mirror of
https://github.com/zhenyan121/Cubed.git
synced 2026-06-17 16:17:02 +08:00
refactor: transparent render (#14)
* fix(renderer): defer uniform location retrieval and add view matrix in outline rendering * refactor(gameplay): encapsulate per-type vertex data into VertexData struct * feat(rendering): separate transparent blocks into discard and blend modes * feat(renderer): implement order-independent transparency * fix(shaders): reduce alpha discard threshold to 0.8
This commit is contained in:
@@ -1,5 +1,7 @@
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id = 0
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is_blend = false
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is_cross_plane = false
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is_discard = true
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is_gas = true
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is_liquid = false
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is_passable = true
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@@ -1,5 +1,7 @@
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id = 2
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 9
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is_blend = false
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is_cross_plane = true
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is_discard = true
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is_gas = false
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is_liquid = false
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is_passable = true
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@@ -1,5 +1,7 @@
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id = 1
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 6
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is_blend = false
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is_cross_plane = false
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is_discard = true
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 5
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 4
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 8
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -1,5 +1,7 @@
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id = 3
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is_blend = false
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = false
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is_passable = false
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@@ -5,3 +5,5 @@ is_gas = false
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is_passable = false
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is_cross_plane = false
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is_transparent = false
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is_discard = false
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is_blend = false
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@@ -1,5 +1,7 @@
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id = 7
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is_blend = true
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is_cross_plane = false
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is_discard = false
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is_gas = false
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is_liquid = true
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is_passable = true
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28
assets/shaders/block_accumulation_f_shader.glsl
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28
assets/shaders/block_accumulation_f_shader.glsl
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@@ -0,0 +1,28 @@
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#version 460
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layout (location = 0) out vec4 accum;
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layout (location = 1) out float reveal;
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in vec2 tc;
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flat in int tex_layer;
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in float v_depth;
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layout (binding = 0) uniform sampler2DArray samp;
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float weight(float z, float a) {
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float intermediate = 0.03 / (1e-5 + pow(z / 200.0, 4.0));
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return a * clamp(intermediate, 1e-2, 3e2);
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}
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void main() {
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vec4 color = texture(samp, vec3(tc, tex_layer));
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float alpha = color.a;
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if (alpha < 1e-4) discard;
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float w = weight(v_depth, alpha);
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accum = vec4(color.rgb * alpha * w, alpha * w);
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reveal = alpha;
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}
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21
assets/shaders/block_accumulation_v_shader.glsl
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21
assets/shaders/block_accumulation_v_shader.glsl
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@@ -0,0 +1,21 @@
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#version 460
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec2 texCoord;
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layout (location = 2) in float layer;
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out vec2 tc;
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flat out int tex_layer;
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out float v_depth;
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uniform mat4 mv_matrix;
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uniform mat4 proj_matrix;
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void main(void) {
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vec4 view_pos = mv_matrix * vec4(pos, 1.0);
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gl_Position = proj_matrix * view_pos;
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tc = texCoord;
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tex_layer = int(layer);
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v_depth = -view_pos.z;
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}
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19
assets/shaders/block_composite_f_shader.glsl
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19
assets/shaders/block_composite_f_shader.glsl
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@@ -0,0 +1,19 @@
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#version 460
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uniform sampler2D u_accumTex;
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uniform sampler2D u_revealTex;
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in vec2 TexCoord;
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out vec4 FragColor;
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void main() {
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vec4 a = texture(u_accumTex, TexCoord);
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float r = texture(u_revealTex, TexCoord).r;
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if (a.a < 1e-4) discard;
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vec3 color = a.rgb / max(a.a, 1e-5);
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float transmittance = r;
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float opacity = 1.0 - transmittance;
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FragColor = vec4(color * opacity, opacity);
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}
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11
assets/shaders/block_composite_v_shader.glsl
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11
assets/shaders/block_composite_v_shader.glsl
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@@ -0,0 +1,11 @@
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#version 460
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texCoord;
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out vec2 TexCoord;
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void main() {
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gl_Position = vec4(pos.x, pos.y, 0.0, 1.0);
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TexCoord = texCoord;
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}
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@@ -8,7 +8,7 @@ layout (binding = 0) uniform sampler2DArray samp;
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void main(void) {
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color = texture(samp, vec3(tc, tex_layer));
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if (color.a < 0.1) {
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if (color.a < 0.8) {
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discard;
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}
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//color = varyingColor;
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