Improve BakedLightmap's lightprobes performance

This commit is contained in:
Mohammad Rezai 2023-08-19 20:58:20 +03:30
parent 98976f9260
commit f6e2c37c43

View file

@ -2294,20 +2294,19 @@ _FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage:
half >>= 1;
}
if (cell == RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) {
alpha[c][n] = 0;
} else {
if (cell != RasterizerStorage::LightmapCaptureOctree::CHILD_EMPTY) {
alpha[c][n] = p_octree[cell].alpha;
for (int i = 0; i < 6; i++) {
//anisotropic read light
float amount = p_dir.dot(aniso_normal[i]);
if (amount < 0) {
amount = 0;
if (amount > 0) {
constexpr float ONE_1024TH = 1.0 / 1024.0;
color[c][n].x += p_octree[cell].light[i][0] * ONE_1024TH * amount;
color[c][n].y += p_octree[cell].light[i][1] * ONE_1024TH * amount;
color[c][n].z += p_octree[cell].light[i][2] * ONE_1024TH * amount;
}
color[c][n].x += p_octree[cell].light[i][0] / 1024.0 * amount;
color[c][n].y += p_octree[cell].light[i][1] / 1024.0 * amount;
color[c][n].z += p_octree[cell].light[i][2] / 1024.0 * amount;
}
}
@ -2318,15 +2317,24 @@ _FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage:
float target_level_size = size >> target_level;
Vector3 pos_fract[2];
pos_fract[0].x = Math::fmod(pos.x, target_level_size) / target_level_size;
pos_fract[0].y = Math::fmod(pos.y, target_level_size) / target_level_size;
pos_fract[0].z = Math::fmod(pos.z, target_level_size) / target_level_size;
float target_level_size_inv = 1.0f / target_level_size;
real_t res;
res = pos.x * target_level_size_inv;
pos_fract[0].x = res - (int)res;
res = pos.y * target_level_size_inv;
pos_fract[0].y = res - (int)res;
res = pos.z * target_level_size_inv;
pos_fract[0].z = res - (int)res;
target_level_size = size >> MAX(0, target_level - 1);
pos_fract[1].x = Math::fmod(pos.x, target_level_size) / target_level_size;
pos_fract[1].y = Math::fmod(pos.y, target_level_size) / target_level_size;
pos_fract[1].z = Math::fmod(pos.z, target_level_size) / target_level_size;
target_level_size_inv = 1.0f / target_level_size;
res = pos.x * target_level_size_inv;
pos_fract[1].x = res - (int)res;
res = pos.y * target_level_size_inv;
pos_fract[1].y = res - (int)res;
res = pos.z * target_level_size_inv;
pos_fract[1].z = res - (int)res;
float alpha_interp[2];
Vector3 color_interp[2];