GPULightmapper: skip smoothen positions for flat triangles

Smoothening positions for flat, non-smoothened, triangles is unnecessary and
caused positions to move outside their  triangle which caused side-effects as
rays from those positions intersected with triangles which could not be
reached from the original triangle.

This is solved by skipping smoothening of positions for flat triangles.
A triangle is determined to be flas as its vertex normals are equal.
This commit is contained in:
William Deurwaarder 2021-10-01 23:20:20 +02:00
parent fa3164e90c
commit 9e58b02252
2 changed files with 15 additions and 1 deletions

View file

@ -81,3 +81,7 @@ layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
layout(set = 0, binding = 9) uniform texture2DArray emission_tex; layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
layout(set = 0, binding = 10) uniform sampler linear_sampler; layout(set = 0, binding = 10) uniform sampler linear_sampler;
// Fragment action constants
const uint FA_NONE = 0;
const uint FA_SMOOTHEN_POSITION = 1;

View file

@ -12,6 +12,7 @@ layout(location = 2) out vec2 uv_interp;
layout(location = 3) out vec3 barycentric; layout(location = 3) out vec3 barycentric;
layout(location = 4) flat out uvec3 vertex_indices; layout(location = 4) flat out uvec3 vertex_indices;
layout(location = 5) flat out vec3 face_normal; layout(location = 5) flat out vec3 face_normal;
layout(location = 6) flat out uint fragment_action;
layout(push_constant, binding = 0, std430) uniform Params { layout(push_constant, binding = 0, std430) uniform Params {
vec2 atlas_size; vec2 atlas_size;
@ -49,6 +50,14 @@ void main() {
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))); 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)));
{
const float FLAT_THRESHOLD = 0.99;
const vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
const vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
const vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
fragment_action = (dot(norm_a, norm_b) < FLAT_THRESHOLD || dot(norm_a, norm_c) < FLAT_THRESHOLD || dot(norm_b, norm_c) < FLAT_THRESHOLD) ? FA_SMOOTHEN_POSITION : FA_NONE;
}
gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0); gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
} }
@ -78,6 +87,7 @@ layout(location = 2) in vec2 uv_interp;
layout(location = 3) in vec3 barycentric; layout(location = 3) in vec3 barycentric;
layout(location = 4) in flat uvec3 vertex_indices; layout(location = 4) in flat uvec3 vertex_indices;
layout(location = 5) in flat vec3 face_normal; layout(location = 5) in flat vec3 face_normal;
layout(location = 6) in flat uint fragment_action;
layout(location = 0) out vec4 position; layout(location = 0) out vec4 position;
layout(location = 1) out vec4 normal; layout(location = 1) out vec4 normal;
@ -86,7 +96,7 @@ layout(location = 2) out vec4 unocclude;
void main() { void main() {
vec3 vertex_pos = vertex_interp; vec3 vertex_pos = vertex_interp;
{ if (fragment_action == FA_SMOOTHEN_POSITION) {
// smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal) // 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. // 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_a = vertices.data[vertex_indices.x].position;