godot/modules/lightmapper_rd/lm_raster.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

169 lines
4.7 KiB
GLSL

/* clang-format off */
[vertex]
#version 450
VERSION_DEFINES
#include "lm_common_inc.glsl"
/* clang-format on */
layout(location = 0) out vec3 vertex_interp;
layout(location = 1) out vec3 normal_interp;
layout(location = 2) out vec2 uv_interp;
layout(location = 3) out vec3 barycentric;
layout(location = 4) flat out uvec3 vertex_indices;
layout(location = 5) flat out vec3 face_normal;
layout(push_constant, binding = 0, std430) uniform Params {
vec2 atlas_size;
vec2 uv_offset;
vec3 to_cell_size;
uint base_triangle;
vec3 to_cell_offset;
float bias;
ivec3 grid_size;
uint pad2;
}
params;
/* clang-format on */
void main() {
uint triangle_idx = params.base_triangle + gl_VertexIndex / 3;
uint triangle_subidx = gl_VertexIndex % 3;
vertex_indices = triangles.data[triangle_idx].indices;
uint vertex_idx;
if (triangle_subidx == 0) {
vertex_idx = vertex_indices.x;
barycentric = vec3(1, 0, 0);
} else if (triangle_subidx == 1) {
vertex_idx = vertex_indices.y;
barycentric = vec3(0, 1, 0);
} else {
vertex_idx = vertex_indices.z;
barycentric = vec3(0, 0, 1);
}
vertex_interp = vertices.data[vertex_idx].position;
uv_interp = vertices.data[vertex_idx].uv;
normal_interp = vec3(vertices.data[vertex_idx].normal_xy, vertices.data[vertex_idx].normal_z);
face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position)));
gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
;
}
/* clang-format off */
[fragment]
#version 450
VERSION_DEFINES
#include "lm_common_inc.glsl"
layout(push_constant, binding = 0, std430) uniform Params {
vec2 atlas_size;
vec2 uv_offset;
vec3 to_cell_size;
uint base_triangle;
vec3 to_cell_offset;
float bias;
ivec3 grid_size;
uint pad2;
} params;
/* clang-format on */
layout(location = 0) in vec3 vertex_interp;
layout(location = 1) in vec3 normal_interp;
layout(location = 2) in vec2 uv_interp;
layout(location = 3) in vec3 barycentric;
layout(location = 4) in flat uvec3 vertex_indices;
layout(location = 5) in flat vec3 face_normal;
layout(location = 0) out vec4 position;
layout(location = 1) out vec4 normal;
layout(location = 2) out vec4 unocclude;
void main() {
vec3 vertex_pos = vertex_interp;
{
// smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal)
// because we don't want to interpolate inwards, normals found pointing inwards are pushed out.
vec3 pos_a = vertices.data[vertex_indices.x].position;
vec3 pos_b = vertices.data[vertex_indices.y].position;
vec3 pos_c = vertices.data[vertex_indices.z].position;
vec3 center = (pos_a + pos_b + pos_c) * 0.3333333;
vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
{
vec3 dir_a = normalize(pos_a - center);
float d_a = dot(dir_a, norm_a);
if (d_a < 0) {
//pointing inwards
norm_a = normalize(norm_a - dir_a * d_a);
}
}
{
vec3 dir_b = normalize(pos_b - center);
float d_b = dot(dir_b, norm_b);
if (d_b < 0) {
//pointing inwards
norm_b = normalize(norm_b - dir_b * d_b);
}
}
{
vec3 dir_c = normalize(pos_c - center);
float d_c = dot(dir_c, norm_c);
if (d_c < 0) {
//pointing inwards
norm_c = normalize(norm_c - dir_c * d_c);
}
}
float d_a = dot(norm_a, pos_a);
float d_b = dot(norm_b, pos_b);
float d_c = dot(norm_c, pos_c);
vec3 proj_a = vertex_pos - norm_a * (dot(norm_a, vertex_pos) - d_a);
vec3 proj_b = vertex_pos - norm_b * (dot(norm_b, vertex_pos) - d_b);
vec3 proj_c = vertex_pos - norm_c * (dot(norm_c, vertex_pos) - d_c);
vec3 smooth_position = proj_a * barycentric.x + proj_b * barycentric.y + proj_c * barycentric.z;
if (dot(face_normal, smooth_position) > dot(face_normal, vertex_pos)) { //only project outwards
vertex_pos = smooth_position;
}
}
{
// unocclusion technique based on:
// https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/
/* compute texel size */
vec3 delta_uv = max(abs(dFdx(vertex_interp)), abs(dFdy(vertex_interp)));
float texel_size = max(delta_uv.x, max(delta_uv.y, delta_uv.z));
texel_size *= sqrt(2.0); //expand to unit box edge length (again, worst case)
unocclude.xyz = face_normal;
unocclude.w = texel_size;
//continued on lm_compute.glsl
}
position = vec4(vertex_pos, 1.0);
normal = vec4(normalize(normal_interp), 1.0);
}