diff --git a/stb_voxel_render.h b/stb_voxel_render.h index d56854b..9654713 100644 --- a/stb_voxel_render.h +++ b/stb_voxel_render.h @@ -396,6 +396,11 @@ enum #define STBVOX_MAX_MESH_SLOTS 3 // one vertex & two faces, or two vertex and one face +typedef struct +{ + unsigned char r,g,b; +} stbvox_rgb; + struct stbvox_input_description { unsigned char lighting_at_vertices; // default is lighting values at block center @@ -422,6 +427,8 @@ struct stbvox_input_description unsigned char *color2, *color2_facemask;// additional override colors with face bitmask unsigned char *color3, *color3_facemask;// additional override colors with face bitmask + stbvox_rgb *rgb; // MODE 20 only + // indexed by tex1, used to determine tex2 if not otherwise specified unsigned char *tex2_for_tex1; // 256 @@ -541,7 +548,8 @@ struct stbvox_mesh_maker // z extents 255 255 128 64? 64? 64 64 32 64 128 255 128 64 128 // not sure why I only wrote down the above "result data" and didn't preserve -// the vertex formats, but here I've tried to reconstruct the designs: +// the vertex formats, but here I've tried to reconstruct the designs... +// mode # 3 is wrong, one byte too large // Mode: 0 1 2 3 4 5 6 10 11 12 20 21 22 23 // ============================================================================================================= @@ -575,6 +583,10 @@ struct stbvox_mesh_maker #elif STBVOX_CONFIG_MODE==20 + #define STBVOX_ICONFIG_VERTEX_32 + #define STBVOX_ICONFIG_FACE1_1 + #define STBVOX_ICONFIG_UNTEXTURED + #else #error "Selected value of STBVOX_CONFIG_MODE is not supported" #endif @@ -694,7 +706,7 @@ enum static unsigned char stbvox_reverse_face[STBVF_count]; static float stbvox_default_texgen[2][32][3]; static float stbvox_default_normals[32][3]; -static float stbvox_default_texscale[128][2]; +static float stbvox_default_texscale[128][4]; static unsigned char stbvox_default_palette_compact[64][3]; static float stbvox_default_palette[64][4]; @@ -706,7 +718,7 @@ static void stbvox_build_default_palette(void) stbvox_default_palette[i][0] = stbvox_default_palette_compact[i][0] / 255.0f; stbvox_default_palette[i][1] = stbvox_default_palette_compact[i][1] / 255.0f; stbvox_default_palette[i][2] = stbvox_default_palette_compact[i][2] / 255.0f; - stbvox_default_palette[i][3] = 0.0f; + stbvox_default_palette[i][3] = 1.0f; } } @@ -841,7 +853,7 @@ static char *stbvox_fragment_program = "uniform samplerBuffer texgen;\n" #else "uniform vec4 color_table[64];\n" - "uniform vec2 texscale[64];\n" // instead of 128, to avoid running out of uniforms + "uniform vec4 texscale[64];\n" // instead of 128, to avoid running out of uniforms "uniform vec3 texgen[64];\n" #endif #endif @@ -866,24 +878,29 @@ static char *stbvox_fragment_program = " uint tex2_id = facedata.y;\n" " uint texprojid = facedata.w & 31u;\n" " uint color_id = facedata.z;\n" - // @TODO: could use a separate lookup table keyed on tex2 to determine this; maybe another field of texscale? - " bool texblend_mode = ((facedata.w & 128u) != 0u);\n" #ifndef STBVOX_CONFIG_PREFER_TEXBUFFER // load from uniforms / texture buffers " vec3 texgen_s = texgen[texprojid];\n" " vec3 texgen_t = texgen[texprojid+32u];\n" " float tex1_scale = texscale[tex1_id & 63u].x;\n" - " float tex2_scale = texscale[tex2_id & 63u].y;\n" " vec4 color = color_table[color_id & 63u];\n" + #ifndef STBVOX_CONFIG_DISABLE_TEX2 + " vec4 tex2_props = texscale[tex2_id & 63u];\n" + #endif #else " vec3 texgen_s = texelFetch(texgen, int(texprojid)).xyz;\n" " vec3 texgen_t = texelFetch(texgen, int(texprojid+32u)).xyz;\n" " float tex1_scale = texelFetch(texscale, int(tex1_id & 127u)).x;\n" - #ifndef STBVOX_CONFIG_DISABLE_TEX2 - " float tex2_scale = texelFetch(texscale, int(tex2_id & 127u)).y;\n" - #endif " vec4 color = texelFetch(color_table, int(color_id & 63u));\n" + #ifndef STBVOX_CONFIG_DISABLE_TEX2 + " vec4 tex2_props = texelFetch(texscale, int(tex1_id & 127u));\n" + #endif + #endif + + #ifndef STBVOX_CONFIG_DISABLE_TEX2 + " float tex2_scale = tex2_props.y;\n" + " bool texblend_mode = tex2_props.z != 0.0;\n" #endif " vec2 texcoord;\n" " vec3 texturespace_pos = voxelspace_pos + transform[2].xyz;\n" @@ -911,13 +928,14 @@ static char *stbvox_fragment_program = #endif #endif - " bool emissive = (int(color.w) & 1) != 0;\n" + " bool emissive = (color.a > 1.0);\n" + " color.a = min(color.a, 1.0);\n" // recolor textures - " if ((color_id & 64u) != 0u) tex1.xyz *= color.xyz;\n" + " if ((color_id & 64u) != 0u) tex1.rgba *= color.rgba;\n" " fragment_alpha = tex1.a;\n" #ifndef STBVOX_CONFIG_DISABLE_TEX2 - " if ((color_id & 128u) != 0u) tex2.xyz *= color.xyz;\n" + " if ((color_id & 128u) != 0u) tex2.rgba *= color.rgba;\n" #ifdef STBVOX_CONFIG_PREMULTIPLIED_ALPHA " tex2.rgba *= texlerp;\n" @@ -926,7 +944,7 @@ static char *stbvox_fragment_program = #endif " if (texblend_mode)\n" - " albedo = tex2.xyz * rlerp(tex2.a, 2.0*tex1.xyz, vec3(1.0,1.0,1.0));\n" + " albedo = tex1.xyz * rlerp(tex2.a, 2.0*tex2.xyz, vec3(1.0,1.0,1.0));\n" " else {\n" #ifdef STBVOX_CONFIG_PREMULTIPLIED_ALPHA " albedo = (1.0-tex2.a)*tex1.xyz + tex2.xyz;\n" @@ -942,7 +960,7 @@ static char *stbvox_fragment_program = #else // UNTEXTURED " vec4 color;" " color.xyz = vec3(facedata.xyz) / 255.0;\n" - " bool emissive = (facedata.w & 128) != 0;\n" + " bool emissive = false;\n" " albedo = color.xyz;\n" " fragment_alpha = 1.0;\n" #endif @@ -1014,6 +1032,7 @@ static char *stbvox_fragment_program = }; +// still requires full alpha lookups, including tex2 if texblend is enabled static char *stbvox_fragment_program_alpha_only = { STBVOX_SHADER_VERSION @@ -1034,7 +1053,7 @@ static char *stbvox_fragment_program_alpha_only = "uniform samplerBuffer texscale;\n" "uniform samplerBuffer texgen;\n" #else - "uniform vec2 texscale[64];\n" // instead of 128, to avoid running out of uniforms + "uniform vec4 texscale[64];\n" // instead of 128, to avoid running out of uniforms "uniform vec3 texgen[64];\n" #endif #endif @@ -1051,20 +1070,30 @@ static char *stbvox_fragment_program_alpha_only = " uint tex1_id = facedata.x;\n" " uint tex2_id = facedata.y;\n" " uint texprojid = facedata.w & 31u;\n" - " bool texblend_mode = ((facedata.w & 128u) != 0u);\n" + " uint color_id = facedata.z;\n" #ifndef STBVOX_CONFIG_PREFER_TEXBUFFER // load from uniforms / texture buffers " vec3 texgen_s = texgen[texprojid];\n" " vec3 texgen_t = texgen[texprojid+32u];\n" " float tex1_scale = texscale[tex1_id & 63u].x;\n" - " float tex2_scale = texscale[tex2_id & 63u].y;\n" + " vec4 color = color_table[color_id & 63u];\n" + " vec4 tex2_props = texscale[tex2_id & 63u];\n" #else " vec3 texgen_s = texelFetch(texgen, int(texprojid)).xyz;\n" " vec3 texgen_t = texelFetch(texgen, int(texprojid+32u)).xyz;\n" " float tex1_scale = texelFetch(texscale, int(tex1_id & 127u)).x;\n" - " float tex2_scale = texelFetch(texscale, int(tex2_id & 127u)).y;\n" + " vec4 color = texelFetch(color_table, int(color_id & 63u));\n" + " vec4 tex2_props = texelFetch(texscale, int(tex2_id & 127u));\n" #endif + + #ifndef STBVOX_CONFIG_DISABLE_TEX2 + " float tex2_scale = tex2_props.y;\n" + " bool texblend_mode = tex2_props.z &((facedata.w & 128u) != 0u);\n" + #endif + + " color.a = min(color.a, 1.0);\n" + " vec2 texcoord;\n" " vec3 texturespace_pos = voxelspace_pos + transform[2].xyz;\n" " texcoord.s = dot(texturespace_pos, texgen_s);\n" @@ -1080,20 +1109,26 @@ static char *stbvox_fragment_program_alpha_only = " vec4 tex1 = texture(tex_array[0], vec3(texcoord_1, float(tex1_id)));\n" #endif - #ifdef STBVOX_CONFIG_TEX2_EDGE_CLAMP - " texcoord_2 = texcoord_2 - floor(texcoord_2);\n" - " vec4 tex2 = textureGrad(tex_array[0], vec3(texcoord_2, float(tex2_id)), dFdx(tex2_scale*texcoord), dFdy(tex2_scale*texcoord));\n" - #else - " vec4 tex2 = texture(tex_array[1], vec3(texcoord_2, float(tex2_id)));\n" + " if ((color_id & 64u) != 0u) tex1.a *= color.a;\n" + " fragment_alpha = tex1.a;\n" + + #ifndef STBVOX_CONFIG_DISABLE_TEX2 + " if (!texblend_mode) {\n" + #ifdef STBVOX_CONFIG_TEX2_EDGE_CLAMP + " texcoord_2 = texcoord_2 - floor(texcoord_2);\n" + " vec4 tex2 = textureGrad(tex_array[0], vec3(texcoord_2, float(tex2_id)), dFdx(tex2_scale*texcoord), dFdy(tex2_scale*texcoord));\n" + #else + " vec4 tex2 = texture(tex_array[1], vec3(texcoord_2, float(tex2_id)));\n" + #endif + + " tex2.a *= texlerp;\n" + " if ((color_id & 128u) != 0u) tex2.rgba *= color.a;\n" + " fragment_alpha = tex1.a*(1-tex2.a)+tex2.a;\n" + "}\n" + "\n" #endif - " tex2.a *= texlerp;\n" - - " if (!texblend_mode)\n" - " fragment_alpha = tex1.a*(1-tex2.a)+tex2.a;\n" - #else // UNTEXTURED - " vec4 color;" " fragment_alpha = 1.0;\n" #endif @@ -1130,7 +1165,7 @@ static stbvox_uniform_info stbvox_uniforms[] = { STBVOX_UNIFORM_TYPE_sampler , 4, 1, "facearray" , 0 }, { STBVOX_UNIFORM_TYPE_vec3 , 12, 3, "transform" , stbvox_dummy_transform[0] }, { STBVOX_UNIFORM_TYPE_sampler , 4, 2, "tex_array" , 0 }, - { STBVOX_UNIFORM_TYPE_vec2 , 8, 128, "texscale" , stbvox_default_texscale[0] , STBVOX_TEXBUF }, + { STBVOX_UNIFORM_TYPE_vec4 , 16, 128, "texscale" , stbvox_default_texscale[0] , STBVOX_TEXBUF }, { STBVOX_UNIFORM_TYPE_vec4 , 16, 64, "color_table" , stbvox_default_palette[0] , STBVOX_TEXBUF }, { STBVOX_UNIFORM_TYPE_vec3 , 12, 32, "normal_table" , stbvox_default_normals[0] }, { STBVOX_UNIFORM_TYPE_vec3 , 12, 64, "texgen" , stbvox_default_texgen[0][0], STBVOX_TEXBUF }, @@ -1177,12 +1212,22 @@ static unsigned char stbvox_rotate_face[6][4] = stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_rotate rot, int face, int v_off, int normal) { - unsigned char color_face; stbvox_mesh_face face_data = { 0 }; stbvox_block_type bt = mm->input.blocktype[v_off]; unsigned char bt_face = STBVOX_ROTATE(face, rot.block); int facerot = rot.facerot; + #ifdef STBVOX_ICONFIG_UNTEXTURED + if (mm->input.rgb) { + face_data.tex1 = mm->input.rgb[v_off].r; + face_data.tex2 = mm->input.rgb[v_off].g; + face_data.color = mm->input.rgb[v_off].b; + face_data.face_info = (normal<<2); + return face_data; + } + #else + unsigned char color_face; + if (mm->input.color) face_data.color = mm->input.color[v_off]; @@ -1261,6 +1306,7 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro if (mm->input.color3 && (mm->input.color3_facemask[v_off] & (1 << color_face))) face_data.color = mm->input.color3[v_off]; } + #endif face_data.face_info = (normal<<2) + facerot; return face_data; @@ -1393,23 +1439,19 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac // >> 2 because input is 8 bits, output is 6 bits } - // @TODO: gather baked lighting where we have precomputed - // shadow bits for each light and we gather them from neighbors - // as above then do normal diffuse light computation--this - // needs a variant shader which has 8-bit rgb as well, in - // which case 'lighting' isn't needed so we have ~14 more - // bits to store stuff per vertex - // - // Or alternatively note that gathering baked *lighting* + // @TODO: note that gathering baked *lighting* // is different from gathering baked ao; baked ao can count // solid blocks as 0 ao, but baked lighting wants average - // of non-blocked, not average & treat blocked as 0. And + // of non-blocked--not take average & treat blocked as 0. And // we can't bake the right value into the solid blocks // because they can have different lighting values on - // different sides. + // different sides. So we need to actually gather and + // then divide by 0..4 (which we can do with a table-driven + // multiply, or have an 'if' for the 3 case) } } else { + vertbase += stbvox_vertex_encode(0,0,0,63,0); *mv[0] = vertbase + face_coord[0] + p1[0]; *mv[1] = vertbase + face_coord[1] + p1[1]; *mv[2] = vertbase + face_coord[2] + p1[2]; @@ -1459,6 +1501,7 @@ static void stbvox_make_03_split_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rot normal1 = stbvox_reverse_face[normal1]; normal2 = stbvox_reverse_face[normal2]; } + v[0] = face_coord[1]; v[1] = face_coord[2]; v[2] = face_coord[3]; @@ -1869,6 +1912,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po cube[7] = stbvox_vertex_encode(0,0,ht[3],0,0); } if (!mm->input.vheight && mm->input.block_vheight) { + // @TODO: support block vheight here, I've forgotten what needs to be done specially } // build vertex mesh @@ -2259,6 +2303,7 @@ static float stbvox_default_texgen[2][32][3] = { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 }, { 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 }, { 0, 0,-1 }, { 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 }, { 0, 0,-1 }, + { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, @@ -2268,6 +2313,7 @@ static float stbvox_default_texgen[2][32][3] = { 0, 0,-1 }, { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 }, { 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 }, { 0, 0,-1 }, { 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 }, + { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, @@ -2317,16 +2363,24 @@ static float stbvox_default_normals[32][3] = { 0,-STBVOX_RSQRT2, -STBVOX_RSQRT2 }, // south & down }; -static float stbvox_default_texscale[128][2] = +static float stbvox_default_texscale[128][4] = { - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, - 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, + {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, }; static unsigned char stbvox_default_palette_compact[64][3] = @@ -2702,7 +2756,7 @@ static stbvox_optimized_face_up_normal[4][4][4][4] = // nw se sw static stbvox_planar_face_up_normal[4][4][4] = { - { // sw,se,nw,ne + { // sw,se,nw,ne; ne = se+nw-sw { STBVF_u , 0 , 0 , 0 }, // 0,0,0,0; 1,0,0,-1; 2,0,0,-2; 3,0,0,-3; { STBVF_u , STBVF_u , 0 , 0 }, // 0,1,0,1; 1,1,0, 0; 2,1,0,-1; 3,1,0,-2; { STBVF_wu , STBVF_nw_u, STBVF_nu , 0 }, // 0,2,0,2; 1,2,0, 1; 2,2,0, 0; 3,2,0,-1; @@ -2711,7 +2765,7 @@ static stbvox_planar_face_up_normal[4][4][4] = { STBVF_u , STBVF_u , 0 , 0 }, // 0,0,1,1; 1,0,1, 0; 2,0,1,-1; 3,0,1,-2; { STBVF_sw_u, STBVF_u , STBVF_ne_u, 0 }, // 0,1,1,2; 1,1,1, 1; 2,1,1, 0; 3,1,1,-1; { STBVF_sw_u, STBVF_u , STBVF_u , STBVF_ne_u }, // 0,2,1,3; 1,2,1, 2; 2,2,1, 1; 3,2,1, 0; - { 0 , STBVF_w , STBVF_nw_u, STBVF_nu }, // 0,3,1,4; 1,3,1, 3; 2,3,1, 2; 3,3,1, 1; + { 0 , STBVF_wu , STBVF_nw_u, STBVF_nu }, // 0,3,1,4; 1,3,1, 3; 2,3,1, 2; 3,3,1, 1; },{ { STBVF_su , STBVF_se_u, STBVF_eu , 0 }, // 0,0,2,2; 1,0,2, 1; 2,0,2, 0; 3,0,2,-1; { STBVF_sw_u, STBVF_u , STBVF_u , STBVF_ne_u }, // 0,1,2,3; 1,1,2, 2; 2,1,2, 1; 3,1,2, 0; @@ -2751,6 +2805,8 @@ static stbvox_face_up_normal_012[4][4][4] = { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_u , }, } }; +// 013[3][3][1] +// 023[3][1][1] static stbvox_face_up_normal_013[4][4][4] = { diff --git a/tests/caveview/cave_mesher.c b/tests/caveview/cave_mesher.c index 2dd6f34..7731c70 100644 --- a/tests/caveview/cave_mesher.c +++ b/tests/caveview/cave_mesher.c @@ -36,9 +36,9 @@ extern void ods(char *fmt, ...); #define FAST_CHUNK #define IN_PLACE -#define SKIP_TERRAIN 0 // use to avoid building underground stuff - // allows you to see what perf would be like if underground was efficiently culled, - // or if you were making a game without underground +#define SKIP_TERRAIN 0 // use to avoid building underground stuff + // allows you to see what perf would be like if underground was efficiently culled, + // or if you were making a game without underground enum { diff --git a/tests/caveview/cave_render.c b/tests/caveview/cave_render.c index 04299d9..7419f26 100644 --- a/tests/caveview/cave_render.c +++ b/tests/caveview/cave_render.c @@ -188,6 +188,12 @@ GLint tablei[2]; float step=0; +#ifdef SHORTVIEW +int view_dist_in_chunks = 50; +#else +int view_dist_in_chunks = 80; +#endif + void setup_uniforms(float pos[3]) { int i,j; @@ -222,7 +228,7 @@ void setup_uniforms(float pos[3]) case STBVOX_UNIFORM_color_table: data = ui->default_value; - ((float *)data)[63*4+3] = 1.0f; // emissive + ((float *)data)[63*4+3] = 2.0f; // emissive break; case STBVOX_UNIFORM_camera_pos: @@ -260,7 +266,7 @@ void setup_uniforms(float pos[3]) // fog color table4[3][0] = 0.6f, table4[3][1] = 0.7f, table4[3][2] = 0.9f; - table4[3][3] = 1.0f / 1320.0f; + table4[3][3] = 1.0f / (view_dist_in_chunks * 16); table4[3][3] *= table4[3][3]; data = table4; @@ -289,7 +295,7 @@ void make_texture_buffer_for_uniform(int uniform, int slot) uloc = stbgl_find_uniform(main_prog, ui->name); if (uniform == STBVOX_UNIFORM_color_table) - ((float *)ui->default_value)[63*4+3] = 1.0f; // emissive + ((float *)ui->default_value)[63*4+3] = 2.0f; // emissive glGenBuffersARB(1, &unibuf[uniform]); glBindBufferARB(GL_ARRAY_BUFFER_ARB, unibuf[uniform]); @@ -706,12 +712,6 @@ static int is_box_in_frustum(float *bmin, float *bmax) return 1; } -#ifdef SHORTVIEW -int view_dist_in_chunks = 50; -#else -int view_dist_in_chunks = 80; -#endif - float compute_priority(int cx, int cy, float x, float y) { float distx, disty, dist2;