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