diff options
author | William Deurwaarder <william.git@xs4all.nl> | 2021-09-13 00:08:31 +0200 |
---|---|---|
committer | William Deurwaarder <william.git@xs4all.nl> | 2021-09-14 22:29:31 +0200 |
commit | 7c19684ee97ae866bb7a186ac5ff1d2567908128 (patch) | |
tree | 21d2b242a9f0192c613811de52439f5d0a2b745f /modules/lightmapper_rd | |
parent | cd5a8f8dd4a86b06f6aa898db03a18d5dbd0f94c (diff) |
GPULightmapper exclude back-face triangles while calculating bounces
Edges that are at the edge of a plane, may get behind the scene and will hit
back-face triangles which where included in the lighting calculations. This
caused leaking of light at the edge of planes.
In case a ray hits back-face triangle, it is skipped in the bounce calculations.
Diffstat (limited to 'modules/lightmapper_rd')
-rw-r--r-- | modules/lightmapper_rd/lm_compute.glsl | 73 |
1 files changed, 37 insertions, 36 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl index a71652d5c4..25b334c5eb 100644 --- a/modules/lightmapper_rd/lm_compute.glsl +++ b/modules/lightmapper_rd/lm_compute.glsl @@ -115,7 +115,12 @@ bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, ve return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0))); } -bool trace_ray(vec3 p_from, vec3 p_to +const uint RAY_MISS = 0; +const uint RAY_FRONT = 1; +const uint RAY_BACK = 2; +const uint RAY_ANY = 3; + +uint trace_ray(vec3 p_from, vec3 p_to #if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) , out uint r_triangle, out vec3 r_barycentric @@ -125,6 +130,7 @@ bool trace_ray(vec3 p_from, vec3 p_to out float r_distance, out vec3 r_normal #endif ) { + /* world coords */ vec3 rel = p_to - p_from; @@ -150,10 +156,7 @@ bool trace_ray(vec3 p_from, vec3 p_to while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) { uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy; if (cell_data.x > 0) { //triangles here - bool hit = false; -#if defined(MODE_UNOCCLUDE) - bool hit_backface = false; -#endif + uint hit = RAY_MISS; float best_distance = 1e20; for (uint i = 0; i < cell_data.x; i++) { @@ -173,57 +176,46 @@ bool trace_ray(vec3 p_from, vec3 p_to vec3 vtx0 = vertices.data[triangle.indices.x].position; vec3 vtx1 = vertices.data[triangle.indices.y].position; vec3 vtx2 = vertices.data[triangle.indices.z].position; -#if defined(MODE_UNOCCLUDE) +#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2))); bool backface = dot(normal, dir) >= 0.0; #endif + float distance; vec3 barycentric; if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) { #ifdef MODE_DIRECT_LIGHT - return true; //any hit good + return RAY_ANY; //any hit good #endif -#if defined(MODE_UNOCCLUDE) +#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) if (!backface) { // the case of meshes having both a front and back face in the same plane is more common than // expected, so if this is a front-face, bias it closer to the ray origin, so it always wins over the back-face distance = max(params.bias, distance - params.bias); } - hit = true; - if (distance < best_distance) { - hit_backface = backface; + hit = backface ? RAY_BACK : RAY_FRONT; best_distance = distance; +#if defined(MODE_UNOCCLUDE) r_distance = distance; r_normal = normal; - } - #endif - #if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) - - hit = true; - if (distance < best_distance) { - best_distance = distance; r_triangle = tidx; r_barycentric = barycentric; +#endif } #endif } } -#if defined(MODE_UNOCCLUDE) +#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) - if (hit) { - return hit_backface; - } -#endif -#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES) - if (hit) { - return true; + if (hit != RAY_MISS) { + return hit; } #endif } @@ -239,7 +231,7 @@ bool trace_ray(vec3 p_from, vec3 p_to iters++; } - return false; + return RAY_MISS; } const float PI = 3.14159265f; @@ -339,7 +331,7 @@ void main() { continue; //no need to do anything } - if (!trace_ray(position + light_dir * params.bias, light_pos)) { + if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) { vec3 light = lights.data[i].color * lights.data[i].energy * attenuation; if (lights.data[i].static_bake) { static_light += light; @@ -410,6 +402,7 @@ void main() { vec4(0.0, 0.0, 0.0, 1.0)); #endif vec3 light_average = vec3(0.0); + float active_rays = 0.0; for (uint i = params.ray_from; i < params.ray_to; i++) { vec3 ray_dir = normal_mat * vogel_hemisphere(i, params.ray_count, quick_hash(vec2(atlas_pos))); @@ -417,7 +410,8 @@ void main() { vec3 barycentric; vec3 light = vec3(0.0); - if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) { + uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric); + if (trace_result == RAY_FRONT) { //hit a triangle vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv; vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv; @@ -425,7 +419,8 @@ void main() { vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice)); light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; - } else if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce + active_rays += 1.0; + } else if (trace_result == RAY_MISS && params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce // Did not hit a triangle, reach out for the sky vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); @@ -439,6 +434,7 @@ void main() { st /= vec2(PI * 2.0, PI); light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + active_rays += 1.0; } light_average += light; @@ -462,7 +458,9 @@ void main() { if (params.ray_from == 0) { light_total = vec3(0.0); } else { - light_total = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)).rgb; + vec4 accum = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)); + light_total = accum.rgb; + active_rays += accum.a; } light_total += light_average; @@ -477,7 +475,9 @@ void main() { #endif if (params.ray_to == params.ray_count) { - light_total /= float(params.ray_count); + if (active_rays > 0) { + light_total /= active_rays; + } imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0)); #ifndef USE_SH_LIGHTMAPS vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice)); @@ -485,7 +485,7 @@ void main() { imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum); #endif } else { - imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0)); + imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, active_rays)); } #endif @@ -518,7 +518,7 @@ void main() { float d; vec3 norm; - if (trace_ray(base_pos, ray_to, d, norm)) { + if (trace_ray(base_pos, ray_to, d, norm) == RAY_BACK) { if (d < min_d) { vertex_pos = base_pos + rays[i] * d + norm * params.bias * 10.0; //this bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back. min_d = d; @@ -558,7 +558,8 @@ void main() { vec3 barycentric; vec3 light; - if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) { + uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric); + if (trace_result == RAY_FRONT) { vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv; vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv; vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv; @@ -566,7 +567,7 @@ void main() { light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb; - } else { + } else if (trace_result == RAY_MISS) { //did not hit a triangle, reach out for the sky vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); |