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-rw-r--r--modules/lightmapper_rd/lm_compute.glsl86
1 files changed, 44 insertions, 42 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 9ca40535f9..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;
@@ -150,79 +156,66 @@ 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++) {
uint tidx = grid_indices.data[cell_data.y + i];
//Ray-Box test
- vec3 t0 = (boxes.data[tidx].min_bounds - p_from) * inv_dir;
- vec3 t1 = (boxes.data[tidx].max_bounds - p_from) * inv_dir;
+ Triangle triangle = triangles.data[tidx];
+ vec3 t0 = (triangle.min_bounds - p_from) * inv_dir;
+ vec3 t1 = (triangle.max_bounds - p_from) * inv_dir;
vec3 tmin = min(t0, t1), tmax = max(t0, t1);
- if (max(tmin.x, max(tmin.y, tmin.z)) <= min(tmax.x, min(tmax.y, tmax.z))) {
+ if (max(tmin.x, max(tmin.y, tmin.z)) > min(tmax.x, min(tmax.y, tmax.z))) {
continue; //ray box failed
}
//prepare triangle vertices
- vec3 vtx0 = vertices.data[triangles.data[tidx].indices.x].position;
- vec3 vtx1 = vertices.data[triangles.data[tidx].indices.y].position;
- vec3 vtx2 = vertices.data[triangles.data[tidx].indices.z].position;
-#if defined(MODE_UNOCCLUDE)
+ 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) || 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
}
@@ -238,7 +231,7 @@ bool trace_ray(vec3 p_from, vec3 p_to
iters++;
}
- return false;
+ return RAY_MISS;
}
const float PI = 3.14159265f;
@@ -338,7 +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;
@@ -409,6 +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)));
@@ -416,7 +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;
@@ -424,7 +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);
@@ -438,6 +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;
@@ -461,7 +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;
@@ -476,7 +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));
@@ -484,7 +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
@@ -517,7 +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;
@@ -557,7 +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;
@@ -565,7 +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);