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Vulkan ray tracing: shade the heightmap terrain from its layers; longer default SSR range
This commit is contained in:
@@ -247,7 +247,7 @@ the environment map only.
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| Entry | Default | Meaning |
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|---|---|---|
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| `gfx.ssr` | `medium` | `no`/`low`/`medium`/`high` (or 0..3): steps of the rays, 16, 32 or 64. `no`: the environment map only (the sky) |
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| `gfx.ssr.range` | `250` | 10..2000: the longest ray, metres |
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| `gfx.ssr.range` | `1000` | 10..2000: the longest ray, metres; what is farther from the reflecting surface reflects the sky |
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| `gfx.ssr.roughness` | `0.6` | 0..1: the roughest surface (perceptual roughness) that reflects the scene |
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| `gfx.raytracing yes/no` | `no` | Vulkan renderer only, on a graphics card with ray queries (`VK_KHR_ray_query`): what the screen space reflections don't find is traced through the scenery around the camera instead of reflecting the sky. Read at the start; with `gfx.ssr no` all the reflections of the scenery are traced |
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| `gfx.raytracing.range` | `500` | 10..5000: the scenery within this distance from the camera takes part in the traced reflections, and the rays are this long, metres |
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@@ -256,7 +256,9 @@ The traced reflections hold what the environment map held before, as `gfx.reflec
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and the large shapes of the scenery (0), the tracks, the roads and the models within `gfx.reflections.range_instances` (1)
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and the vehicles within `gfx.reflections.range_vehicles` (2, the default now), except the vehicle of the cab. `gfx.reflections.fidelity` and the
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two ranges have no other use now; `gfx.reflections.framerate` still says how often the environment map (the sky) is
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drawn. The point hit is lit by the sky, by the sun where nothing stands between them (a ray of its own) and by its own light; the lamps and headlights don't light it. Each part of a model gets its structure
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drawn. The point hit has the colour of the diffuse texture of its material (the heightmap terrain: its layers blended by their
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weights, without the normal and specular maps; the holes cut in it are not), and is lit by the sky, by the sun (its shadow map
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where the map holds the point, a ray of its own elsewhere) and by its own light; the lamps and headlights don't light it. Each part of a model gets its structure
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for the tracing the first time it's met (a few a frame, so a new place fills in over some frames), and loses it when it
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isn't met for half a minute.
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@@ -97,12 +97,14 @@ constexpr std::uint32_t POST_EXPOSURE_SSBO = 4;
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constexpr std::uint32_t COMPUTE_SET = 1;
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// the ray traced reflections (gfx.raytracing, vk14::ray_tracing): set 2 of the pipelines of the scene, one for each frame in flight,
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// written with the frame: the acceleration structure of the scenery around the camera, the records of its instances, and the
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// textures they read (an array of as many as the device allows, partly bound, the last binding)
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// written with the frame: the acceleration structure of the scenery around the camera, the records of its instances, the layers
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// of the heightmap terrain (the texture array of their diffuse maps, partly bound) and the textures they read (an array of as many
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// as the device allows, partly bound, the last binding)
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constexpr std::uint32_t RT_SET = 2;
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constexpr std::uint32_t RT_SCENE = 0;
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constexpr std::uint32_t RT_RECORDS = 1;
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constexpr std::uint32_t RT_TEXTURES = 2;
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constexpr std::uint32_t RT_TERRAIN = 2;
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constexpr std::uint32_t RT_TEXTURES = 3;
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// the push constants of the graphics pipelines of the scene and of the post-processing (vk14::draw_constants): the draw, and
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// the parameters of the special shaders (the celestial bodies, the post-processing)
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@@ -1785,6 +1785,12 @@ void vulkan14_renderer::render_ray_scene(viewport_config &Viewport)
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m_shadowskipvehicle = simulation::Train->Dynamic();
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}
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auto const colourpass{m_renderpass};
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// the chunks of the heightmap terrain are told by their programs (mat_terrain.frag, mat_terrain_holes.frag)
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auto const program_of = [&](char const *Name) -> vk14::scene_program const * {
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auto const lookup{scene.materials.find(Name)};
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return (lookup != scene.materials.end() ? lookup->second.get() : nullptr);
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};
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m_rtterrain = {program_of("terrain"), program_of("terrain_holes")};
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m_rtgather = true;
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setup_pass(Viewport, m_renderpass, rendermode::reflections);
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setup_matrices();
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@@ -1840,15 +1846,30 @@ void vulkan14_renderer::gather_ray_draw(gfx::geometry_handle const &Geometry)
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auto const value{std::max({model_ubs.param[0].r, model_ubs.param[0].g, model_ubs.param[0].b})};
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ray.colour = (value > 0.f ? colour * (model_ubs.param[1].x / value) : glm::vec3{0.f});
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ray.glow = model_ubs.emission;
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// the diffuse texture of the material, and its alpha test when it has an alpha channel
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if (draw.textures[0] != null_handle)
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{
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auto &texture{m_context->textures->mark_as_used(draw.textures[0])};
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if (texture.create() && (m_context->images.find(texture.get_id()) != nullptr))
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// the id of a texture of the material in the image table, 0: none (yet)
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auto const image_of = [&](texture_handle const Texture) -> std::uint64_t {
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if (Texture == null_handle)
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{
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ray.texture = texture.get_id();
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ray.cutoff = (texture.get_has_alpha() ? std::max(model_ubs.opacity, 0.f) : 0.f);
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return 0;
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}
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auto &texture{m_context->textures->mark_as_used(Texture)};
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return ((texture.create() && (m_context->images.find(texture.get_id()) != nullptr)) ? texture.get_id() : 0);
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};
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if ((draw.program != nullptr) && ((draw.program == m_rtterrain[0]) || (draw.program == m_rtterrain[1])))
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{
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// a chunk of the heightmap terrain: its layers blended by its weights (mat_terrain.glsl: weights0 1, weights1 2, the array of the
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// diffuse maps of the layers 3, the table 6, the placement param[2])
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ray.terrain_weights[0] = image_of(draw.textures[1]);
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ray.terrain_weights[1] = image_of(draw.textures[2]);
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ray.terrain_layers = image_of(draw.textures[3]);
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ray.terrain_table = image_of(draw.textures[6]);
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ray.placement = model_ubs.param[2];
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}
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else if (auto const texture{image_of(draw.textures[0])}; texture != 0)
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{
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// the diffuse texture of the material, and its alpha test when it has an alpha channel
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ray.texture = texture;
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ray.cutoff = (m_context->textures->mark_as_used(draw.textures[0]).get_has_alpha() ? std::max(model_ubs.opacity, 0.f) : 0.f);
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}
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glm::mat4 const modelview{model_ubs.modelview};
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if (m_current_instance_count > 0)
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@@ -37,6 +37,9 @@ struct record
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static_assert(sizeof(record) == 48, "the record of an instance of the ray tracing doesn't match the shaders");
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std::uint32_t constexpr record_alpha{1};
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// a chunk of the heightmap terrain: texture holds the index of its first weights, the bits of cutoff the second weights, the bits of
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// glow the table of its layers, colour the placement of the chunk (param[2] of its material)
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std::uint32_t constexpr record_terrain{2};
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// the bottom level structures built in a frame at most, and their triangles: the rest waits for the next frames
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std::uint32_t constexpr builds_per_frame{96};
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std::uint64_t constexpr triangles_per_frame{2000000};
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@@ -94,11 +97,14 @@ bool ray_tracing::init(device const &Device, allocator &Memory, deletion_queue &
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m_texturecount = std::min<std::uint32_t>(Device.caps().max_indexed_textures, 16384);
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auto const handle{Device.handle()};
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// the structure, the records and the textures, the last binding as many as the set is made with and partly bound
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std::array<VkDescriptorSetLayoutBinding, 3> bindings{{{RT_SCENE, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr},
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// the structure, the records, the layers of the terrain (written once a chunk of it is met) and the textures, the last binding as
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// many as the set is made with and partly bound
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static_assert((RT_TERRAIN == 2) && (RT_TEXTURES == 3), "the bindings of the set of the ray tracing go in this order");
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std::array<VkDescriptorSetLayoutBinding, 4> bindings{{{RT_SCENE, VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr},
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{RT_RECORDS, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr},
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{RT_TERRAIN, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr},
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{RT_TEXTURES, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, m_texturecount, VK_SHADER_STAGE_FRAGMENT_BIT, nullptr}}};
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std::array<VkDescriptorBindingFlags, 3> const flags{0, 0, VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT};
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std::array<VkDescriptorBindingFlags, 4> const flags{0, 0, VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT, VK_DESCRIPTOR_BINDING_PARTIALLY_BOUND_BIT | VK_DESCRIPTOR_BINDING_VARIABLE_DESCRIPTOR_COUNT_BIT};
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VkDescriptorSetLayoutBindingFlagsCreateInfo bindingflags{};
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bindingflags.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_BINDING_FLAGS_CREATE_INFO;
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bindingflags.bindingCount = static_cast<std::uint32_t>(flags.size());
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@@ -116,7 +122,7 @@ bool ray_tracing::init(device const &Device, allocator &Memory, deletion_queue &
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}
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name_object(handle, VK_OBJECT_TYPE_DESCRIPTOR_SET_LAYOUT, handle_value(m_layout), "ray tracing set");
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std::array<VkDescriptorPoolSize, 3> const sizes{{{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, Frames}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, Frames}, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, m_texturecount * Frames}}};
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std::array<VkDescriptorPoolSize, 3> const sizes{{{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, Frames}, {VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, Frames}, {VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, (m_texturecount + 1) * Frames}}};
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VkDescriptorPoolCreateInfo pool{};
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pool.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO;
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pool.maxSets = Frames;
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@@ -597,6 +603,23 @@ void ray_tracing::build(command_stream *Commands, std::uint32_t const Slot, std:
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auto *records{reinterpret_cast<record *>(frame.records ? frame.records->mapped() : nullptr)};
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auto *instances{reinterpret_cast<VkAccelerationStructureInstanceKHR *>(frame.instances ? frame.instances->mapped() : nullptr)};
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std::vector<std::uint32_t> usedtextures;
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// the texture array of the layers of the terrain the chunks read: a 2d array of the image table, or the chunks shade with their
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// colour (the binding is read only for the chunks marked as terrain)
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std::uint64_t terrainlayers{0};
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std::uint64_t checkedlayers{0};
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image_table::entry const *layersentry{nullptr};
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auto const layers_valid = [&](std::uint64_t const Id) {
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if (Id != checkedlayers)
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{
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checkedlayers = Id;
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layersentry = Images.find(Id);
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if ((layersentry != nullptr) && ((false == bool(layersentry->target)) || (layersentry->target->desc().view_type != VK_IMAGE_VIEW_TYPE_2D_ARRAY) || (layersentry->sampler == VK_NULL_HANDLE)))
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{
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layersentry = nullptr;
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}
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}
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return (layersentry != nullptr) && ((terrainlayers == 0) || (terrainlayers == Id));
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};
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std::uint32_t written{0};
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for (auto const &draw : Draws)
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{
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@@ -610,7 +633,8 @@ void ray_tracing::build(command_stream *Commands, std::uint32_t const Slot, std:
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continue;
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}
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auto const &source{draw.source};
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auto const texture{texture_index(draw.texture, Frame)};
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auto const terrain{draw.terrain_table != 0};
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auto const texture{texture_index(terrain ? draw.terrain_weights[0] : draw.texture, Frame)};
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if (texture != 0)
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{
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usedtextures.push_back(texture);
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@@ -619,11 +643,36 @@ void ray_tracing::build(command_stream *Commands, std::uint32_t const Slot, std:
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entry.vertices = source.vertex_address + vertex_stride * source.vertexfirst;
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entry.indices = (lookup->second.index_address != 0 ? lookup->second.index_address : source.indices != VK_NULL_HANDLE ? source.index_address + sizeof(std::uint32_t) * source.first : 0);
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entry.texture = texture;
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auto const alpha{(texture != 0) && (draw.cutoff > 0.f)};
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auto const alpha{(false == terrain) && (texture != 0) && (draw.cutoff > 0.f)};
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entry.flags = (alpha ? record_alpha : 0);
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entry.cutoff = draw.cutoff;
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entry.glow = draw.glow;
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entry.colour = glm::vec4{draw.colour, 1.f};
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if (terrain)
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{
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// the shading blends the layers as the terrain shader does, from the weights and the table (indices in the bits of the floats)
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auto const weights{texture_index(draw.terrain_weights[1], Frame)};
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auto const table{texture_index(draw.terrain_table, Frame)};
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for (auto const index : {weights, table})
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{
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if (index != 0)
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{
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usedtextures.push_back(index);
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}
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}
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if ((texture != 0) && (weights != 0) && (table != 0) && (draw.terrain_layers != 0) && layers_valid(draw.terrain_layers))
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{
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entry.flags = record_terrain;
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std::memcpy(&entry.cutoff, &weights, sizeof(weights));
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std::memcpy(&entry.glow, &table, sizeof(table));
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entry.colour = draw.placement;
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terrainlayers = draw.terrain_layers;
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}
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else
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{
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entry.texture = 0;
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}
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}
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auto &instance{instances[written]};
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// the rows of the transform, which glm keeps by the columns
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for (int row = 0; row < 3; ++row)
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@@ -720,6 +769,25 @@ void ray_tracing::build(command_stream *Commands, std::uint32_t const Slot, std:
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write.pImageInfo = &images.back();
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writes.push_back(write);
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}
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VkDescriptorImageInfo terraininfo{};
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if ((terrainlayers != 0) && layers_valid(terrainlayers))
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{
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auto const &target{layersentry->target};
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auto &cached{frame.written_terrain};
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if ((cached.view != target->view()) || (cached.sampler != layersentry->sampler) || (cached.source.lock() != target))
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{
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cached = {target->view(), layersentry->sampler, target};
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terraininfo = {layersentry->sampler, target->view(), VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL};
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VkWriteDescriptorSet write{};
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write.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
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write.dstSet = frame.set;
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write.dstBinding = vk14::bindings::RT_TERRAIN;
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write.descriptorCount = 1;
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write.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
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write.pImageInfo = &terraininfo;
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writes.push_back(write);
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}
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}
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if (false == writes.empty())
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{
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vkUpdateDescriptorSets(handle, static_cast<std::uint32_t>(writes.size()), writes.data(), 0, nullptr);
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@@ -43,6 +43,12 @@ struct ray_draw
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glm::vec3 colour{1.f}; // the diffuse colour of the material, linear
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float cutoff{0.f}; // the alpha test of the texture, 0: none
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float glow{0.f}; // the light of its own
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// a chunk of the heightmap terrain: its weights (two maps of four layers), its table of the layers (the ids of the images) and
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// the texture array of the diffuse maps of the layers, shared by the chunks; placement: param[2] of its material
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std::uint64_t terrain_weights[2]{0, 0};
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std::uint64_t terrain_table{0};
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std::uint64_t terrain_layers{0};
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glm::vec4 placement{0.f};
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};
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class ray_tracing
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@@ -122,6 +128,7 @@ class ray_tracing
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std::weak_ptr<image> source; // a view made after this one is gone can get its handle
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};
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std::vector<written_texture> written_textures;
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written_texture written_terrain;
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};
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// a buffer of the frame at least Size bytes, grown when it isn't (the old one stays when the new one can't be made)
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@@ -35,6 +35,8 @@ http://mozilla.org/MPL/2.0/.
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#include "vehicle/Camera.h"
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#include "gl/ubo.h"
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#include <array>
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class world_environment;
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struct VkRenderingInfo;
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namespace vk14
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@@ -282,6 +284,7 @@ class vulkan14_renderer : public gfx_renderer, public gfx::scene_walk
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bool m_rtgather{false};
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bool m_raytracingon{true}; // switched off in the debug window
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bool m_rtfoliage{true}; // the alpha tested geometry in the traced reflections, switched off in the debug window
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std::array<vk14::scene_program const *, 2> m_rtterrain{nullptr, nullptr}; // the programs of the heightmap terrain, the draws of it noted as such
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double m_rtwalkms{0.0}; // the processor time of the walk and of the build of the ray tracing, averaged
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double m_rtbuildms{0.0};
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std::vector<vk14::ray_draw> m_rtdraws;
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@@ -818,6 +818,7 @@ std::string binding_preamble(bool const Raytracing)
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define("RT_SET", RT_SET);
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define("RT_SCENE", RT_SCENE);
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define("RT_RECORDS", RT_RECORDS);
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define("RT_TERRAIN", RT_TERRAIN);
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define("RT_TEXTURES", RT_TEXTURES);
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define("PUSH_CONSTANTS_SIZE", PUSH_CONSTANTS_SIZE);
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define("SPEC_OUTPUT_GAMMA", SPEC_OUTPUT_GAMMA);
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@@ -76,7 +76,8 @@
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#define RT_SET 2
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#define RT_SCENE 0
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#define RT_RECORDS 1
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#define RT_TEXTURES 2
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#define RT_TERRAIN 2
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#define RT_TEXTURES 3
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#define PUSH_CONSTANTS_SIZE 112
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#define SPEC_OUTPUT_GAMMA 0
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#define SPEC_SHADOWMAP_ENABLED 1
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@@ -26,6 +26,8 @@ layout(std430, set = RT_SET, binding = RT_RECORDS) readonly buffer rt_record_ssb
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};
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layout(set = RT_SET, binding = RT_TEXTURES) uniform sampler2D rt_textures[];
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// the diffuse maps of the layers of the heightmap terrain (mat_terrain.glsl, layerdiffuse), read for its chunks only
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layout(set = RT_SET, binding = RT_TERRAIN) uniform sampler2DArray rt_terrain_layers;
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layout(buffer_reference, std430, buffer_reference_align = 4) readonly buffer rt_vertex_data
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{
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@@ -38,6 +40,9 @@ layout(buffer_reference, std430, buffer_reference_align = 4) readonly buffer rt_
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};
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const uint RT_FLAG_ALPHA = 1U;
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// a chunk of the heightmap terrain: texindex its first weights, the bits of cutoff its second weights, the bits of glow the table
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// of its layers, colour its placement (param[2] of its material)
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const uint RT_FLAG_TERRAIN = 2U;
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const uint RT_VERTEX_FLOATS = 12U;
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// the masks of the instances (vk14::ray_tracing): the opaque ones, the alpha tested ones (the foliage). the shadow rays take the
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// opaque ones only, and the reflections leave out the alpha tested ones when the renderer says so (env_params.y, 1)
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@@ -74,6 +79,37 @@ vec3 rt_normal(rt_record record, uvec3 triangle, vec2 weights)
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return a * (1.0 - weights.x - weights.y) + b * weights.x + c * weights.y;
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}
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||||
// the colour of a chunk of the heightmap terrain at the texture coordinates Coords: its layers blended by its weights, as
|
||||
// mat_terrain.glsl does (without the normal and the specular maps), at the level Lod of the maps of the layers
|
||||
vec3 rt_terrain_albedo(rt_record record, vec2 coords, float lod)
|
||||
{
|
||||
vec4 placement = record.colour;
|
||||
vec2 local = clamp(vec2(coords.x - placement.x, -coords.y - placement.y) * placement.z, 0.0, 1.0);
|
||||
vec2 paintcoord = (local * placement.w + 0.5) / (placement.w + 1.0);
|
||||
uint second = floatBitsToUint(record.cutoff);
|
||||
uint table = floatBitsToUint(record.glow);
|
||||
vec4 w0 = textureLod(rt_textures[nonuniformEXT(record.texindex)], paintcoord, 0.0);
|
||||
vec4 w1 = textureLod(rt_textures[nonuniformEXT(second)], paintcoord, 0.0);
|
||||
float weights[8] = float[8](w0.r, w0.g, w0.b, w0.a, w1.r, w1.g, w1.b, w1.a);
|
||||
float painted = dot(w0, vec4(1.0)) + dot(w1, vec4(1.0));
|
||||
vec3 albedo = vec3(0.0);
|
||||
float total = 0.0;
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
// a chunk without weights shows its first layer
|
||||
float weight = (painted < 0.004 ? (i == 0 ? 1.0 : 0.0) : weights[i]);
|
||||
if (weight < 0.004)
|
||||
continue;
|
||||
vec4 info = texelFetch(rt_textures[nonuniformEXT(table)], ivec2(i, 0), 0);
|
||||
vec4 extra = texelFetch(rt_textures[nonuniformEXT(table)], ivec2(i, 1), 0);
|
||||
vec2 turn = (extra.y == 0.0 && extra.z == 0.0) ? vec2(1.0, 0.0) : extra.yz;
|
||||
mat2 rotation = mat2(turn.x, -turn.y, turn.y, turn.x);
|
||||
albedo += textureLod(rt_terrain_layers, vec3(rotation * coords * info.y, info.x), lod).rgb * weight;
|
||||
total += weight;
|
||||
}
|
||||
return albedo / max(total, 0.004);
|
||||
}
|
||||
|
||||
// the share of the sun reaching a point hit (Hit in the world around the camera, Normal facing the ray): the shadow map of the sun
|
||||
// where it holds the point, which costs no ray, otherwise a ray of its own towards the sun (Sun)
|
||||
float rt_sun_visible(vec3 hit, vec3 normal, vec3 sun, float distance)
|
||||
@@ -167,10 +203,16 @@ vec4 rt_trace(vec3 position, vec3 normal, vec3 direction, float roughness)
|
||||
|
||||
// the colour of the surface: the farther and the rougher, the blurrier the level of the texture
|
||||
vec3 albedo = record.colour.rgb;
|
||||
if (record.texindex != 0U)
|
||||
float glow = record.glow;
|
||||
float lod = clamp(log2(1.0 + distance * 0.05) * 2.0 + roughness * 6.0, 0.0, 12.0);
|
||||
if ((record.flags & RT_FLAG_TERRAIN) != 0U)
|
||||
{
|
||||
albedo = rt_terrain_albedo(record, rt_coords(record, triangle, weights), lod);
|
||||
glow = 0.0;
|
||||
}
|
||||
else if (record.texindex != 0U)
|
||||
{
|
||||
vec2 coords = rt_coords(record, triangle, weights);
|
||||
float lod = clamp(log2(1.0 + distance * 0.05) * 2.0 + roughness * 6.0, 0.0, 12.0);
|
||||
albedo *= textureLod(rt_textures[nonuniformEXT(record.texindex)], coords, lod).rgb;
|
||||
}
|
||||
// the light of the sky, the sun where nothing stands between the point and it, and the light of its own
|
||||
@@ -186,7 +228,7 @@ vec4 rt_trace(vec3 position, vec3 normal, vec3 direction, float roughness)
|
||||
light += lights[0].color * (SUN_DIFFUSE_SCALE * lights[0].intensity * visible * cloud_shadow(hit) * pow(facing, SUN_NDOTL_SHARPNESS));
|
||||
}
|
||||
}
|
||||
vec3 color = albedo * (light + vec3(record.glow));
|
||||
vec3 color = albedo * (light + vec3(glow));
|
||||
if (any(isnan(color)) || any(isinf(color)))
|
||||
return vec4(0.0);
|
||||
return vec4(max(color, vec3(0.0)), 1.0);
|
||||
|
||||
@@ -475,7 +475,7 @@ struct global_settings {
|
||||
// (the sky) or the ray tracing. 0 none, 1 low, 2 medium, 3 high (steps of the rays); the longest ray, metres, and the
|
||||
// roughest surface they're traced for (perceptual roughness, rougher ones reflect the environment map)
|
||||
int gfx_ssr { 2 };
|
||||
float gfx_ssr_range { 250.f };
|
||||
float gfx_ssr_range { 1000.f };
|
||||
float gfx_ssr_roughness { 0.6f };
|
||||
// (vulkan) ray traced reflections where the screen space ones find nothing, on a gpu with ray queries: the scenery within
|
||||
// the range, metres, as gfx.reflections.fidelity says. taken at the start
|
||||
|
||||
Reference in New Issue
Block a user