depth ordering volumetrics
This commit is contained in:
parent
fa6495e4cc
commit
68cd58f038
3 changed files with 415 additions and 292 deletions
shaders
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@ -36,7 +36,8 @@ float pos_infinity = uintBitsToFloat(0x7F800000);
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// set limit for maximal iterations
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uint max_iterations = max_num_lights * max_iterations_per_light * raster_points;
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uint iteration_num = 0;
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uint max_num_compounds = scene_info.infos[6];
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const uint absolute_max_compounds = 10;
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uint max_num_compounds = min(scene_info.infos[6], absolute_max_compounds);
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uvec4 unpack_color(uint val) {
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// left most 8 bits first
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@ -311,20 +312,39 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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vec3 color_mul_transparent;
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uint next_volumetric_index = 0;
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uint[5] done_volumetrics;
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for (int i=0; i < 5; i++) {
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uint[absolute_max_compounds] done_volumetrics;
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for (int i=0; i < max_num_compounds; i++) {
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done_volumetrics[i] = 0;
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}
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uint[absolute_max_compounds] compound_starts;
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float[absolute_max_compounds] hit_factors;
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bool[absolute_max_compounds] is_x_hits;
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bool[absolute_max_compounds] is_y_hits;
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bool[absolute_max_compounds] is_z_hits;
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bool[absolute_max_compounds] hits_inside;
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while (iteration_num < max_iterations) {
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iteration_num ++;
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for (int i=0; i < max_num_compounds; i++) {
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compound_starts[i] = 0;
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hit_factors[i] = 0.0;
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is_x_hits[i] = false;
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is_y_hits[i] = false;
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is_z_hits[i] = false;
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hits_inside[i] = false;
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}
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uint compound_num = 0;
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// go over the borders by this amount
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float overstep = 0.00001 / length(direction);
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uint hits = 0;
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while (scene_info.infos[volume_index + 6 + max_num_lights + compound_num] != 0 && compound_num < max_num_compounds && iteration_num < max_iterations && !result.has_hit) {
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uint compound_start = scene_info.infos[volume_index + 6 + max_num_lights + compound_num];
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bool already_checked = false;
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for (int i=0; i < 5; i++) {
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for (int i=0; i < max_num_compounds; i++) {
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if (compound_start == done_volumetrics[i]) {
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already_checked = true;
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break;
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@ -334,8 +354,6 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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compound_num += 1;
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continue;
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}
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done_volumetrics[next_volumetric_index] = compound_start;
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next_volumetric_index = (next_volumetric_index + 1) % 5;
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//iteration_num ++;
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uint oct_tree_index = compounds[compound_start + 8];
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@ -347,9 +365,6 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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float y_border = compound_pos.y + float((compound_grid_size) * uint(!y_pos)) * compound_scale;
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float z_border = compound_pos.z + float((compound_grid_size) * uint(!z_pos)) * compound_scale;
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// go over the borders by this amount
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float overstep = 0.00001 / length(direction);
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if (!x_null) {
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x_factor = (x_border - pos.x) / direction.x;
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} else {
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@ -369,15 +384,18 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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y_factor += overstep;
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z_factor += overstep;
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vec3 intersection_pos = pos;
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vec3 intersection_pos = pos + 10.0 * overstep * direction;
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bool is_x_hit = false;
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bool is_y_hit = false;
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bool is_z_hit = false;
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bool hit_inside = false;
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float hit_factor;
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// check that either the hit is in range or we are inside of the compound from the start
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if ((compound_pos.x <= intersection_pos.x && intersection_pos.x <= compound_pos.x + float(compound_grid_size) * compound_scale) &&
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(compound_pos.y <= intersection_pos.y && intersection_pos.y <= compound_pos.y + float(compound_grid_size) * compound_scale) &&
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(compound_pos.z <= intersection_pos.z && intersection_pos.z <= compound_pos.z + float(compound_grid_size) * compound_scale)){
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//hit_inside = true;
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hit_inside = true;
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hit_factor = 10.0 * overstep;
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} else {
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vec3 intersection_pos_x = pos + x_factor * direction;
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vec3 intersection_pos_y = pos + y_factor * direction;
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@ -388,6 +406,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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hit_inside = true;
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is_x_hit = true;
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intersection_pos = intersection_pos_x;
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hit_factor = x_factor;
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}
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if ((compound_pos.x <= intersection_pos_y.x && intersection_pos_y.x <= compound_pos.x + float(compound_grid_size) * compound_scale) &&
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@ -396,6 +415,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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hit_inside = true;
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is_y_hit = true;
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intersection_pos = intersection_pos_y;
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hit_factor = y_factor;
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}
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if ((compound_pos.x <= intersection_pos_z.x && intersection_pos_z.x <= compound_pos.x + float(compound_grid_size) * compound_scale) &&
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@ -404,11 +424,50 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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hit_inside = true;
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is_z_hit = true;
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intersection_pos = intersection_pos_z;
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hit_factor = z_factor;
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}
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}
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// check that either the hit is in range or we are inside of the compound from the start
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if (hit_inside) {
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compound_starts[hits] = compound_start;
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hit_factors[hits] = hit_factor;
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is_x_hits[hits] = is_x_hit;
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is_y_hits[hits] = is_y_hit;
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is_z_hits[hits] = is_z_hit;
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hits_inside[hits] = hit_inside;
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hits += 1 * uint(hit_inside);
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done_volumetrics[next_volumetric_index] = compound_start;
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next_volumetric_index = (next_volumetric_index + 1) % max_num_compounds;
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compound_num += 1;
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}
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for (int i =0; i < hits; i++) {
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if (result.has_hit) {
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break;
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}
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// find encounters in order
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float min_factor = max_factor;
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uint min_index = 0;
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for (int j = 0; j < hits; j++) {
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if (hit_factors[j] < min_factor) {
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min_factor = hit_factors[j];
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min_index = j;
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}
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}
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// set up the compound
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uint compound_start = compound_starts[min_index];
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bool is_x_hit = is_x_hits[min_index];
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bool is_y_hit = is_y_hits[min_index];
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bool is_z_hit = is_z_hits[min_index];
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uint oct_tree_index = compounds[compound_start + 8];
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uint compound_grid_size = compounds[compound_start];
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float compound_scale = uintBitsToFloat(compounds[compound_start + 1]);
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vec3 compound_pos = vec3(uintBitsToFloat(compounds[compound_start + 5]), uintBitsToFloat(compounds[compound_start + 6]), uintBitsToFloat(compounds[compound_start + 7]));
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vec3 intersection_pos = pos + hit_factors[min_index] * direction;
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// invalidate the min found
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hit_factors[min_index] = max_factor;
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vec3 oct_tree_pos = vec3(compound_pos);
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uint current_size = compound_grid_size;
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vec3 mid_point = oct_tree_pos + float(current_size / 2) * vec3(compound_scale, compound_scale, compound_scale);
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@ -544,9 +603,6 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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result.end_direction = direction;
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}
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compound_num += 1;
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}
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if (result.has_hit) {
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break;
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}
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@ -667,6 +723,11 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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z_pos = direction.z > 0.0;
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z_null = (direction.z == 0.0);
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// clear volumetrics for reevaluation
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for (int i=0; i < max_num_compounds; i++) {
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done_volumetrics[i] = 0;
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}
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} else {
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break;
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}
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@ -47,7 +47,8 @@ float pos_infinity = uintBitsToFloat(0x7F800000);
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// set limit for maximal iterations
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uint max_iterations = max_num_lights * max_iterations_per_light * raster_points;
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uint iteration_num = 0;
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uint max_num_compounds = scene_info.infos[6];
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const uint absolute_max_compounds = 10;
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uint max_num_compounds = min(scene_info.infos[6], absolute_max_compounds);
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uvec4 unpack_color(uint val) {
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// left most 8 bits first
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@ -322,20 +323,40 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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vec3 color_mul_transparent;
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uint next_volumetric_index = 0;
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uint[5] done_volumetrics;
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for (int i=0; i < 5; i++) {
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uint[absolute_max_compounds] done_volumetrics;
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for (int i=0; i < max_num_compounds; i++) {
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done_volumetrics[i] = 0;
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}
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uint[absolute_max_compounds] compound_starts;
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float[absolute_max_compounds] hit_factors;
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bool[absolute_max_compounds] is_x_hits;
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bool[absolute_max_compounds] is_y_hits;
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bool[absolute_max_compounds] is_z_hits;
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bool[absolute_max_compounds] hits_inside;
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while (iteration_num < max_iterations) {
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iteration_num ++;
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for (int i=0; i < max_num_compounds; i++) {
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compound_starts[i] = 0;
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hit_factors[i] = 0.0;
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is_x_hits[i] = false;
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is_y_hits[i] = false;
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is_z_hits[i] = false;
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hits_inside[i] = false;
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}
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uint compound_num = 0;
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// go over the borders by this amount
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float overstep = 0.00001 / length(direction);
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uint hits = 0;
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// todo needs depth ordering of volumetrics inside of the volume
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while (scene_info.infos[volume_index + 6 + max_num_lights + compound_num] != 0 && compound_num < max_num_compounds && iteration_num < max_iterations && !result.has_hit) {
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uint compound_start = scene_info.infos[volume_index + 6 + max_num_lights + compound_num];
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bool already_checked = false;
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for (int i=0; i < 5; i++) {
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for (int i=0; i < max_num_compounds; i++) {
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if (compound_start == done_volumetrics[i]) {
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already_checked = true;
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break;
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@ -345,8 +366,6 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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compound_num += 1;
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continue;
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}
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done_volumetrics[next_volumetric_index] = compound_start;
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next_volumetric_index = (next_volumetric_index + 1) % 5;
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//iteration_num ++;
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uint oct_tree_index = compounds[compound_start + 8];
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@ -358,9 +377,6 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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float y_border = compound_pos.y + float((compound_grid_size) * uint(!y_pos)) * compound_scale;
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float z_border = compound_pos.z + float((compound_grid_size) * uint(!z_pos)) * compound_scale;
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// go over the borders by this amount
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float overstep = 0.00001 / length(direction);
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if (!x_null) {
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x_factor = (x_border - pos.x) / direction.x;
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} else {
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@ -380,15 +396,18 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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y_factor += overstep;
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z_factor += overstep;
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vec3 intersection_pos = pos;
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vec3 intersection_pos = pos + 10.0 * overstep * direction;
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bool is_x_hit = false;
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bool is_y_hit = false;
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bool is_z_hit = false;
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bool hit_inside = false;
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float hit_factor;
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// check that either the hit is in range or we are inside of the compound from the start
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if ((compound_pos.x <= intersection_pos.x && intersection_pos.x <= compound_pos.x + float(compound_grid_size) * compound_scale) &&
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(compound_pos.y <= intersection_pos.y && intersection_pos.y <= compound_pos.y + float(compound_grid_size) * compound_scale) &&
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(compound_pos.z <= intersection_pos.z && intersection_pos.z <= compound_pos.z + float(compound_grid_size) * compound_scale)){
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//hit_inside = true;
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hit_inside = true;
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hit_factor = 10.0 * overstep;
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} else {
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vec3 intersection_pos_x = pos + x_factor * direction;
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vec3 intersection_pos_y = pos + y_factor * direction;
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hit_inside = true;
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is_x_hit = true;
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intersection_pos = intersection_pos_x;
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hit_factor = x_factor;
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}
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if ((compound_pos.x <= intersection_pos_y.x && intersection_pos_y.x <= compound_pos.x + float(compound_grid_size) * compound_scale) &&
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@ -407,6 +427,7 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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hit_inside = true;
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is_y_hit = true;
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intersection_pos = intersection_pos_y;
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hit_factor = y_factor;
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}
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if ((compound_pos.x <= intersection_pos_z.x && intersection_pos_z.x <= compound_pos.x + float(compound_grid_size) * compound_scale) &&
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hit_inside = true;
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is_z_hit = true;
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intersection_pos = intersection_pos_z;
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hit_factor = z_factor;
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}
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}
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// check that either the hit is in range or we are inside of the compound from the start
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if (hit_inside) {
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compound_starts[hits] = compound_start;
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hit_factors[hits] = hit_factor;
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is_x_hits[hits] = is_x_hit;
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is_y_hits[hits] = is_y_hit;
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is_z_hits[hits] = is_z_hit;
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hits_inside[hits] = hit_inside;
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hits += 1 * uint(hit_inside);
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done_volumetrics[next_volumetric_index] = compound_start;
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next_volumetric_index = (next_volumetric_index + 1) % max_num_compounds;
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compound_num += 1;
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}
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for (int i =0; i < hits; i++) {
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if (result.has_hit) {
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break;
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}
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// find encounters in order
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float min_factor = max_factor;
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uint min_index = 0;
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for (int j = 0; j < hits; j++) {
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if (hit_factors[j] < min_factor) {
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min_factor = hit_factors[j];
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min_index = j;
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}
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}
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// set up the compound
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uint compound_start = compound_starts[min_index];
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bool is_x_hit = is_x_hits[min_index];
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bool is_y_hit = is_y_hits[min_index];
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bool is_z_hit = is_z_hits[min_index];
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uint oct_tree_index = compounds[compound_start + 8];
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uint compound_grid_size = compounds[compound_start];
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float compound_scale = uintBitsToFloat(compounds[compound_start + 1]);
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vec3 compound_pos = vec3(uintBitsToFloat(compounds[compound_start + 5]), uintBitsToFloat(compounds[compound_start + 6]), uintBitsToFloat(compounds[compound_start + 7]));
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vec3 intersection_pos = pos + hit_factors[min_index] * direction;
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// invalidate the min found
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hit_factors[min_index] = max_factor;
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vec3 oct_tree_pos = vec3(compound_pos);
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uint current_size = compound_grid_size;
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vec3 mid_point = oct_tree_pos + float(current_size / 2) * vec3(compound_scale, compound_scale, compound_scale);
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@ -555,9 +615,6 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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result.end_direction = direction;
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}
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compound_num += 1;
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}
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if (result.has_hit) {
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break;
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}
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@ -678,6 +735,11 @@ Tracing trace_ray(uint volume_start, vec3 starting_pos, vec3 start_direction, fl
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z_pos = direction.z > 0.0;
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z_null = (direction.z == 0.0);
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// clear volumetrics for reevaluation
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for (int i=0; i < max_num_compounds; i++) {
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done_volumetrics[i] = 0;
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}
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} else {
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break;
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}
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