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-rw-r--r--modules/lightmapper_rd/lm_raster.glsl170
1 files changed, 170 insertions, 0 deletions
diff --git a/modules/lightmapper_rd/lm_raster.glsl b/modules/lightmapper_rd/lm_raster.glsl
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+++ b/modules/lightmapper_rd/lm_raster.glsl
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+/* clang-format off */
+[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+#include "lm_common_inc.glsl"
+
+ /* clang-format on */
+
+ layout(location = 0) out vec3 vertex_interp;
+layout(location = 1) out vec3 normal_interp;
+layout(location = 2) out vec2 uv_interp;
+layout(location = 3) out vec3 barycentric;
+layout(location = 4) flat out uvec3 vertex_indices;
+layout(location = 5) flat out vec3 face_normal;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec2 atlas_size;
+ vec2 uv_offset;
+ vec3 to_cell_size;
+ uint base_triangle;
+ vec3 to_cell_offset;
+ float bias;
+ ivec3 grid_size;
+ uint pad2;
+}
+params;
+
+/* clang-format on */
+
+void main() {
+
+ uint triangle_idx = params.base_triangle + gl_VertexIndex / 3;
+ uint triangle_subidx = gl_VertexIndex % 3;
+
+ vertex_indices = triangles.data[triangle_idx].indices;
+
+ uint vertex_idx;
+ if (triangle_subidx == 0) {
+ vertex_idx = vertex_indices.x;
+ barycentric = vec3(1, 0, 0);
+ } else if (triangle_subidx == 1) {
+ vertex_idx = vertex_indices.y;
+ barycentric = vec3(0, 1, 0);
+ } else {
+ vertex_idx = vertex_indices.z;
+ barycentric = vec3(0, 0, 1);
+ }
+
+ vertex_interp = vertices.data[vertex_idx].position;
+ uv_interp = vertices.data[vertex_idx].uv;
+ normal_interp = vec3(vertices.data[vertex_idx].normal_xy, vertices.data[vertex_idx].normal_z);
+
+ face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position)));
+
+ gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
+ ;
+}
+
+/* clang-format off */
+
+[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+#include "lm_common_inc.glsl"
+
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec2 atlas_size;
+ vec2 uv_offset;
+ vec3 to_cell_size;
+ uint base_triangle;
+ vec3 to_cell_offset;
+ float bias;
+ ivec3 grid_size;
+ uint pad2;
+} params;
+
+/* clang-format on */
+
+layout(location = 0) in vec3 vertex_interp;
+layout(location = 1) in vec3 normal_interp;
+layout(location = 2) in vec2 uv_interp;
+layout(location = 3) in vec3 barycentric;
+layout(location = 4) in flat uvec3 vertex_indices;
+layout(location = 5) in flat vec3 face_normal;
+
+layout(location = 0) out vec4 position;
+layout(location = 1) out vec4 normal;
+layout(location = 2) out vec4 unocclude;
+
+void main() {
+
+ vec3 vertex_pos = vertex_interp;
+
+ {
+ // smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal)
+ // because we don't want to interpolate inwards, normals found pointing inwards are pushed out.
+
+ vec3 pos_a = vertices.data[vertex_indices.x].position;
+ vec3 pos_b = vertices.data[vertex_indices.y].position;
+ vec3 pos_c = vertices.data[vertex_indices.z].position;
+ vec3 center = (pos_a + pos_b + pos_c) * 0.3333333;
+ vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
+ vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
+ vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
+
+ {
+ vec3 dir_a = normalize(pos_a - center);
+ float d_a = dot(dir_a, norm_a);
+ if (d_a < 0) {
+ //pointing inwards
+ norm_a = normalize(norm_a - dir_a * d_a);
+ }
+ }
+ {
+ vec3 dir_b = normalize(pos_b - center);
+ float d_b = dot(dir_b, norm_b);
+ if (d_b < 0) {
+ //pointing inwards
+ norm_b = normalize(norm_b - dir_b * d_b);
+ }
+ }
+ {
+ vec3 dir_c = normalize(pos_c - center);
+ float d_c = dot(dir_c, norm_c);
+ if (d_c < 0) {
+ //pointing inwards
+ norm_c = normalize(norm_c - dir_c * d_c);
+ }
+ }
+
+ float d_a = dot(norm_a, pos_a);
+ float d_b = dot(norm_b, pos_b);
+ float d_c = dot(norm_c, pos_c);
+
+ vec3 proj_a = vertex_pos - norm_a * (dot(norm_a, vertex_pos) - d_a);
+ vec3 proj_b = vertex_pos - norm_b * (dot(norm_b, vertex_pos) - d_b);
+ vec3 proj_c = vertex_pos - norm_c * (dot(norm_c, vertex_pos) - d_c);
+
+ vec3 smooth_position = proj_a * barycentric.x + proj_b * barycentric.y + proj_c * barycentric.z;
+
+ if (dot(face_normal, smooth_position) > dot(face_normal, vertex_pos)) { //only project outwards
+ vertex_pos = smooth_position;
+ }
+ }
+
+ {
+ // unocclusion technique based on:
+ // https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/
+
+ /* compute texel size */
+ vec3 delta_uv = max(abs(dFdx(vertex_interp)), abs(dFdy(vertex_interp)));
+ float texel_size = max(delta_uv.x, max(delta_uv.y, delta_uv.z));
+ texel_size *= sqrt(2.0); //expand to unit box edge length (again, worst case)
+
+ unocclude.xyz = face_normal;
+ unocclude.w = texel_size;
+
+ //continued on lm_compute.glsl
+ }
+
+ position = vec4(vertex_pos, 1.0);
+ normal = vec4(normalize(normal_interp), 1.0);
+}