pre facing switch
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3f4656939c
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dd568a75e3
5 changed files with 117 additions and 33 deletions
shaders
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@ -133,8 +133,8 @@ vec3 get_light_position(uint light_index) {
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return vec3(float(scene_info.infos[light_index]), float(scene_info.infos[light_index + 1]), float(scene_info.infos[light_index + 2]));
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}
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vec4 get_light_color(uint light_index) {
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return vec4(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0, 1.0);
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vec3 get_light_color(uint light_index) {
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return vec3(float(scene_info.infos[light_index + 3]) / 255.0, float(scene_info.infos[light_index + 4]) / 255.0, float(scene_info.infos[light_index + 5]) / 255.0);
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}
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void main() {
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@ -147,22 +147,29 @@ void main() {
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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 light_index = scene_info.infos[fragVolumeStart + 3];
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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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vec4 light_color = get_light_color(light_index);
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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 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 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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bool z_null = (light_direction.z == 0.0);
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uint max_iterations = max_light_num * 20;
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vec3 color_sum = vec3(0.0, 0.0, 0.0) + (color_sample.xyz * 0.01);
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uint max_iterations = 2; //max_light_num * 20;
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for (int i = 0; i < max_iterations; i++) {
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float x_border = float(scene_info.infos[volume_index + 0] + scene_info.infos[volume_index + 3] * uint(x_pos));
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float y_border = float(scene_info.infos[volume_index + 1] + scene_info.infos[volume_index + 4] * uint(y_pos));
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float z_border = float(scene_info.infos[volume_index + 2] + scene_info.infos[volume_index + 5] * uint(z_pos));
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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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float z_border = float(volume_pos_z + (scene_info.infos[volume_index + 5]) * uint(z_pos)) - 0.5;
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bool needs_next_light = false;
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// 2 is way behind the light position and should result in no collision being detected
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float x_factor = 2.0;
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@ -172,17 +179,84 @@ void main() {
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x_factor = (x_border - origPosition.x) / light_direction.x;
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}
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if (!y_null) {
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float y_factor = (y_border - origPosition.y) / light_direction.y;
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y_factor = (y_border - origPosition.y) / light_direction.y;
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}
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if (!z_null) {
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float z_factor = (z_border - origPosition.z) / light_direction.z;
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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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// 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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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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// change to the relevant next volume
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// Todo: look into removing ifs from this
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uint hit_facing = 0;
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uint u = 0;
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uint v = 0;
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if (x_factor <= y_factor && x_factor <= z_factor) {
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if (x_pos) {
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hit_facing = 3;
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} else {
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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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}
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if (y_factor <= x_factor && y_factor <= z_factor) {
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if (y_pos) {
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hit_facing = 5;
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} else {
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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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}
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if (z_factor <= x_factor && z_factor <= y_factor) {
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if (y_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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}
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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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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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} 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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}
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if (needs_next_light) {
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break;
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}
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}
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outColor = color_sample;
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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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