
vec2 dx = dFdx(UV.xy);
vec2 dy = dFdy(UV.xy);
return textureGrad(sample, vec3(UV.xy + hash2D(BW_vx0.xy), UV.z), dx, dy) * BW_vx3.x +
textureGrad(sample, vec3(UV.xy + hash2D(BW_vx1.xy), UV.z), dx, dy) * BW_vx3.y +
textureGrad(sample, vec3(UV.xy + hash2D(BW_vx2.xy), UV.z), dx, dy) * BW_vx3.z;
#else
return textureGrad(sample, UV, dx, dy);
#endif
}
vec4 textureStochastic(sampler2DArray sample, vec3 UV) {
#ifdef STOCHASTIC
return textureStochasticGrad(sample, UV, dFdx(UV.xy), dFdy(UV.xy));
#else
return texture(sample, UV);
#endif
@ -106,23 +110,54 @@ vec4 getTexture(sampler2DArray sample, vec2 UV) {
return textureStochastic(sample, vec3(UV, vs.Texture));
#endif
}
vec4 getTextureGrad(sampler2DArray sample, vec2 UV, vec2 dx, vec2 dy) {
#ifdef GEOMETRY
#ifdef BLEND
vec4 colx = textureStochasticGrad(sample, vec3(UV, vs.Textures[0]), dx, dy);
if(vs.Textures[1] == vs.Textures[0]) {
return vs.Textures[2] == vs.Textures[0] ? colx :
mix(colx, textureStochasticGrad(sample, vec3(UV, vs.Textures[2]), dx, dy), vs.TextureRatio.z);
} else {
vec4 coly = textureStochasticGrad(sample, vec3(UV, vs.Textures[1]), dx, dy);
return vs.Textures[2] == vs.Textures[0] ? mix(colx, coly, vs.TextureRatio.y) : (
vs.Textures[2] == vs.Textures[1] ? mix(coly, colx, vs.TextureRatio.x) :
colx * vs.TextureRatio.x + coly * vs.TextureRatio.y + textureStochasticGrad(sample, vec3(UV, vs.Textures[2]), dx, dy) * vs.TextureRatio.z);
}
#else
int mainTexture = vs.TextureRatio.x >= vs.TextureRatio.y ?
(vs.TextureRatio.x >= vs.TextureRatio.z ? 0 : 2) :
(vs.TextureRatio.y >= vs.TextureRatio.z ? 1 : 2);
return textureStochasticGrad(sample, vec3(UV, vs.Textures[mainTexture]), dx, dy);
#endif
#else
return textureStochasticGrad(sample, vec3(UV, vs.Texture), dx, dy);
#endif
}
vec4 getTriTexture(sampler2DArray sample, vec2 crdx, vec2 crdy, vec2 crdz, vec3 weights) {
return getTexture(sample, crdx) * weights.x +
getTexture(sample, crdy) * weights.y +
getTexture(sample, crdz) * weights.z;
vec4 getTriTexture(sampler2DArray sample, vec2 UVx, vec2 UVy, vec2 UVz, vec3 w) {
vec4 x = getTexture(sample, UVx);
vec4 y = getTexture(sample, UVy);
vec4 z = getTexture(sample, UVz);
return x*w.x + y*w.y + z*w.z;
}
vec4 getBiTexture(sampler2DArray sample, vec2 UVa, vec2 UVb, vec2 dxa, vec2 dxb, vec2 dya, vec2 dyb, vec2 w) {
vec4 x = getTextureGrad(sample, UVa, dxa, dya);
vec4 y = getTextureGrad(sample, UVb, dxb, dyb);
return x*w.x + y*w.y;
}
void main() {
float texScale = 1. / UNIT_SIZE;
float transitionSpeed = 2;
#ifdef TRIPLANAR
// Triplanar
float plateauSize = 0.001;
float transitionSpeed = 2;
vec3 blendWeights = abs(vs.FaceNormal_modelspace);
blendWeights = blendWeights - plateauSize;
blendWeights = normalize(pow(max(blendWeights, 0), vec3(transitionSpeed)));
blendWeights = pow(max(blendWeights, 0), vec3(transitionSpeed));
blendWeights = blendWeights / (blendWeights.x + blendWeights.y + blendWeights.z);
vec2 UVx = vs.Position_modelspace.yz * texScale;
vec2 UVy = vs.Position_modelspace.zx * texScale;
vec2 UVz = vs.Position_modelspace.xy * texScale;
@ -143,6 +178,54 @@ void main() {
vec3 texHOS = getTriTexture(HOSAtlas, UVx, UVy, UVz, blendWeights).rgb;
#endif
#else
#ifdef BIPLANAR
// Biplanar
vec3 pos = vs.Position_modelspace * texScale;
vec3 dpdx = dFdx(pos);
vec3 dpdy = dFdy(pos);
vec3 blendWeights = abs(normalize(vs.FaceNormal_modelspace));
// determine major axis (in x; yz are following axis)
ivec3 ma = (blendWeights.x>blendWeights.y && blendWeights.x>blendWeights.z) ? ivec3(0,1,2) :
(blendWeights.y>blendWeights.z) ? ivec3(1,2,0) : ivec3(2,0,1);
// determine minor axis (in x; yz are following axis)
ivec3 mi = (blendWeights.x<blendWeights.y && blendWeights.x<blendWeights.z) ? ivec3(0,1,2) :
(blendWeights.y<blendWeights.z) ? ivec3(1,2,0) : ivec3(2,0,1);
// determine median axis (in x; yz are following axis)
ivec3 me = ivec3(3) - mi - ma;
vec2 UVa = vec2(pos[ma.y], pos[ma.z]);
vec2 UVb = vec2(pos[me.y], pos[me.z]);
vec2 dxa = vec2(dpdx[ma.y], dpdx[ma.z]);
vec2 dxb = vec2(dpdx[me.y], dpdx[me.z]);
vec2 dya = vec2(dpdy[ma.y], dpdy[ma.z]);
vec2 dyb = vec2(dpdy[me.y], dpdy[me.z]);
// blend factors
vec2 w = vec2(blendWeights[ma.x],blendWeights[me.x]);
w = clamp((w-0.5773)/(1.0-0.5773), 0.0, 1.0);
w = pow(w, vec2(transitionSpeed/8));
w = w / (w.x + w.y);
vec4 tex = getBiTexture(TextureAtlas, UVa, UVb, dxa, dxb, dya, dyb, w);
#ifdef PBR
// Whiteout normal blend
vec3 texNa = expand(getTextureGrad(NormalAtlas, UVa, dxa, dya).rgb);
vec3 texNb = expand(getTextureGrad(NormalAtlas, UVb, dxb, dyb).rgb);
// Swizzle world normals into tangent space and apply Whiteout blend
texNa = normalize(vec3(texNa.xy + vs.FaceNormal_worldspace.zy, abs(texNa.z) * vs.FaceNormal_worldspace.x).zyx * blendWeights.x +
vec3(texNa.xy + vs.FaceNormal_worldspace.xz, abs(texNa.z) * vs.FaceNormal_worldspace.y).xzy * blendWeights.y +
vec3(texNa.xy + vs.FaceNormal_worldspace.xy, abs(texNa.z) * vs.FaceNormal_worldspace.z).xyz * blendWeights.z);
texNb = normalize(vec3(texNb.xy + vs.FaceNormal_worldspace.zy, abs(texNb.z) * vs.FaceNormal_worldspace.x).zyx * blendWeights.x +
vec3(texNb.xy + vs.FaceNormal_worldspace.xz, abs(texNb.z) * vs.FaceNormal_worldspace.y).xzy * blendWeights.y +
vec3(texNb.xy + vs.FaceNormal_worldspace.xy, abs(texNb.z) * vs.FaceNormal_worldspace.z).xyz * blendWeights.z);
// Swizzle tangent normals to match world orientation and biblend
vec3 worldNormal = normalize((texNa * w.x + texNb * w.y) / (w.x + w.y));
vec3 texHOS = getBiTexture(HOSAtlas, UVa, UVb, dxa, dxb, dya, dyb, w).rgb;
#endif
#else
// Cheap planar
vec3 blendWeights = abs(vs.FaceNormal_modelspace);
@ -152,8 +235,7 @@ void main() {
vec4 tex = getTexture(TextureAtlas, UV);
#ifdef PBR
vec3 texN = expand(getTexture(NormalAtlas, UV).rgb);
// Swizzle world normals into tangent space and apply Whiteout blend
// Swizzle tangent normals to match world orientation and triblend
// Swizzle tangent normals to match world orientation
vec3 worldNormal = normalize(vec3(texN.xy + vs.FaceNormal_worldspace.zy, abs(texN.z) * vs.FaceNormal_worldspace.x).zyx * blendWeights.x +
vec3(texN.xy + vs.FaceNormal_worldspace.xz, abs(texN.z) * vs.FaceNormal_worldspace.y).xzy * blendWeights.y +
vec3(texN.xy + vs.FaceNormal_worldspace.xy, abs(texN.z) * vs.FaceNormal_worldspace.z).xyz * blendWeights.z);
@ -161,6 +243,7 @@ void main() {
vec3 texHOS = getTexture(HOSAtlas, UV).rgb;
#endif
#endif
#endif
// Colors
#ifdef PBR
@ -173,8 +256,8 @@ void main() {
// Light emission properties
// You probably want to put them as uniforms
vec3 LightColor = vec3(1, 0.9, 0.9);
float LightPower = 1.2f;
vec3 LightColor = vec3(1, 0.9, 0.75);
float LightPower = 1.25f;
// Distance to the light
float distance = 1.0f;//length( LightPosition_worldspace - Position_worldspace );
@ -214,7 +297,7 @@ void main() {
#else
color = tex;
#endif
#if FOG
#ifdef FOG
float ratio = exp(vs.Depth * 0.69)-1;
color = mix(color, vec4(pow(FogColor, vec3(2.2)), 1), clamp(ratio, 0, 1));
#endif

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@ -3,9 +3,10 @@
layout (constant_id = 0) const bool FOG = true;
layout (constant_id = 1) const bool PBR = true;
layout (constant_id = 2) const bool TRIPLANAR = false;
layout (constant_id = 3) const bool STOCHASTIC = false;
layout (constant_id = 4) const bool BLEND = true;
layout (constant_id = 2) const bool BIPLANAR = false;
layout (constant_id = 3) const bool TRIPLANAR = false;
layout (constant_id = 4) const bool STOCHASTIC = false;
layout (constant_id = 5) const bool BLEND = true;
// ...
layout (constant_id = 16) const int UNIT_SIZE = 8;
@ -54,7 +55,7 @@ vec2 hash2D(vec2 s) {
return fract(sin(mod(vec2(dot(s, vec2(127.1, 311.7)), dot(s, vec2(269.5, 183.3))), 3.14159)) * 43758.5453);
}
vec4 textureStochastic(sampler2DArray smpl, vec3 UV) {
vec4 textureStochasticGrad(sampler2DArray smpl, vec3 UV, vec2 dx, vec2 dy) {
if(STOCHASTIC) {
// triangular by approx 2*sqrt(3)
vec2 skewUV = mat2(1.0, 0.0, -0.57735027, 1.15470054) * (UV.xy * 3.46400);
@ -81,12 +82,16 @@ if(STOCHASTIC) {
BW_vx3 = vec3(-barry.z, 1.0 - barry.y, 1.0 - barry.x);
}
vec2 dx = dFdx(UV.xy);
vec2 dy = dFdy(UV.xy);
return textureGrad(smpl, vec3(UV.xy + hash2D(BW_vx0.xy), UV.z), dx, dy) * BW_vx3.x +
textureGrad(smpl, vec3(UV.xy + hash2D(BW_vx1.xy), UV.z), dx, dy) * BW_vx3.y +
textureGrad(smpl, vec3(UV.xy + hash2D(BW_vx2.xy), UV.z), dx, dy) * BW_vx3.z;
} else {
return textureGrad(smpl, UV, dx, dy);
}
}
vec4 textureStochastic(sampler2DArray smpl, vec3 UV) {
if(STOCHASTIC) {
return textureStochasticGrad(smpl, UV, dFdx(UV.xy), dFdy(UV.xy));
} else {
return texture(smpl, UV);
}
@ -115,26 +120,57 @@ if(BLEND) {
return textureStochastic(smpl, vec3(UV, vs.Texture));
#endif
}
vec4 getTextureGrad(sampler2DArray smpl, vec2 UV, vec2 dx, vec2 dy) {
#ifdef GEOMETRY
if(BLEND) {
vec4 colx = textureStochasticGrad(smpl, vec3(UV, vs.Textures[0]), dx, dy);
if(vs.Textures[1] == vs.Textures[0]) {
return vs.Textures[2] == vs.Textures[0] ? colx :
mix(colx, textureStochasticGrad(smpl, vec3(UV, vs.Textures[2]), dx, dy), vs.TextureRatio.z);
} else {
vec4 coly = textureStochasticGrad(smpl, vec3(UV, vs.Textures[1]), dx, dy);
return vs.Textures[2] == vs.Textures[0] ? mix(colx, coly, vs.TextureRatio.y) : (
vs.Textures[2] == vs.Textures[1] ? mix(coly, colx, vs.TextureRatio.x) :
colx * vs.TextureRatio.x + coly * vs.TextureRatio.y + textureStochasticGrad(smpl, vec3(UV, vs.Textures[2]), dx, dy) * vs.TextureRatio.z);
}
} else {
int mainTexture = vs.TextureRatio.x >= vs.TextureRatio.y ?
(vs.TextureRatio.x >= vs.TextureRatio.z ? 0 : 2) :
(vs.TextureRatio.y >= vs.TextureRatio.z ? 1 : 2);
return textureStochasticGrad(smpl, vec3(UV, vs.Textures[mainTexture]), dx, dy);
}
#else
return textureStochasticGrad(smpl, vec3(UV, vs.Texture), dx, dy);
#endif
}
vec4 getTriTexture(sampler2DArray smpl, vec2 crdx, vec2 crdy, vec2 crdz, vec3 weights) {
return getTexture(smpl, crdx) * weights.x +
getTexture(smpl, crdy) * weights.y +
getTexture(smpl, crdz) * weights.z;
vec4 getTriTexture(sampler2DArray smpl, vec2 UVx, vec2 UVy, vec2 UVz, vec3 w) {
vec4 x = getTexture(smpl, UVx);
vec4 y = getTexture(smpl, UVy);
vec4 z = getTexture(smpl, UVz);
return x*w.x + y*w.y + z*w.z;
}
vec4 getBiTexture(sampler2DArray smpl, vec2 UVa, vec2 UVb, vec2 dxa, vec2 dxb, vec2 dya, vec2 dyb, vec2 w) {
vec4 x = getTextureGrad(smpl, UVa, dxa, dya);
vec4 y = getTextureGrad(smpl, UVb, dxb, dyb);
return x*w.x + y*w.y;
}
void main() {
float texScale = 1. / UNIT_SIZE;
float transitionSpeed = 2;
vec4 tex;
vec3 worldNormal, texHOS;
if(TRIPLANAR) {
// Triplanar
float plateauSize = 0.001;
float transitionSpeed = 2;
vec3 blendWeights = abs(vs.FaceNormal_modelspace);
blendWeights = blendWeights - plateauSize;
blendWeights = pow(max(blendWeights, 0), vec3(transitionSpeed));
blendWeights = blendWeights / (blendWeights.x + blendWeights.y + blendWeights.z);
vec2 UVx = vs.Position_modelspace.yz * texScale;
vec2 UVy = vs.Position_modelspace.zx * texScale;
vec2 UVz = vs.Position_modelspace.xy * texScale;
@ -155,6 +191,53 @@ if(PBR) {
texHOS = getTriTexture(HOSAtlas, UVx, UVy, UVz, blendWeights).rgb;
}
} else if(BIPLANAR) {
// Biplanar
vec3 pos = vs.Position_modelspace * texScale;
vec3 dpdx = dFdx(pos);
vec3 dpdy = dFdy(pos);
vec3 blendWeights = abs(normalize(vs.FaceNormal_modelspace));
// determine major axis (in x; yz are following axis)
ivec3 ma = (blendWeights.x>blendWeights.y && blendWeights.x>blendWeights.z) ? ivec3(0,1,2) :
(blendWeights.y>blendWeights.z) ? ivec3(1,2,0) : ivec3(2,0,1);
// determine minor axis (in x; yz are following axis)
ivec3 mi = (blendWeights.x<blendWeights.y && blendWeights.x<blendWeights.z) ? ivec3(0,1,2) :
(blendWeights.y<blendWeights.z) ? ivec3(1,2,0) : ivec3(2,0,1);
// determine median axis (in x; yz are following axis)
ivec3 me = ivec3(3) - mi - ma;
vec2 UVa = vec2(pos[ma.y], pos[ma.z]);
vec2 UVb = vec2(pos[me.y], pos[me.z]);
vec2 dxa = vec2(dpdx[ma.y], dpdx[ma.z]);
vec2 dxb = vec2(dpdx[me.y], dpdx[me.z]);
vec2 dya = vec2(dpdy[ma.y], dpdy[ma.z]);
vec2 dyb = vec2(dpdy[me.y], dpdy[me.z]);
// blend factors
vec2 w = vec2(blendWeights[ma.x],blendWeights[me.x]);
w = clamp((w-0.5773)/(1.0-0.5773), 0.0, 1.0);
w = pow(w, vec2(transitionSpeed/8.0));
w = w / (w.x + w.y);
tex = getBiTexture(TextureAtlas, UVa, UVb, dxa, dxb, dya, dyb, w);
if(PBR) {
// Whiteout normal blend
vec3 texNa = expand(getTextureGrad(NormalAtlas, UVa, dxa, dya).rgb);
vec3 texNb = expand(getTextureGrad(NormalAtlas, UVb, dxb, dyb).rgb);
// Swizzle world normals into tangent space and apply Whiteout blend
texNa = normalize(vec3(texNa.xy + vs.FaceNormal_worldspace.zy, abs(texNa.z) * vs.FaceNormal_worldspace.x).zyx * blendWeights.x +
vec3(texNa.xy + vs.FaceNormal_worldspace.xz, abs(texNa.z) * vs.FaceNormal_worldspace.y).xzy * blendWeights.y +
vec3(texNa.xy + vs.FaceNormal_worldspace.xy, abs(texNa.z) * vs.FaceNormal_worldspace.z).xyz * blendWeights.z);
texNb = normalize(vec3(texNb.xy + vs.FaceNormal_worldspace.zy, abs(texNb.z) * vs.FaceNormal_worldspace.x).zyx * blendWeights.x +
vec3(texNb.xy + vs.FaceNormal_worldspace.xz, abs(texNb.z) * vs.FaceNormal_worldspace.y).xzy * blendWeights.y +
vec3(texNb.xy + vs.FaceNormal_worldspace.xy, abs(texNb.z) * vs.FaceNormal_worldspace.z).xyz * blendWeights.z);
// Swizzle tangent normals to match world orientation and biblend
worldNormal = normalize((texNa * w.x + texNb * w.y) / (w.x + w.y));
texHOS = getBiTexture(HOSAtlas, UVa, UVb, dxa, dxb, dya, dyb, w).rgb;
}
} else {
// Cheap planar
vec3 blendWeights = abs(vs.FaceNormal_modelspace);

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@ -4,8 +4,8 @@
layout (constant_id = 0) const bool FOG = true;
layout (constant_id = 1) const bool PBR = true;
// FS spe
layout (constant_id = 5) const bool DO_CURVATURE = false;
layout (constant_id = 6) const bool CURV_DEPTH = true;
layout (constant_id = 8) const bool DO_CURVATURE = false;
layout (constant_id = 9) const bool CURV_DEPTH = true;
layout (binding = 0) uniform UniformBufferObject {
mat4 view;

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@ -40,7 +40,7 @@ public:
renderer.textureQuality = config["render"]["texture_quality"].value_or(renderer.textureQuality);
renderer.textureSharpness = config["render"]["texture_angular_quality"].value_or(renderer.textureSharpness);
renderer.voxel.pbr = config["render"]["pbr"].value_or(renderer.voxel.pbr);
renderer.voxel.triplanar = config["render"]["triplanar"].value_or(renderer.voxel.triplanar);
renderer.voxel.planar = static_cast<render::Planar>(config["render"]["planar"].value_or(static_cast<int>(renderer.voxel.planar)));
renderer.voxel.stochastic = config["render"]["stochastic"].value_or(renderer.voxel.stochastic);
renderer.voxel.geometry = config["render"]["geometry"].value_or(renderer.voxel.geometry);
renderer.voxel.blend = config["render"]["blend"].value_or(renderer.voxel.blend);
@ -120,7 +120,7 @@ public:
{"texture_quality", renderer.textureQuality},
{"texture_angular_quality", renderer.textureSharpness},
{"pbr", renderer.voxel.pbr},
{"triplanar", renderer.voxel.triplanar},
{"planar", static_cast<int>(renderer.voxel.planar)},
{"stochastic", renderer.voxel.stochastic},
{"geometry", renderer.voxel.geometry},
{"blend", renderer.voxel.blend},

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@ -15,12 +15,18 @@ namespace render {
class Model;
class LodModel;
enum class Planar {
Cheap = 1,
Biplanar = 2,
Triplanar = 3
};
/// Pass options
struct passOptions {
/// Apply light properties
bool pbr = true;
/// Triplanar texture mapping
bool triplanar = false;
/// Texture mapping
Planar planar = Planar::Cheap;
/// Transform texture UV
bool stochastic = false;
/// Active geometry pass

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@ -16,7 +16,67 @@ UI::UI() {
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGui::StyleColorsDark();
{
ImGui::StyleColorsDark();
ImGuiStyle &style = ImGui::GetStyle();
style.TabRounding = 1;
style.WindowRounding = 2;
style.GrabRounding = 2;
style.FrameRounding = 4;
style.ScrollbarRounding = 4;
style.WindowMenuButtonPosition = ImGuiDir_Right;
// Purple dark theme
/*ImVec4* colors = style.Colors;
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.56f, 0.56f, 0.56f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ChildBg] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.53f, 0.46f, 0.54f, 0.50f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.38f, 0.34f, 0.40f, 0.54f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.83f, 0.26f, 0.98f, 0.40f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.73f, 0.26f, 0.98f, 0.67f);
colors[ImGuiCol_TitleBg] = ImVec4(0.14f, 0.00f, 0.21f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.39f, 0.16f, 0.48f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.13f, 0.00f, 0.21f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.06f, 0.06f, 0.06f, 0.94f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.02f, 0.02f, 0.02f, 0.53f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.31f, 0.31f, 0.31f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.41f, 0.41f, 0.41f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.51f, 0.51f, 0.51f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.74f, 0.27f, 0.83f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.55f, 0.21f, 0.80f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.75f, 0.27f, 0.83f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.85f, 0.26f, 0.98f, 0.40f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.76f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.63f, 0.06f, 0.98f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.81f, 0.26f, 0.98f, 0.31f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.84f, 0.26f, 0.98f, 0.80f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.79f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.38f, 0.35f, 0.40f, 0.54f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.64f, 0.10f, 0.75f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.53f, 0.10f, 0.75f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.77f, 0.26f, 0.98f, 0.25f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.83f, 0.26f, 0.98f, 0.67f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.76f, 0.26f, 0.98f, 0.95f);
colors[ImGuiCol_Tab] = ImVec4(0.48f, 0.18f, 0.58f, 0.86f);
colors[ImGuiCol_TabHovered] = ImVec4(0.79f, 0.26f, 0.98f, 0.80f);
colors[ImGuiCol_TabActive] = ImVec4(0.54f, 0.20f, 0.68f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.10f, 0.07f, 0.15f, 0.97f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.22f, 0.14f, 0.42f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.55f, 0.26f, 0.98f, 0.35f);
colors[ImGuiCol_DragDropTarget] = ImVec4(1.00f, 1.00f, 0.00f, 0.90f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.55f, 0.26f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);*/
}
for(auto file: std::filesystem::directory_iterator("content/textures/")) {
if(file.is_directory() && file.path().filename() != "ui")
@ -87,10 +147,13 @@ UI::Actions UI::draw(config::client::options &options, state::state &state, cons
{
bool changeRenderer = false;
{
int planarIdx = static_cast<int>(options.renderer.voxel.planar) - 1;
changeRenderer |= ImGui::Combo("Mapping", &planarIdx, "Cheap\0Biplanar\0Triplanar\0");
options.renderer.voxel.planar = static_cast<render::Planar>(planarIdx + 1);
}
changeRenderer |= ImGui::Checkbox("PBR", &options.renderer.voxel.pbr);
ImGui::SameLine();
changeRenderer |= ImGui::Checkbox("Triplanar", &options.renderer.voxel.triplanar);
ImGui::SameLine();
changeRenderer |= ImGui::Checkbox("Stochastic", &options.renderer.voxel.stochastic);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("Hide textures tiling\nMay cause visible inconsistances on chunk borders");

View File

@ -8,7 +8,9 @@ VoxelProgram::VoxelProgram(const VoxelProgram::options& opts, std::vector<std::s
if (opts.pbr)
flags.emplace_back("PBR");
if (opts.triplanar)
if (opts.planar == render::Planar::Biplanar)
flags.emplace_back("BIPLANAR");
if (opts.planar == render::Planar::Triplanar)
flags.emplace_back("TRIPLANAR");
if (opts.stochastic)
flags.emplace_back("STOCHASTIC");

View File

@ -384,6 +384,60 @@ Pipeline::Pipeline(VkDevice device, const PhysicalDeviceInfo &info, const render
multisampling.alphaToCoverageEnable = VK_FALSE;
multisampling.alphaToOneEnable = VK_FALSE;
struct SpeData {
bool fog;
bool pbr;
bool biplanar;
bool triplanar;
bool stochastic;
bool blend;
bool curvature;
bool curv_depth;
int32_t unitSize;
} speData;
std::array<VkSpecializationMapEntry, 9> speIndex;
speData.fog = options.voxel.fog;
speIndex[0].constantID = 0;
speIndex[0].offset = offsetof(SpeData, fog);
speIndex[0].size = sizeof(SpeData::fog);
speData.pbr = options.voxel.pbr;
speIndex[1].constantID = 1;
speIndex[1].offset = offsetof(SpeData, pbr);
speIndex[1].size = sizeof(SpeData::pbr);
speData.biplanar = options.voxel.planar == render::Planar::Biplanar;
speIndex[2].constantID = 2;
speIndex[2].offset = offsetof(SpeData, biplanar);
speIndex[2].size = sizeof(SpeData::biplanar);
speData.triplanar = options.voxel.planar == render::Planar::Triplanar;
speIndex[3].constantID = 3;
speIndex[3].offset = offsetof(SpeData, triplanar);
speIndex[3].size = sizeof(SpeData::triplanar);
speData.stochastic = options.voxel.stochastic;
speIndex[4].constantID = 4;
speIndex[4].offset = offsetof(SpeData, stochastic);
speIndex[4].size = sizeof(SpeData::stochastic);
speData.blend = options.voxel.blend;
speIndex[5].constantID = 5;
speIndex[5].offset = offsetof(SpeData, blend);
speIndex[5].size = sizeof(SpeData::blend);
speData.curvature = options.voxel.curvature;
speIndex[6].constantID = 8;
speIndex[6].offset = offsetof(SpeData, curvature);
speIndex[6].size = sizeof(SpeData::curvature);
speData.curv_depth = options.voxel.curv_depth;
speIndex[7].constantID = 9;
speIndex[7].offset = offsetof(SpeData, curv_depth);
speIndex[7].size = sizeof(SpeData::curv_depth);
speData.unitSize = 8; //TODO: load from world.voxel_density
speIndex[8].constantID = 16;
speIndex[8].offset = offsetof(SpeData, unitSize);
speIndex[8].size = sizeof(SpeData::unitSize);
VkSpecializationInfo voxelSpecialization{};
voxelSpecialization.dataSize = sizeof(SpeData);
voxelSpecialization.pData = &speData;
voxelSpecialization.mapEntryCount = speIndex.size();
voxelSpecialization.pMapEntries = speIndex.data();
{ // World pipeline
VkPushConstantRange pushRange{};
pushRange.offset = 0;
@ -391,57 +445,8 @@ Pipeline::Pipeline(VkDevice device, const PhysicalDeviceInfo &info, const render
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
setLayout(worldPass, {voxelDescriptorSet}, {pushRange});
struct SpeData {
bool fog;
bool pbr;
bool triplanar;
bool stochastic;
bool blend;
bool curvature;
bool curv_depth;
int32_t unitSize;
} speData;
std::array<VkSpecializationMapEntry, 8> speIndex;
speData.fog = options.voxel.fog;
speIndex[0].constantID = 0;
speIndex[0].offset = offsetof(SpeData, fog);
speIndex[0].size = sizeof(SpeData::fog);
speData.pbr = options.voxel.pbr;
speIndex[1].constantID = 1;
speIndex[1].offset = offsetof(SpeData, pbr);
speIndex[1].size = sizeof(SpeData::pbr);
speData.triplanar = options.voxel.triplanar;
speIndex[2].constantID = 2;
speIndex[2].offset = offsetof(SpeData, triplanar);
speIndex[2].size = sizeof(SpeData::triplanar);
speData.stochastic = options.voxel.stochastic;
speIndex[3].constantID = 3;
speIndex[3].offset = offsetof(SpeData, stochastic);
speIndex[3].size = sizeof(SpeData::stochastic);
speData.blend = options.voxel.blend;
speIndex[4].constantID = 4;
speIndex[4].offset = offsetof(SpeData, blend);
speIndex[4].size = sizeof(SpeData::blend);
speData.curvature = options.voxel.curvature;
speIndex[5].constantID = 5;
speIndex[5].offset = offsetof(SpeData, curvature);
speIndex[5].size = sizeof(SpeData::curvature);
speData.curv_depth = options.voxel.curv_depth;
speIndex[6].constantID = 6;
speIndex[6].offset = offsetof(SpeData, curv_depth);
speIndex[6].size = sizeof(SpeData::curv_depth);
speData.unitSize = 8; //TODO: load from world.voxel_density
speIndex[7].constantID = 16;
speIndex[7].offset = offsetof(SpeData, unitSize);
speIndex[7].size = sizeof(SpeData::unitSize);
VkSpecializationInfo specialization{};
specialization.dataSize = sizeof(SpeData);
specialization.pData = &speData;
specialization.mapEntryCount = speIndex.size();
specialization.pMapEntries = speIndex.data();
auto withGeometry = options.voxel.geometry && info.features.geometryShader;
auto shaderStages = setShaders(worldPass, withGeometry ? "Voxel.geo" : "Voxel", withGeometry, &specialization);
auto shaderStages = setShaders(worldPass, withGeometry ? "Voxel.geo" : "Voxel", withGeometry, &voxelSpecialization);
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
@ -530,57 +535,8 @@ Pipeline::Pipeline(VkDevice device, const PhysicalDeviceInfo &info, const render
pushRange.stageFlags = VK_SHADER_STAGE_VERTEX_BIT;
setLayout(transparentWorldPass, {voxelDescriptorSet}, {pushRange});
struct SpeData {
bool fog;
bool pbr;
bool triplanar;
bool stochastic;
bool blend;
bool curvature;
bool curv_depth;
int32_t unitSize;
} speData;
std::array<VkSpecializationMapEntry, 8> speIndex;
speData.fog = options.voxel.fog;
speIndex[0].constantID = 0;
speIndex[0].offset = offsetof(SpeData, fog);
speIndex[0].size = sizeof(SpeData::fog);
speData.pbr = options.voxel.pbr;
speIndex[1].constantID = 1;
speIndex[1].offset = offsetof(SpeData, pbr);
speIndex[1].size = sizeof(SpeData::pbr);
speData.triplanar = options.voxel.triplanar;
speIndex[2].constantID = 2;
speIndex[2].offset = offsetof(SpeData, triplanar);
speIndex[2].size = sizeof(SpeData::triplanar);
speData.stochastic = options.voxel.stochastic;
speIndex[3].constantID = 3;
speIndex[3].offset = offsetof(SpeData, stochastic);
speIndex[3].size = sizeof(SpeData::stochastic);
speData.blend = options.voxel.blend;
speIndex[4].constantID = 4;
speIndex[4].offset = offsetof(SpeData, blend);
speIndex[4].size = sizeof(SpeData::blend);
speData.curvature = options.voxel.curvature;
speIndex[5].constantID = 5;
speIndex[5].offset = offsetof(SpeData, curvature);
speIndex[5].size = sizeof(SpeData::curvature);
speData.curv_depth = options.voxel.curv_depth;
speIndex[6].constantID = 6;
speIndex[6].offset = offsetof(SpeData, curv_depth);
speIndex[6].size = sizeof(SpeData::curv_depth);
speData.unitSize = 8; //TODO: load from world.voxel_density
speIndex[7].constantID = 16;
speIndex[7].offset = offsetof(SpeData, unitSize);
speIndex[7].size = sizeof(SpeData::unitSize);
VkSpecializationInfo specialization{};
specialization.dataSize = sizeof(SpeData);
specialization.pData = &speData;
specialization.mapEntryCount = speIndex.size();
specialization.pMapEntries = speIndex.data();
auto withGeometry = options.voxel.geometry && info.features.geometryShader;
auto shaderStages = setShaders(transparentWorldPass, withGeometry ? "Voxel.geo" : "Voxel", withGeometry, &specialization);
auto shaderStages = setShaders(transparentWorldPass, withGeometry ? "Voxel.geo" : "Voxel", withGeometry, &voxelSpecialization);
VkPipelineVertexInputStateCreateInfo vertexInputInfo{};
vertexInputInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;