Commit b1aa24ea by Juan Linietsky

Slight occlusion improvements.

parent e1ef3f2d
......@@ -2519,11 +2519,15 @@ FRAGMENT_SHADER_CODE
vec3(0, -1, 0),
vec3(0, 0, -1));
vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
float closest_dist = -1e20;
for (uint i = 0; i < 6; i++) {
if (dot(cam_normal, aniso_dir[i]) > 0.001) {
facing_bits |= (1 << i);
float d = dot(cam_normal, aniso_dir[i]);
if (d > closest_dist) {
closest_dist = d;
facing_bits = (1 << i);
}
}
......
......@@ -655,105 +655,6 @@ void main() {
groupMemoryBarrier();
barrier();
}
/*
for(int s=0;s<8;s++) {
ivec3 local_pos = pos * 2 + ((ivec3(s) >> ivec3(2,1,0)) & ivec3(1,1,1));
for(int i=0;i<8;i++) {
ivec3 offset = local_pos + ((ivec3(i) >> ivec3(2,1,0)) & ivec3(1,1,1)) * OCCLUSION_SIZE;
ivec3 global_offset = region_offset + offset;
if (any(lessThan(global_offset,ivec3(0))) || any(greaterThanEqual(global_offset,ivec3(params.grid_size)))) {
continue; // do not process
}
ivec3 proc_pos = offset - ivec3(OCCLUSION_SIZE);
proc_pos += mix(ivec3(0),ivec3(1),greaterThanEqual(proc_pos,ivec3(0)));
ivec3 proc_abs = abs(proc_pos);
ivec3 proc_pass = proc_abs - ivec3(1);
if (proc_pass.x+proc_pass.y+proc_pass.z != step) {
continue;
}
offset = global_offset;
float occ;
uint facing = imageLoad(src_facing,offset).r; //any bit present in facing means this is solid
if (facing != 0) { //solid
occ = 0.0;
} else if (step==0) {
occ = 1.0; //first step
} else {
ivec3 read_dir = -sign(proc_pos);
ivec3 major_axis;
if (proc_pass.x < proc_pass.y) {
if (proc_pass.z < proc_pass.y) {
major_axis = ivec3(0,1,0);
} else {
major_axis = ivec3(0,0,1);
}
} else {
if (proc_pass.z < proc_pass.x) {
major_axis = ivec3(1,0,0);
} else {
major_axis = ivec3(0,0,1);
}
}
float avg = 0.0;
occ = 0.0;
ivec3 read_x = offset + ivec3(read_dir.x,0,0) + (proc_pass.x == 0 ? major_axis * read_dir : ivec3(0));
ivec3 read_y = offset + ivec3(0,read_dir.y,0) + (proc_pass.y == 0 ? major_axis * read_dir : ivec3(0));
ivec3 read_z = offset + ivec3(0,0,read_dir.z) + (proc_pass.z == 0 ? major_axis * read_dir : ivec3(0));
if (all(greaterThanEqual(read_x,ivec3(0))) && all(lessThan(read_x,ivec3(params.grid_size)))) {
uint f = imageLoad(src_facing,read_x).r;
if (f==0) { //non solid
occ += imageLoad(dst_occlusion[params.occlusion_index],read_x).r;
avg+=1.0;
}
}
if (all(greaterThanEqual(read_y,ivec3(0))) && all(lessThan(read_y,ivec3(params.grid_size)))) {
uint f = imageLoad(src_facing,read_y).r;
if (f==0) {//non solid
occ += imageLoad(dst_occlusion[params.occlusion_index],read_y).r;
avg+=1.0;
}
}
if (all(greaterThanEqual(read_z,ivec3(0))) && all(lessThan(read_z,ivec3(params.grid_size)))) {
uint f = imageLoad(src_facing,read_z).r;
if (f==0) {//non solid
occ += imageLoad(dst_occlusion[params.occlusion_index],read_z).r;
avg+=1.0;
}
}
if (avg > 0.0) {
occ/=avg;
}
}
imageStore(dst_occlusion[params.occlusion_index],offset,vec4(occ));
}
}
groupMemoryBarrier();
barrier();
}
*/
#if 1
//bias solid voxels away
......
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