void tracing for spot lights
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5 changed files with 55 additions and 81 deletions
shaders
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@ -109,9 +109,6 @@ uvec4 sample_color_from_scene_info(uint volume_start, uvec2 raster_pos, uint f)
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uint back_color_size_u = scene_info.infos[array_descr_start + 10];
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uint back_color_size_v = scene_info.infos[array_descr_start + 11];
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uint top_neighbor_size_u = scene_info.infos[array_descr_start + 12];
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uint top_neighbor_size_v = scene_info.infos[array_descr_start + 13];
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uint top_size = top_color_size_u * top_color_size_v;
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uint bottom_size = bottom_color_size_u * bottom_color_size_v;
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uint left_size = left_color_size_u * left_color_size_v;
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@ -142,28 +139,32 @@ void main() {
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uint last = scene_info.infos[max_length];
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uvec4 color_roughness = sample_color_from_scene_info(fragVolumeStart, fragRasterPos, facing);
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vec4 color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
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vec4 orig_color_sample = vec4(float(color_roughness.x) / 255.0, float(color_roughness.y) / 255.0, float(color_roughness.z) / 255.0, 1);
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uint max_light_num = scene_info.infos[0];
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uint light_num = 0;
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uint volume_index = fragVolumeStart;
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uint volume_pos_x = scene_info.infos[volume_index + 0];
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uint volume_pos_y = scene_info.infos[volume_index + 1];
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uint volume_pos_z = scene_info.infos[volume_index + 2];
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uint light_index = scene_info.infos[volume_index + 6];
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vec3 light_direction = get_light_position(light_index) - origPosition;
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vec3 light_color = get_light_color(light_index);
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bool x_pos = light_direction.x > 0.0;
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bool x_null = (light_direction.x == 0.0);
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bool y_pos = light_direction.y > 0.0;
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bool y_null = (light_direction.y == 0.0);
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bool z_pos = light_direction.z > 0.0;
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bool z_null = (light_direction.z == 0.0);
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vec3 color_sum = vec3(0.0, 0.0, 0.0) + (color_sample.xyz * 0.01);
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vec3 color_sum = vec3(0.0, 0.0, 0.0) + (orig_color_sample.xyz * 0.01);
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uint max_iterations = 2; //max_light_num * 20;
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uint max_iterations = max_light_num * 20;
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for (int i = 0; i < max_iterations; i++) {
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float x_border = float(volume_pos_x + (scene_info.infos[volume_index + 3]) * uint(x_pos)) - 0.5;
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float y_border = float(volume_pos_y + (scene_info.infos[volume_index + 4]) * uint(y_pos)) - 0.5;
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@ -185,9 +186,9 @@ void main() {
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z_factor = (z_border - origPosition.z) / light_direction.z;
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}
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if ((x_factor >= 0.999 && y_factor >= 0.999 && z_factor >= 0.999)) {
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if ((x_factor >= 1.0) && (y_factor >= 1.0) && (z_factor >= 1.0)) {
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// no hit, add light color result
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color_sum += (color_sample.xyz * light_color) / (0.01 * light_direction.length() * light_direction.length() + 1.0);
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color_sum += (orig_color_sample.xyz * light_color) / ((0.01 * light_direction.length() * light_direction.length()) + 1.0);
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needs_next_light = true;
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} else {
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// if there is a border hit before reaching the light
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@ -203,8 +204,8 @@ void main() {
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hit_facing = 2;
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}
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vec3 intersection_pos = origPosition + x_factor * light_direction;
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u = uint(ceil(intersection_pos.y)) - volume_pos_y;
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v = uint(ceil(intersection_pos.z)) - volume_pos_z;
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u = uint(round(intersection_pos.y)) - volume_pos_y;
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v = uint(round(intersection_pos.z)) - volume_pos_z;
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}
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if (y_factor <= x_factor && y_factor <= z_factor) {
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@ -214,19 +215,19 @@ void main() {
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hit_facing = 4;
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}
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vec3 intersection_pos = origPosition + y_factor * light_direction;
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u = uint(ceil(intersection_pos.x)) - volume_pos_x;
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v = uint(ceil(intersection_pos.z)) - volume_pos_z;
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u = uint(round(intersection_pos.x)) - volume_pos_x;
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v = uint(round(intersection_pos.z)) - volume_pos_z;
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}
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if (z_factor <= x_factor && z_factor <= y_factor) {
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if (y_pos) {
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if (z_pos) {
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hit_facing = 0;
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} else {
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hit_facing = 1;
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}
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vec3 intersection_pos = origPosition + z_factor * light_direction;
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u = uint(ceil(intersection_pos.x)) - volume_pos_x;
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v = uint(ceil(intersection_pos.y)) - volume_pos_y;
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u = uint(round(intersection_pos.x)) - volume_pos_x;
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v = uint(round(intersection_pos.y)) - volume_pos_y;
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}
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uint next_neighbor = sample_neighbor_from_scene_info(volume_index, uvec2(u, v), hit_facing);
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uvec4 color_sample = sample_color_from_scene_info(volume_index, uvec2(u, v), hit_facing);
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@ -234,18 +235,15 @@ void main() {
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if (color_sample == uvec4(0, 0, 0, 0)) {
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// not a color hit, so check neighbor
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if (next_neighbor != 0) {
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color_sum = vec3(1.0, 0.0, 0.0);
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volume_index = next_neighbor;
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uint volume_pos_x = scene_info.infos[volume_index + 0];
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uint volume_pos_y = scene_info.infos[volume_index + 1];
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uint volume_pos_z = scene_info.infos[volume_index + 2];
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volume_pos_x = scene_info.infos[volume_index + 0];
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volume_pos_y = scene_info.infos[volume_index + 1];
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volume_pos_z = scene_info.infos[volume_index + 2];
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} else {
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color_sum = vec3(0.0, 0.0, 1.0);
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// neightbor miss, shouldn't happen with a light inside of a volume. Might happen with ambient light. For now move on to next light.
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needs_next_light = true;
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}
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} else {
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color_sum = vec3(1.0, 0.0, 1.0);
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// color hit, move on to next light (may change once transparents are implemnted)
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needs_next_light = true;
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}
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@ -254,30 +252,5 @@ void main() {
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break;
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}
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}
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// todo light color memory index does not contain the expected values -> check
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outColor = vec4(color_sum, 1.0);
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/*if (scene_info.infos[1] == 16) {
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outColor = vec4(0, 1, 0, 1);
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}*/
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/*if (fragVolumeStart == 1 && scene_info.infos[fragVolumeStart] == 16) {
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outColor = vec4(0, 1, 0, 1);
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}*/
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/*if (facing == 0) {
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outColor = vec4(1, 0, 0, 1);
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} else if (facing == 1) {
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outColor = vec4(0, 1, 1, 1);
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} else if (facing == 2) {
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outColor = vec4(0, 1, 0, 1);
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} else if (facing == 3) {
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outColor = vec4(1, 0, 1, 1);
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} else if (facing == 4) {
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outColor = vec4(0, 0, 1, 1);
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} else if (facing == 5) {
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outColor = vec4(1, 1, 0, 1);
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}*/
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}
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