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-rw-r--r--cwd/assets/altcraft/shaders/frag/face.fs3
-rw-r--r--cwd/assets/altcraft/shaders/frag/light.fs2
-rw-r--r--cwd/assets/altcraft/shaders/frag/ssao.fs4
-rw-r--r--cwd/assets/altcraft/shaders/vert/face.vs3
-rw-r--r--src/AssetManager.cpp1
-rw-r--r--src/AssetManager.hpp1
-rw-r--r--src/RenderConfigs.cpp3
-rw-r--r--src/RenderConfigs.hpp2
-rw-r--r--src/RendererSectionData.cpp1
-rw-r--r--src/RendererSectionData.hpp3
-rw-r--r--src/RendererWorld.cpp3
11 files changed, 19 insertions, 7 deletions
diff --git a/cwd/assets/altcraft/shaders/frag/face.fs b/cwd/assets/altcraft/shaders/frag/face.fs
index f8b795f..f9af02c 100644
--- a/cwd/assets/altcraft/shaders/frag/face.fs
+++ b/cwd/assets/altcraft/shaders/frag/face.fs
@@ -4,6 +4,7 @@ in vec3 faceTextureUv;
in vec3 faceAddColor;
in vec3 faceNormal;
in vec2 faceLight;
+in float faceAmbientOcclusion;
layout (location = 0) out vec4 color;
layout (location = 1) out vec4 normal;
@@ -18,5 +19,5 @@ void main() {
color = vec4(col.rgb * faceAddColor.rgb, 1.0f);
normal = vec4(faceNormal, 1.0f);
- light = vec4(faceLight / 15.0f, 0.0f, 1.0f);
+ light = vec4(faceLight / 15.0f, faceAmbientOcclusion, 1.0f);
}
diff --git a/cwd/assets/altcraft/shaders/frag/light.fs b/cwd/assets/altcraft/shaders/frag/light.fs
index aa9e04e..a0cda02 100644
--- a/cwd/assets/altcraft/shaders/frag/light.fs
+++ b/cwd/assets/altcraft/shaders/frag/light.fs
@@ -71,7 +71,7 @@ void main() {
fragColor = vec4(0.5f);
break;
case 5:
- fragColor = l;
+ fragColor = vec4(l.r, l.g, 1.0f - l.b, 1.0f);
break;
case 6:
fragColor = vec4(vec3(d), 1.0f);
diff --git a/cwd/assets/altcraft/shaders/frag/ssao.fs b/cwd/assets/altcraft/shaders/frag/ssao.fs
index 0e49c0b..1c9db1f 100644
--- a/cwd/assets/altcraft/shaders/frag/ssao.fs
+++ b/cwd/assets/altcraft/shaders/frag/ssao.fs
@@ -5,6 +5,7 @@ out vec4 fragColor;
in vec2 uv;
uniform sampler2D normal;
+uniform sampler2D light;
uniform sampler2D depthStencil;
uniform sampler2D ssaoNoise;
@@ -57,7 +58,8 @@ void main() {
float sampleDepth = RecoverViewWorldPos(offset.xy, texture(depthStencil, offset.xy).r).z;
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth));
- occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck;
+ float aoMask = texture(light, offset.xy).b;
+ occlusion += (sampleDepth >= samplePos.z + bias ? 1.0 : 0.0) * rangeCheck * aoMask;
}
occlusion = 1.0f - (occlusion / samples);
diff --git a/cwd/assets/altcraft/shaders/vert/face.vs b/cwd/assets/altcraft/shaders/vert/face.vs
index 3e6adf7..d3caf32 100644
--- a/cwd/assets/altcraft/shaders/vert/face.vs
+++ b/cwd/assets/altcraft/shaders/vert/face.vs
@@ -7,11 +7,13 @@ in float uvLayer;
in float animation;
in vec3 color;
in vec2 light;
+in float ambientOcclusion;
out vec3 faceTextureUv;
out vec3 faceNormal;
out vec3 faceAddColor;
out vec2 faceLight;
+out float faceAmbientOcclusion;
layout (std140) uniform Globals {
mat4 projView;
@@ -34,4 +36,5 @@ void main() {
faceNormal = (view * vec4(normal, 0.0f)).xyz;
faceAddColor = color;
faceLight = light;
+ faceAmbientOcclusion = ambientOcclusion;
}
diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp
index ca68304..3e3f677 100644
--- a/src/AssetManager.cpp
+++ b/src/AssetManager.cpp
@@ -594,6 +594,7 @@ BlockFaces &AssetManager::GetBlockModelByBlockId(BlockId block) {
blockFaces.transform = glm::mat4(1.0);
blockFaces.faces = assetModel->blockModel.parsedFaces;
blockFaces.isBlock = assetModel->blockModel.IsBlock;
+ blockFaces.ambientOcclusion = assetModel->blockModel.AmbientOcclusion;
glm::mat4 transform = glm::mat4(1.0);
if (model.y != 0) {
diff --git a/src/AssetManager.hpp b/src/AssetManager.hpp
index 2bee47c..59fc851 100644
--- a/src/AssetManager.hpp
+++ b/src/AssetManager.hpp
@@ -48,6 +48,7 @@ struct BlockFaces {
glm::mat4 transform;
std::vector<ParsedFace> faces;
bool isBlock;
+ bool ambientOcclusion;
Vector faceDirectionVector[FaceDirection::none];
};
diff --git a/src/RenderConfigs.cpp b/src/RenderConfigs.cpp
index 43342bb..78b442d 100644
--- a/src/RenderConfigs.cpp
+++ b/src/RenderConfigs.cpp
@@ -183,7 +183,7 @@ Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH, int s
normalConf->SetMaxFilter(Gal::Filtering::Bilinear);
normal = gal->BuildTexture(normalConf);
- auto lightConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8);
+ auto lightConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
lightConf->SetMinFilter(Gal::Filtering::Bilinear);
lightConf->SetMaxFilter(Gal::Filtering::Bilinear);
light = gal->BuildTexture(lightConf);
@@ -221,6 +221,7 @@ Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH, int s
std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> ssaoTextures = {
{"normal", normal},
+ {"light", light},
{"depthStencil", depthStencil},
{"ssaoNoise", ssaoNoise},
};
diff --git a/src/RenderConfigs.hpp b/src/RenderConfigs.hpp
index d0adfce..9d1ffcd 100644
--- a/src/RenderConfigs.hpp
+++ b/src/RenderConfigs.hpp
@@ -96,7 +96,7 @@ class Gbuffer {
std::shared_ptr<Gal::Texture> depthStencil;
std::shared_ptr<Gal::Texture> color; //RGB - color
std::shared_ptr<Gal::Texture> normal; //RGB - normal
- std::shared_ptr<Gal::Texture> light; //R - faceLight, G - skyLight, B - unused
+ std::shared_ptr<Gal::Texture> light; //R - faceLight, G - skyLight, B - ssaoDepthMask
std::shared_ptr<Gal::Framebuffer> geomFramebuffer;
public:
diff --git a/src/RendererSectionData.cpp b/src/RendererSectionData.cpp
index 7e3d285..c7d922e 100644
--- a/src/RendererSectionData.cpp
+++ b/src/RendererSectionData.cpp
@@ -69,6 +69,7 @@ void AddFacesByBlockModel(RendererSectionData &data, const BlockFaces &model, co
vertexData.animations = face.frames;
vertexData.colors = face.color;
vertexData.lights = lightness;
+ vertexData.ambientOcclusion = model.ambientOcclusion ? 1.0f : 0.0f;
}
}
diff --git a/src/RendererSectionData.hpp b/src/RendererSectionData.hpp
index 0a80560..390200c 100644
--- a/src/RendererSectionData.hpp
+++ b/src/RendererSectionData.hpp
@@ -38,7 +38,8 @@ struct VertexData {
float animations;
glm::vec3 colors;
glm::vec2 lights;
- uint8_t padding[8];
+ float ambientOcclusion;
+ uint8_t padding[4];
};
struct RendererSectionData {
diff --git a/src/RendererWorld.cpp b/src/RendererWorld.cpp
index 7cbd45e..2ffb57f 100644
--- a/src/RendererWorld.cpp
+++ b/src/RendererWorld.cpp
@@ -463,7 +463,8 @@ void RendererWorld::PrepareRender(std::shared_ptr<Gal::Framebuffer> target, bool
{"animation", Gal::Type::Float, 1, 1},
{"color", Gal::Type::Vec3, 1, 1},
{"light", Gal::Type::Vec2, 1, 1},
- {"", Gal::Type::Uint8, 8, 1}
+ {"ambientOcclusion", Gal::Type::Float, 1, 1},
+ {"", Gal::Type::Uint8, 4, 1}
});
sectionsPipeline = gal->BuildPipeline(sectionsPLC);
}