Light fixes
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@ -572,22 +572,6 @@
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"maxHealth" : 100,
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"maxHealth" : 100,
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"onDamageIFrames" : 30
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"onDamageIFrames" : 30
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},
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},
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"pointLight" : {
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"const": 1.0,
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"linear": 0.9,
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"quadratic": 0.9,
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"radius": 3.0,
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"color": {
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"x": 0.3,
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"y": 0.3,
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"z": 0.3
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},
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"offset": {
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"x": 0.0,
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"y": 0.0,
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"z": 0.0
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}
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},
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"graphicsTemplate": {
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"graphicsTemplate": {
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"model": {
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"model": {
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"idleData": {
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"idleData": {
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@ -456,22 +456,6 @@
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"maxHealth" : 60,
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"maxHealth" : 60,
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"onDamageIFrames" : 30
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"onDamageIFrames" : 30
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},
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},
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"pointLight" : {
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"const": 1.0,
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"linear": 0.9,
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"quadratic": 0.9,
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"radius": 3.0,
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"color": {
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"x": 0.3,
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"y": 0.3,
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"z": 0.3
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},
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"offset": {
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"x": 0.0,
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"y": 0.0,
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"z": 0.0
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}
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},
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"graphicsTemplate": {
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"graphicsTemplate": {
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"model": {
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"model": {
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"idleData": {
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"idleData": {
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@ -46,11 +46,15 @@ layout(std430, binding = POINT_LIGHT_SSBO_BIND_POINT) restrict buffer lightSSBO
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uniform mat4 viewMatrix;
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uniform mat4 viewMatrix;
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/**
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* Number of lights in the scene
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*/
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uniform int lightCount;
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bool testSphereAABB(uint i, Cluster c);
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bool testSphereAABB(uint i, Cluster c);
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// each invocation of main() is a thread processing a cluster
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// each invocation of main() is a thread processing a cluster
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void main() {
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void main() {
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uint lightCount = pointLight.length();
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uint index = gl_WorkGroupID.x * CULL_LOCAL_SIZE + gl_LocalInvocationID.x;
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uint index = gl_WorkGroupID.x * CULL_LOCAL_SIZE + gl_LocalInvocationID.x;
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Cluster cluster = clusters[index];
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Cluster cluster = clusters[index];
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@ -1,3 +1,3 @@
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#maven.buildNumber.plugin properties file
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#maven.buildNumber.plugin properties file
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#Wed Nov 20 16:01:40 EST 2024
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#Wed Nov 20 21:32:04 EST 2024
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buildNumber=398
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buildNumber=399
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@ -1105,6 +1105,8 @@ Fix server terrain generation lock spinning on loading terrain from disk
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Fix crosshair NPE when camera undefined
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Fix crosshair NPE when camera undefined
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Fix ray casting entity filtering bug
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Fix ray casting entity filtering bug
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Fix ClientTerrainManager concurrent editing bug
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Fix ClientTerrainManager concurrent editing bug
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Fix point lights not being cleared from buffer after deletion
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Remove point lights from skeleton + human
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# TODO
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# TODO
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@ -214,6 +214,7 @@ public class LightManager {
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ComputeShader lightCull = Globals.assetManager.fetchComputeShader(AssetDataStrings.COMPUTE_LIGHT_CULL);
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ComputeShader lightCull = Globals.assetManager.fetchComputeShader(AssetDataStrings.COMPUTE_LIGHT_CULL);
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openGLState.setActiveShader(renderPipelineState, lightCull);
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openGLState.setActiveShader(renderPipelineState, lightCull);
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lightCull.setUniform(openGLState, "viewMatrix", Globals.viewMatrix);
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lightCull.setUniform(openGLState, "viewMatrix", Globals.viewMatrix);
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lightCull.setUniform(openGLState, "lightCount", this.entityPointLightMap.values().size());
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int dispatchLocal = (LIGHT_CLUSTER_WIDTH_X * LIGHT_CLUSTER_WIDTH_Y * LIGHT_CLUSTER_WIDTH_Z) / CULL_LOCAL_SIZE;
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int dispatchLocal = (LIGHT_CLUSTER_WIDTH_X * LIGHT_CLUSTER_WIDTH_Y * LIGHT_CLUSTER_WIDTH_Z) / CULL_LOCAL_SIZE;
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lightCull.dispatch(dispatchLocal, ComputeShader.DEFAULT_LOCAL_SIZE, ComputeShader.DEFAULT_LOCAL_SIZE);
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lightCull.dispatch(dispatchLocal, ComputeShader.DEFAULT_LOCAL_SIZE, ComputeShader.DEFAULT_LOCAL_SIZE);
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