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Diffstat (limited to 'modules/lightmapper_rd/lm_compute.glsl')
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl73
1 files changed, 49 insertions, 24 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 25b334c5eb..7bb8346c47 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -94,13 +94,14 @@ params;
//check it, but also return distance and barycentric coords (for uv lookup)
bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
+ const float EPSILON = 0.00001;
const vec3 e0 = p1 - p0;
const vec3 e1 = p0 - p2;
vec3 triangle_normal = cross(e1, e0);
float n_dot_dir = dot(triangle_normal, dir);
- if (abs(n_dot_dir) < 0.01) {
+ if (abs(n_dot_dir) < EPSILON) {
return false;
}
@@ -148,7 +149,7 @@ uint trace_ray(vec3 p_from, vec3 p_to
ivec3 icell = ivec3(from_cell);
ivec3 iendcell = ivec3(to_cell);
vec3 dir_cell = normalize(rel_cell);
- vec3 delta = abs(1.0 / dir_cell); //vec3(length(rel_cell)) / rel_cell);
+ vec3 delta = min(abs(1.0 / dir_cell), params.grid_size); // use params.grid_size as max to prevent infinity values
ivec3 step = ivec3(sign(rel_cell));
vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta;
@@ -234,19 +235,39 @@ uint trace_ray(vec3 p_from, vec3 p_to
return RAY_MISS;
}
+// https://www.reedbeta.com/blog/hash-functions-for-gpu-rendering/
+uint hash(uint value) {
+ uint state = value * 747796405u + 2891336453u;
+ uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
+ return (word >> 22u) ^ word;
+}
+
+uint random_seed(ivec3 seed) {
+ return hash(seed.x ^ hash(seed.y ^ hash(seed.z)));
+}
+
+// generates a random value in range [0.0, 1.0)
+float randomize(inout uint value) {
+ value = hash(value);
+ return float(value / 4294967296.0);
+}
+
const float PI = 3.14159265f;
-const float GOLDEN_ANGLE = PI * (3.0 - sqrt(5.0));
-
-vec3 vogel_hemisphere(uint p_index, uint p_count, float p_offset) {
- float r = sqrt(float(p_index) + 0.5f) / sqrt(float(p_count));
- float theta = float(p_index) * GOLDEN_ANGLE + p_offset;
- float y = cos(r * PI * 0.5);
- float l = sin(r * PI * 0.5);
- return vec3(l * cos(theta), l * sin(theta), y);
+
+// http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.4.pdf (chapter 15)
+vec3 generate_hemisphere_uniform_direction(inout uint noise) {
+ float noise1 = randomize(noise);
+ float noise2 = randomize(noise) * 2.0 * PI;
+
+ float factor = sqrt(1 - (noise1 * noise1));
+ return vec3(factor * cos(noise2), factor * sin(noise2), noise1);
}
-float quick_hash(vec2 pos) {
- return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
+vec3 generate_hemisphere_cosine_weighted_direction(inout uint noise) {
+ float noise1 = randomize(noise);
+ float noise2 = randomize(noise) * 2.0 * PI;
+
+ return vec3(sqrt(noise1) * cos(noise2), sqrt(noise1) * sin(noise2), sqrt(1.0 - noise1));
}
float get_omni_attenuation(float distance, float inv_range, float decay) {
@@ -403,8 +424,9 @@ void main() {
#endif
vec3 light_average = vec3(0.0);
float active_rays = 0.0;
+ uint noise = random_seed(ivec3(params.ray_from, atlas_pos));
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)));
+ vec3 ray_dir = normal_mat * generate_hemisphere_cosine_weighted_direction(noise);
uint tidx;
vec3 barycentric;
@@ -420,20 +442,22 @@ void main() {
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
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);
+ } else if (trace_result == RAY_MISS) {
+ if (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);
- vec2 st = vec2(
- atan(sky_dir.x, sky_dir.z),
- acos(sky_dir.y));
+ vec2 st = vec2(
+ atan(sky_dir.x, sky_dir.z),
+ acos(sky_dir.y));
- if (st.x < 0.0)
- st.x += PI * 2.0;
+ if (st.x < 0.0)
+ st.x += PI * 2.0;
- st /= vec2(PI * 2.0, PI);
+ st /= vec2(PI * 2.0, PI);
- light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ }
active_rays += 1.0;
}
@@ -547,8 +571,9 @@ void main() {
vec4(0.0),
vec4(0.0));
+ uint noise = random_seed(ivec3(params.ray_from, probe_index, 49502741 /* some prime */));
for (uint i = params.ray_from; i < params.ray_to; i++) {
- vec3 ray_dir = vogel_hemisphere(i, params.ray_count, quick_hash(vec2(float(probe_index), 0.0)));
+ vec3 ray_dir = generate_hemisphere_uniform_direction(noise);
if (bool(i & 1)) {
//throw to both sides, so alternate them
ray_dir.z *= -1.0;