rt: make indirect light run at half res

This commit is contained in:
Ivan 'provod' Avdeev 2023-02-11 12:12:57 -08:00
parent 218bd0a9c2
commit 64ac964dfc
2 changed files with 18 additions and 8 deletions

View File

@ -164,9 +164,11 @@ void computeBounce(ivec2 pix, vec3 direction, out vec3 diffuse, out vec3 specula
}
}
const int INDIRECT_SCALE = 2;
void main() {
const ivec2 pix = ivec2(gl_GlobalInvocationID);
const ivec2 res = ivec2(imageSize(out_indirect_diffuse));
const ivec2 res = ivec2(imageSize(out_indirect_diffuse)) / INDIRECT_SCALE;
if (any(greaterThanEqual(pix, res))) {
return;
}
@ -179,7 +181,7 @@ void main() {
rand01_state = ubo.ubo.random_seed + pix.x * 1833 + pix.y * 31337 + 12;
vec3 diffuse, specular;
computeBounce(pix, direction, diffuse, specular);
computeBounce(pix * INDIRECT_SCALE, direction, diffuse, specular);
imageStore(out_indirect_diffuse, pix, vec4(diffuse, 0.f));
imageStore(out_indirect_specular, pix, vec4(specular, 0.f));
}

View File

@ -36,6 +36,7 @@ layout(set = 0, binding = 15, rgba16f) uniform image2D prev_temporal_diffuse;
layout(set = 0, binding = 16, rgba16f) uniform image2D out_temporal_specular;
layout(set = 0, binding = 17, rgba16f) uniform image2D prev_temporal_specular;
const int INDIRECT_SCALE = 2;
//layout(set = 0, binding = 2, rgba16f) uniform readonly image2D light_poly_diffuse;
/* layout(set = 0, binding = 3, rgba16f) uniform readonly image2D specular; */
@ -102,6 +103,7 @@ Components blurSamples(const ivec2 res, const ivec2 pix) {
float indirect_diffuse_total = 0.;
float specular_total = 0.;
const ivec2 res_scaled = res / INDIRECT_SCALE;
for (int x = -KERNEL_SIZE; x <= KERNEL_SIZE; ++x)
for (int y = -KERNEL_SIZE; y <= KERNEL_SIZE; ++y) {
const ivec2 p = pix + ivec2(x, y);
@ -122,7 +124,7 @@ Components blurSamples(const ivec2 res, const ivec2 pix) {
const vec4 sample_pos = imageLoad(position_t, p);
// FIXME what are these magic numbers?
scale *= smoothstep(4. * center_pos.w / 100., 0., distance(center_pos.xyz, sample_pos.xyz));
scale *= smoothstep(center_pos.w * 4. / 100., 0., distance(center_pos.xyz, sample_pos.xyz));
if ( scale <= 0. )
continue;
@ -138,10 +140,14 @@ Components blurSamples(const ivec2 res, const ivec2 pix) {
if (all(lessThan(abs(ivec2(x, y)), ivec2(INDIRECT_DIFFUSE_KERNEL))))
{
const float indirect_diffuse_scale = scale * normpdf(x, indirect_diffuse_sigma) * normpdf(y, indirect_diffuse_sigma);
indirect_diffuse_total += indirect_diffuse_scale;
const ivec2 pscaled = pix / INDIRECT_SCALE + ivec2(x, y);
c.indirect_diffuse += imageLoad(indirect_diffuse, p).rgb * indirect_diffuse_scale;
if (all(lessThan(pscaled, res_scaled)) && all(greaterThanEqual(pscaled, ivec2(0)))) {
const float indirect_diffuse_scale = scale * normpdf(x, indirect_diffuse_sigma) * normpdf(y, indirect_diffuse_sigma);
indirect_diffuse_total += indirect_diffuse_scale;
c.indirect_diffuse += imageLoad(indirect_diffuse, pscaled).rgb * indirect_diffuse_scale;
}
}
if (all(lessThan(abs(ivec2(x, y)), ivec2(SPECULAR_KERNEL))))
@ -151,7 +157,8 @@ Components blurSamples(const ivec2 res, const ivec2 pix) {
c.direct_specular += imageLoad(light_poly_specular, p).rgb * specular_scale;
c.direct_specular += imageLoad(light_point_specular, p).rgb * specular_scale;
c.indirect_specular += imageLoad(indirect_specular, p).rgb * specular_scale;
c.indirect_specular += imageLoad(indirect_specular, p / INDIRECT_SCALE).rgb * specular_scale;
}
}
@ -194,6 +201,7 @@ void main() {
//imageStore(out_dest, pix, vec4((imageLoad(light_poly, pix).rgb * base_color_a.rgb), 0.)); return;
//imageStore(out_dest, pix, vec4(imageLoad(normals, pix)*.5 + .5f)); return;
//imageStore(out_dest, pix, vec4(imageLoad(specular, pix)*.5 + .5f)); return;
//imageStore(out_dest, pix, vec4(imageLoad(indirect_diffuse, pix)*.5 + .5f)); return;
//imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(light_poly, pix).rgb), 0.)); return;
//imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(specular, pix).rgb), 0.)); return;
//imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(indirect_diffuse, pix).rgb), 0.)); return;
@ -264,7 +272,7 @@ void main() {
imageStore(out_temporal_specular, pix, vec4(specular, 0./*unused*/));
colour = diffuse + specular;
//imageStore(out_dest, pix, vec4(LINEARtoSRGB(colour), 0.)); return;
//imageStore(out_dest, pix, vec4(LINEARtoSRGB(diffuse), 0.)); return;
}
const vec4 base_color_a = imageLoad(base_color_a, pix);