fix(renderer): studs were not properly tiled nor aligned
This commit is contained in:
parent
f2fb3894fb
commit
a47d2c2b57
3 changed files with 31 additions and 19 deletions
|
@ -39,8 +39,9 @@ const int FaceFront = 5;
|
||||||
// I/O
|
// I/O
|
||||||
|
|
||||||
in vec3 vPos;
|
in vec3 vPos;
|
||||||
|
in vec3 lPos;
|
||||||
in vec3 vNormal;
|
in vec3 vNormal;
|
||||||
in vec2 vTexCoords;
|
in vec3 lNormal;
|
||||||
flat in int vSurfaceZ;
|
flat in int vSurfaceZ;
|
||||||
|
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
@ -54,12 +55,13 @@ uniform DirLight sunLight;
|
||||||
uniform Material material;
|
uniform Material material;
|
||||||
uniform sampler2DArray studs;
|
uniform sampler2DArray studs;
|
||||||
uniform float transparency;
|
uniform float transparency;
|
||||||
|
uniform vec3 texScale;
|
||||||
|
|
||||||
// Functions
|
// Functions
|
||||||
|
|
||||||
vec3 calculateDirectionalLight(DirLight light);
|
vec3 calculateDirectionalLight(DirLight light);
|
||||||
vec3 calculatePointLight(PointLight light);
|
vec3 calculatePointLight(PointLight light);
|
||||||
|
mat3 lookAlong(vec3 pos, vec3 forward, vec3 up);
|
||||||
|
|
||||||
// Main
|
// Main
|
||||||
|
|
||||||
|
@ -71,11 +73,28 @@ void main() {
|
||||||
for (int i = 0; i < numPointLights; i++) {
|
for (int i = 0; i < numPointLights; i++) {
|
||||||
result += calculatePointLight(pointLights[i]);
|
result += calculatePointLight(pointLights[i]);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
vec3 otherVec = abs(dot(lNormal, vec3(0, 1, 0))) > 0.99 ? vec3(0, 0, 1)
|
||||||
|
: abs(dot(lNormal, vec3(0, 0, 1))) > 0.99 ? vec3(1, 0, 0)
|
||||||
|
: vec3(0, 1, 0);
|
||||||
|
// We use abs(lNormal) so opposing sides "cut" from the same side
|
||||||
|
mat3 transform = transpose(inverse(lookAlong(vec3(0, 0, 0), abs(lNormal), otherVec)));
|
||||||
|
|
||||||
vec4 studPx = texture(studs, vec3(vTexCoords, vSurfaceZ));
|
vec2 texCoords = vec2((transform * lPos) * (transform * texScale) / 2) - vec2(mod((transform * texScale) / 4, 1));
|
||||||
|
|
||||||
|
vec4 studPx = texture(studs, vec3(texCoords, vSurfaceZ));
|
||||||
FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1) * (1-transparency);
|
FragColor = vec4(mix(result, vec3(studPx), studPx.w), 1) * (1-transparency);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
mat3 lookAlong(vec3 pos, vec3 forward, vec3 up) {
|
||||||
|
vec3 f = normalize(forward); // Forward/Look
|
||||||
|
vec3 u = normalize(up); // Up
|
||||||
|
vec3 s = normalize(cross(f, u)); // Right
|
||||||
|
u = normalize(cross(s, f));
|
||||||
|
|
||||||
|
return mat3(s, u, f);
|
||||||
|
}
|
||||||
|
|
||||||
vec3 calculateDirectionalLight(DirLight light) {
|
vec3 calculateDirectionalLight(DirLight light) {
|
||||||
// Calculate diffuse
|
// Calculate diffuse
|
||||||
vec3 norm = normalize(vNormal);
|
vec3 norm = normalize(vNormal);
|
||||||
|
|
|
@ -18,7 +18,9 @@ const int SurfaceInlets = 4;
|
||||||
const int SurfaceUniversal = 5;
|
const int SurfaceUniversal = 5;
|
||||||
|
|
||||||
out vec3 vPos;
|
out vec3 vPos;
|
||||||
|
out vec3 lPos;
|
||||||
out vec3 vNormal;
|
out vec3 vNormal;
|
||||||
|
out vec3 lNormal;
|
||||||
out vec2 vTexCoords;
|
out vec2 vTexCoords;
|
||||||
flat out int vSurfaceZ;
|
flat out int vSurfaceZ;
|
||||||
|
|
||||||
|
@ -33,7 +35,9 @@ void main()
|
||||||
{
|
{
|
||||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||||
vPos = vec3(model * vec4(aPos, 1.0));
|
vPos = vec3(model * vec4(aPos, 1.0));
|
||||||
|
lPos = aPos;
|
||||||
vNormal = normalMatrix * aNormal;
|
vNormal = normalMatrix * aNormal;
|
||||||
|
lNormal = aNormal;
|
||||||
int vFace = aNormal == vec3(0,1,0) ? FaceTop :
|
int vFace = aNormal == vec3(0,1,0) ? FaceTop :
|
||||||
aNormal == vec3(0, -1, 0) ? FaceBottom :
|
aNormal == vec3(0, -1, 0) ? FaceBottom :
|
||||||
aNormal == vec3(1, 0, 0) ? FaceRight :
|
aNormal == vec3(1, 0, 0) ? FaceRight :
|
||||||
|
@ -43,20 +47,4 @@ void main()
|
||||||
|
|
||||||
vSurfaceZ = surfaces[vFace];
|
vSurfaceZ = surfaces[vFace];
|
||||||
// if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
|
// if (surfaces[vFace] > SurfaceUniversal) vSurfaceZ = 0;
|
||||||
|
|
||||||
switch (vFace) {
|
|
||||||
case FaceTop:
|
|
||||||
case FaceBottom:
|
|
||||||
// vTexCoords = aTexCoords * vec2(texScale.x / 2, fract(surfaceOffset + texScale.z / 12));
|
|
||||||
vTexCoords = aTexCoords * vec2(texScale.x, texScale.z) / 2;
|
|
||||||
break;
|
|
||||||
case FaceLeft:
|
|
||||||
case FaceRight:
|
|
||||||
vTexCoords = aTexCoords * vec2(texScale.y, texScale.z) / 2;
|
|
||||||
break;
|
|
||||||
case FaceFront:
|
|
||||||
case FaceBack:
|
|
||||||
vTexCoords = aTexCoords * vec2(texScale.x, texScale.y) / 2;
|
|
||||||
break;
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -113,6 +113,11 @@ void renderParts() {
|
||||||
shader->set("surfaces[1]", SurfaceStuds);
|
shader->set("surfaces[1]", SurfaceStuds);
|
||||||
shader->set("surfaces[4]", SurfaceInlets);
|
shader->set("surfaces[4]", SurfaceInlets);
|
||||||
|
|
||||||
|
shader->set("surfaces[0]", SurfaceStuds);
|
||||||
|
shader->set("surfaces[2]", SurfaceStuds);
|
||||||
|
shader->set("surfaces[3]", SurfaceStuds);
|
||||||
|
shader->set("surfaces[5]", SurfaceStuds);
|
||||||
|
|
||||||
// Pre-calculate the normal matrix for the shader
|
// Pre-calculate the normal matrix for the shader
|
||||||
|
|
||||||
// Pass in the camera position
|
// Pass in the camera position
|
||||||
|
|
Loading…
Add table
Reference in a new issue