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.
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1 changed files with 37 additions and 36 deletions
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@ -115,7 +115,12 @@ bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, ve
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return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0)));
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}
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bool trace_ray(vec3 p_from, vec3 p_to
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const uint RAY_MISS = 0;
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const uint RAY_FRONT = 1;
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const uint RAY_BACK = 2;
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const uint RAY_ANY = 3;
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uint trace_ray(vec3 p_from, vec3 p_to
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#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
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,
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out uint r_triangle, out vec3 r_barycentric
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@ -125,6 +130,7 @@ bool trace_ray(vec3 p_from, vec3 p_to
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out float r_distance, out vec3 r_normal
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#endif
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) {
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/* world coords */
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vec3 rel = p_to - p_from;
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@ -150,10 +156,7 @@ bool trace_ray(vec3 p_from, vec3 p_to
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while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) {
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uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
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if (cell_data.x > 0) { //triangles here
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bool hit = false;
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#if defined(MODE_UNOCCLUDE)
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bool hit_backface = false;
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#endif
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uint hit = RAY_MISS;
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float best_distance = 1e20;
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for (uint i = 0; i < cell_data.x; i++) {
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@ -173,57 +176,46 @@ bool trace_ray(vec3 p_from, vec3 p_to
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vec3 vtx0 = vertices.data[triangle.indices.x].position;
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vec3 vtx1 = vertices.data[triangle.indices.y].position;
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vec3 vtx2 = vertices.data[triangle.indices.z].position;
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#if defined(MODE_UNOCCLUDE)
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#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
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vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2)));
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bool backface = dot(normal, dir) >= 0.0;
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#endif
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float distance;
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vec3 barycentric;
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if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) {
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#ifdef MODE_DIRECT_LIGHT
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return true; //any hit good
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return RAY_ANY; //any hit good
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#endif
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#if defined(MODE_UNOCCLUDE)
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#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
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if (!backface) {
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// the case of meshes having both a front and back face in the same plane is more common than
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// expected, so if this is a front-face, bias it closer to the ray origin, so it always wins over the back-face
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distance = max(params.bias, distance - params.bias);
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}
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hit = true;
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if (distance < best_distance) {
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hit_backface = backface;
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hit = backface ? RAY_BACK : RAY_FRONT;
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best_distance = distance;
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#if defined(MODE_UNOCCLUDE)
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r_distance = distance;
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r_normal = normal;
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}
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#endif
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#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
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hit = true;
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if (distance < best_distance) {
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best_distance = distance;
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r_triangle = tidx;
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r_barycentric = barycentric;
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#endif
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}
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#endif
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}
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}
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#if defined(MODE_UNOCCLUDE)
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#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
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if (hit) {
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return hit_backface;
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}
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#endif
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#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
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if (hit) {
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return true;
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if (hit != RAY_MISS) {
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return hit;
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}
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#endif
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}
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@ -239,7 +231,7 @@ bool trace_ray(vec3 p_from, vec3 p_to
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iters++;
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}
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return false;
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return RAY_MISS;
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}
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const float PI = 3.14159265f;
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@ -339,7 +331,7 @@ void main() {
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continue; //no need to do anything
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}
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if (!trace_ray(position + light_dir * params.bias, light_pos)) {
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if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) {
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vec3 light = lights.data[i].color * lights.data[i].energy * attenuation;
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if (lights.data[i].static_bake) {
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static_light += light;
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@ -410,6 +402,7 @@ void main() {
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vec4(0.0, 0.0, 0.0, 1.0));
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#endif
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vec3 light_average = vec3(0.0);
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float active_rays = 0.0;
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for (uint i = params.ray_from; i < params.ray_to; i++) {
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vec3 ray_dir = normal_mat * vogel_hemisphere(i, params.ray_count, quick_hash(vec2(atlas_pos)));
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@ -417,7 +410,8 @@ void main() {
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vec3 barycentric;
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vec3 light = vec3(0.0);
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if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
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uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric);
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if (trace_result == RAY_FRONT) {
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//hit a triangle
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vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
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vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv;
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@ -425,7 +419,8 @@ void main() {
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vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice));
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light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
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} else if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
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active_rays += 1.0;
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} 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
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// Did not hit a triangle, reach out for the sky
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vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
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@ -439,6 +434,7 @@ void main() {
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st /= vec2(PI * 2.0, PI);
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light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
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active_rays += 1.0;
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}
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light_average += light;
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@ -462,7 +458,9 @@ void main() {
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if (params.ray_from == 0) {
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light_total = vec3(0.0);
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} else {
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light_total = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)).rgb;
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vec4 accum = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice));
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light_total = accum.rgb;
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active_rays += accum.a;
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}
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light_total += light_average;
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@ -477,7 +475,9 @@ void main() {
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#endif
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if (params.ray_to == params.ray_count) {
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light_total /= float(params.ray_count);
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if (active_rays > 0) {
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light_total /= active_rays;
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}
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imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0));
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#ifndef USE_SH_LIGHTMAPS
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vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice));
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@ -485,7 +485,7 @@ void main() {
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imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum);
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#endif
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} else {
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imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0));
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imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, active_rays));
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}
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#endif
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@ -518,7 +518,7 @@ void main() {
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float d;
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vec3 norm;
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if (trace_ray(base_pos, ray_to, d, norm)) {
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if (trace_ray(base_pos, ray_to, d, norm) == RAY_BACK) {
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if (d < min_d) {
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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.
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min_d = d;
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@ -558,7 +558,8 @@ void main() {
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vec3 barycentric;
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vec3 light;
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if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
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uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric);
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if (trace_result == RAY_FRONT) {
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vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
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vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv;
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vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv;
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@ -566,7 +567,7 @@ void main() {
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light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
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light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb;
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} else {
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} else if (trace_result == RAY_MISS) {
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//did not hit a triangle, reach out for the sky
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vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
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