mirror of
https://github.com/ZDoom/ZDRay.git
synced 2024-11-22 03:51:26 +00:00
Sort surfaces into smoothing groups and render the entire group into a surface tile
Extend the raytracing of a surface tile by one to get better transitions Fix Plane.Distance(point) not actually returning the distance to the point!
This commit is contained in:
parent
9c43d0336d
commit
941cf6228a
7 changed files with 128 additions and 113 deletions
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@ -48,8 +48,6 @@ layout(push_constant) uniform PushConstants
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uint LightEnd;
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int SurfaceIndex;
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int PushPadding1;
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vec2 TileTL;
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vec2 TileBR;
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vec3 LightmapOrigin;
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float PushPadding2;
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vec3 LightmapStepX;
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@ -8,8 +8,6 @@ layout(push_constant) uniform PushConstants
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uint LightEnd;
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int SurfaceIndex;
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int PushPadding1;
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vec2 TileTL;
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vec2 TileBR;
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vec3 LightmapOrigin;
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float PushPadding2;
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vec3 LightmapStepX;
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@ -59,16 +59,17 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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.AddBuffer(uniformBuffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT)
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.Execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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const int atlasImageSize = 512;
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RectPacker packer(atlasImageSize, atlasImageSize, RectPacker::Spacing(0));
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const int atlasImageSize = 2048;
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const int spacing = 3; // Note: the spacing is here to avoid that the resolve sampler finds data from other surface tiles
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RectPacker packer(atlasImageSize, atlasImageSize, RectPacker::Spacing(spacing));
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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Surface* surface = mesh->surfaces[i].get();
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auto result = packer.insert(surface->texWidth, surface->texHeight);
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surface->atlasX = result.pos.x;
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surface->atlasY = result.pos.y;
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auto result = packer.insert(surface->texWidth + 2, surface->texHeight + 2);
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surface->atlasX = result.pos.x + 1;
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surface->atlasY = result.pos.y + 1;
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surface->atlasPageIndex = (int)result.pageIndex;
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}
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@ -95,114 +96,81 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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for (size_t i = 0; i < mesh->surfaces.size(); i++)
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{
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Surface* surface = mesh->surfaces[i].get();
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if (surface->atlasPageIndex != pageIndex)
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Surface* targetSurface = mesh->surfaces[i].get();
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if (targetSurface->atlasPageIndex != pageIndex)
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continue;
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int sampleWidth = surface->texWidth;
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int sampleHeight = surface->texHeight;
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int firstLight = sceneLightPos;
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int lightCount = (int)surface->LightList.size();
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sceneLightPos += lightCount;
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LightInfo2* lightinfo = &sceneLights[firstLight];
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for (ThingLight* light : surface->LightList)
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{
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lightinfo->Origin = light->LightOrigin();
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lightinfo->Radius = light->LightRadius();
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lightinfo->Intensity = light->intensity;
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lightinfo->InnerAngleCos = light->innerAngleCos;
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lightinfo->OuterAngleCos = light->outerAngleCos;
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lightinfo->SpotDir = light->SpotDir();
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lightinfo->Color = light->rgb;
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lightinfo++;
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}
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VkViewport viewport = {};
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viewport.maxDepth = 1;
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viewport.x = (float)surface->atlasX;
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viewport.y = (float)surface->atlasY;
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viewport.width = (float)sampleWidth;
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viewport.height = (float)sampleHeight;
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viewport.x = (float)targetSurface->atlasX - 1;
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viewport.y = (float)targetSurface->atlasY - 1;
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viewport.width = (float)(targetSurface->texWidth + 2);
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viewport.height = (float)(targetSurface->texHeight + 2);
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cmdbuffer->setViewport(0, 1, &viewport);
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PushConstants2 pc;
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pc.LightStart = firstLight;
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pc.LightEnd = firstLight + lightCount;
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pc.SurfaceIndex = (int32_t)i;
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pc.TileTL = vec2(0.0f);
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pc.TileBR = vec2(1.0f);
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pc.LightmapOrigin = surface->worldOrigin;
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pc.LightmapStepX = surface->worldStepX * (float)sampleWidth;
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pc.LightmapStepY = surface->worldStepY * (float)sampleHeight;
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants2), &pc);
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if (vertexList.size() < surface->lightUV.size())
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vertexList.resize(surface->lightUV.size());
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#if 1
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// Draw tile
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int firstVertex = sceneVertexPos;
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int vertexCount = 4;
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sceneVertexPos += vertexCount;
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SceneVertex* vertex = &sceneVertices[firstVertex];
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vertex[0].Position = vec2(0.0f, 0.0f);
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vertex[1].Position = vec2(1.0f, 0.0f);
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vertex[2].Position = vec2(1.0f, 1.0f);
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vertex[3].Position = vec2(0.0f, 1.0f);
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cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
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#else
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// Convert to triangle fan and correct orientation
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int vertexCount = (int)surface->lightUV.size();
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if (surface->type == ST_FLOOR || surface->type == ST_CEILING)
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// Paint all surfaces part of the smoothing group into the surface
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for (const auto& surface : mesh->surfaces)
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{
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if (IsNegativelyOriented(surface->lightUV[0], surface->lightUV[1], surface->lightUV[2]))
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if (surface->smoothingGroupIndex != targetSurface->smoothingGroupIndex)
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continue;
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vec2 minUV = ToUV(surface->bounds.min, targetSurface);
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vec2 maxUV = ToUV(surface->bounds.max, targetSurface);
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if (surface.get() != targetSurface && (maxUV.x < 0.0f || maxUV.y < 0.0f || minUV.x > 1.0f || minUV.y > 1.0f))
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continue; // Bounding box not visible
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int firstLight = sceneLightPos;
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int lightCount = (int)surface->LightList.size();
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if (sceneLightPos + lightCount > SceneLightBufferSize)
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throw std::runtime_error("SceneLightBuffer is too small!");
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sceneLightPos += lightCount;
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LightInfo2* lightinfo = &sceneLights[firstLight];
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for (ThingLight* light : surface->LightList)
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{
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lightinfo->Origin = light->LightOrigin();
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lightinfo->Radius = light->LightRadius();
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lightinfo->Intensity = light->intensity;
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lightinfo->InnerAngleCos = light->innerAngleCos;
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lightinfo->OuterAngleCos = light->outerAngleCos;
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lightinfo->SpotDir = light->SpotDir();
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lightinfo->Color = light->rgb;
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lightinfo++;
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}
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PushConstants2 pc;
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pc.LightStart = firstLight;
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pc.LightEnd = firstLight + lightCount;
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pc.SurfaceIndex = (int32_t)i;
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pc.LightmapOrigin = targetSurface->worldOrigin - targetSurface->worldStepX - targetSurface->worldStepY;
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pc.LightmapStepX = targetSurface->worldStepX * viewport.width;
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pc.LightmapStepY = targetSurface->worldStepY * viewport.height;
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cmdbuffer->pushConstants(raytrace.pipelineLayout.get(), VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants2), &pc);
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int firstVertex = sceneVertexPos;
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int vertexCount = (int)surface->verts.size();
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if (sceneVertexPos + vertexCount > SceneVertexBufferSize)
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throw std::runtime_error("SceneVertexBuffer is too small!");
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sceneVertexPos += vertexCount;
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SceneVertex* vertex = &sceneVertices[firstVertex];
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if (surface->type == ST_FLOOR || surface->type == ST_CEILING)
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{
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for (int idx = 0; idx < vertexCount; idx++)
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{
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vertexList[idx] = surface->lightUV[idx];
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(vertex++)->Position = ToUV(surface->verts[idx], targetSurface);
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}
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}
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else
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{
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for (int idx = 0; idx < vertexCount; idx++)
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{
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vertexList[idx] = surface->lightUV[vertexCount - 1 - idx];
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}
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(vertex++)->Position = ToUV(surface->verts[0], targetSurface);
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(vertex++)->Position = ToUV(surface->verts[2], targetSurface);
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(vertex++)->Position = ToUV(surface->verts[3], targetSurface);
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(vertex++)->Position = ToUV(surface->verts[1], targetSurface);
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}
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}
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else
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{
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if (IsNegativelyOriented(surface->lightUV[0], surface->lightUV[2], surface->lightUV[3]))
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{
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vertexList[0] = surface->lightUV[0];
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vertexList[1] = surface->lightUV[2];
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vertexList[2] = surface->lightUV[3];
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vertexList[3] = surface->lightUV[1];
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}
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else
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{
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vertexList[0] = surface->lightUV[1];
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vertexList[1] = surface->lightUV[3];
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vertexList[2] = surface->lightUV[2];
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vertexList[3] = surface->lightUV[0];
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}
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}
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// Draw polygon
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int firstVertex = sceneVertexPos;
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sceneVertexPos += vertexCount;
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SceneVertex* vertex = &sceneVertices[firstVertex];
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for (int idx = 0; idx < vertexCount; idx++)
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{
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auto& uv = vertexList[idx];
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(vertex++)->Position = vec2(uv.x / sampleWidth, uv.y / sampleHeight);
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cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
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}
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cmdbuffer->draw(vertexCount, 1, firstVertex, 0);
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#endif
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}
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cmdbuffer->endRenderPass();
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}
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@ -243,8 +211,6 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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pc.LightStart = 0;
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pc.LightEnd = 0;
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pc.SurfaceIndex = 0;
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pc.TileTL = vec2(0.0f);
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pc.TileBR = vec2(1.0f);
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pc.LightmapOrigin = vec3(0.0f);
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pc.LightmapStepX = vec3(0.0f);
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pc.LightmapStepY = vec3(0.0f);
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@ -330,6 +296,14 @@ void GPURaytracer2::Raytrace(LevelMesh* level)
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printf("Ray trace complete\n");
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}
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vec2 GPURaytracer2::ToUV(const vec3& vert, const Surface* targetSurface)
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{
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vec3 localPos = vert - targetSurface->translateWorldToLocal;
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float u = (1.0f + dot(localPos, targetSurface->projLocalToU)) / (targetSurface->texWidth + 2);
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float v = (1.0f + dot(localPos, targetSurface->projLocalToV)) / (targetSurface->texHeight + 2);
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return vec2(u, v);
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}
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void GPURaytracer2::CreateVulkanObjects()
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{
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submitFence = std::make_unique<VulkanFence>(device.get());
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@ -20,8 +20,6 @@ struct PushConstants2
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uint32_t LightEnd;
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int32_t SurfaceIndex;
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int32_t PushPadding1;
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vec2 TileTL;
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vec2 TileBR;
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vec3 LightmapOrigin;
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float PushPadding2;
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vec3 LightmapStepX;
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@ -108,6 +106,7 @@ private:
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std::vector<SurfaceInfo2> CreateSurfaceInfo();
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static vec2 ToUV(const vec3& vert, const Surface* targetSurface);
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static bool IsNegativelyOriented(const vec2& v1, const vec2& v2, const vec2& v3);
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LevelMesh* mesh = nullptr;
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@ -124,7 +123,7 @@ private:
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SceneVertex* sceneVertices = nullptr;
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int sceneVertexPos = 0;
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static const int SceneLightBufferSize = 1 * 1024 * 1024;
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static const int SceneLightBufferSize = 2 * 1024 * 1024;
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std::unique_ptr<VulkanBuffer> sceneLightBuffer;
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LightInfo2* sceneLights = nullptr;
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int sceneLightPos = 0;
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std::unique_ptr<VulkanFence> submitFence;
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std::unique_ptr<VulkanCommandPool> cmdpool;
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std::unique_ptr<VulkanCommandBuffer> cmdbuffer;
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std::vector<vec2> vertexList;
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};
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@ -113,6 +113,38 @@ LevelMesh::LevelMesh(FLevel &doomMap, int sampleDistance, int textureSize)
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BuildSurfaceParams(surfaces[i].get());
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}
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printf("Finding smoothing groups...\n\n");
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for (size_t i = 0; i < surfaces.size(); i++)
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{
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// Is this surface in the same plane as an existing smoothing group?
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int smoothingGroupIndex = -1;
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for (size_t j = 0; j < smoothingGroups.size(); j++)
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{
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float direction = std::abs(dot(smoothingGroups[j].Normal(), surfaces[i]->plane.Normal()));
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if (direction >= 0.9999f && direction <= 1.001f)
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{
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float dist = std::abs(smoothingGroups[j].Distance(surfaces[i]->plane.Normal() * surfaces[i]->plane.d));
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if (dist <= 0.01f)
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{
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smoothingGroupIndex = (int)j;
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break;
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}
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}
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}
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// Surface is in a new plane. Create a smoothing group for it
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if (smoothingGroupIndex == -1)
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{
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smoothingGroupIndex = smoothingGroups.size();
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smoothingGroups.push_back(surfaces[i]->plane);
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}
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surfaces[i]->smoothingGroupIndex = smoothingGroupIndex;
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}
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printf("Created %d smoothing groups for %d surfaces\n\n", (int)smoothingGroups.size(), (int)surfaces.size());
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printf("Building collision data...\n\n");
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Collision = std::make_unique<TriangleMeshShape>(MeshVertices.Data(), MeshVertices.Size(), MeshElements.Data(), MeshElements.Size());
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@ -160,6 +192,7 @@ void LevelMesh::BuildSurfaceParams(Surface* surface)
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plane = &surface->plane;
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bounds = GetBoundsFromSurface(surface);
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surface->bounds = bounds;
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if (surface->sampleDimension < 0) surface->sampleDimension = 1;
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surface->sampleDimension = Math::RoundPowerOfTwo(surface->sampleDimension);
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@ -216,24 +249,28 @@ void LevelMesh::BuildSurfaceParams(Surface* surface)
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height = (textureHeight - 2);
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}
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surface->translateWorldToLocal = bounds.min;
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surface->projLocalToU = tCoords[0];
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surface->projLocalToV = tCoords[1];
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surface->lightUV.resize(surface->verts.size());
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for (i = 0; i < (int)surface->verts.size(); i++)
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{
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vec3 tDelta = surface->verts[i] - bounds.min;
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surface->lightUV[i].x = dot(tDelta, tCoords[0]);
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surface->lightUV[i].y = dot(tDelta, tCoords[1]);
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vec3 tDelta = surface->verts[i] - surface->translateWorldToLocal;
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surface->lightUV[i].x = dot(tDelta, surface->projLocalToU);
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surface->lightUV[i].y = dot(tDelta, surface->projLocalToV);
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}
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tOrigin = bounds.min;
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// project tOrigin and tCoords so they lie on the plane
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d = (plane->Distance(bounds.min) - plane->d) / plane->Normal()[axis];
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d = (plane->Distance(bounds.min)) / plane->Normal()[axis];
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tOrigin[axis] -= d;
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for (i = 0; i < 2; i++)
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{
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tCoords[i] = normalize(tCoords[i]);
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d = plane->Distance(tCoords[i]) / plane->Normal()[axis];
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d = dot(tCoords[i], plane->Normal()) / plane->Normal()[axis];
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tCoords[i][axis] -= d;
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}
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@ -65,6 +65,7 @@ struct Surface
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SurfaceType type = ST_UNKNOWN;
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std::vector<vec3> verts;
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Plane plane;
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BBox bounds;
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// Surface material
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std::string material;
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@ -84,6 +85,11 @@ struct Surface
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vec3 worldStepX = { 0.0f };
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vec3 worldStepY = { 0.0f };
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// Calculate world coordinates to UV coordinates
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vec3 translateWorldToLocal = { 0.0f };
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vec3 projLocalToU = { 0.0f };
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vec3 projLocalToV = { 0.0f };
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// Output lightmap for the surface
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int texWidth = 0;
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int texHeight = 0;
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@ -96,6 +102,9 @@ struct Surface
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int atlasPageIndex = -1;
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int atlasX = 0;
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int atlasY = 0;
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// Smoothing group surface is to be rendered with
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int smoothingGroupIndex = -1;
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};
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class LightProbeSample
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@ -121,6 +130,8 @@ public:
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std::vector<std::unique_ptr<LightmapTexture>> textures;
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std::vector<Plane> smoothingGroups;
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int defaultSamples = 16;
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int textureWidth = 128;
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int textureHeight = 128;
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@ -129,7 +129,7 @@ vec3 &Plane::Normal()
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float Plane::Distance(const vec3 &point)
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{
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return dot(point, Normal());
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return dot(point, Normal()) - d;
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}
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Plane &Plane::SetDistance(const vec3 &point)
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