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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-17 03:59:19 +02:00

Sample the fog cells across their whole size and take their lamps from fixed clusters

This commit is contained in:
2026-10-17 00:22:29 +02:00
parent e8dbaf70a9
commit e31a49f917
2 changed files with 48 additions and 33 deletions

View File

@@ -519,16 +519,21 @@ void opengl46_weather::render_view(glm::mat4 const &Projection, glm::mat4 const
{
m_fog_timer.begin();
auto const farthest{std::max(Global.gfx_fog_range, FOG_VOLUME_NEAR * 4.f)};
// the cells are sampled at another depth in every frame, in the Halton sequence of 2 (fog_inject.comp moves the depth of
// every cell by a value of its own)
auto const jitter{[](int Frame) {
float value{0.f}, fraction{0.5f};
for (Frame = (Frame % 64) + 1; Frame > 0; Frame /= 2, fraction *= 0.5f)
value += fraction * static_cast<float>(Frame % 2);
// the cells are sampled at another point in every frame: along the depth in the Halton sequence of 2, across the view in
// those of 3 and 5 (fog_inject.comp moves the point of every cell by a value of its own)
auto const halton = [](int Index, int const Base) {
float value{0.f}, fraction{1.f};
for (; Index > 0; Index /= Base)
{
fraction /= static_cast<float>(Base);
value += fraction * static_cast<float>(Index % Base);
}
return value;
}(m_frame)};
};
auto const temporal{Global.gfx_fog_temporal && continuity(m_previous_fog)};
glm::vec4 const slicing{FOG_VOLUME_NEAR, farthest, static_cast<float>(m_fog_grid.z) / std::log((farthest + gl::FOG_VOLUME_BIAS) / (FOG_VOLUME_NEAR + gl::FOG_VOLUME_BIAS)), temporal ? jitter : 0.5f};
auto const sample{(m_frame % 64) + 1};
glm::vec3 const jitter{temporal ? glm::vec3{halton(sample, 3), halton(sample, 5), halton(sample, 2)} : glm::vec3{0.5f}};
glm::vec4 const slicing{FOG_VOLUME_NEAR, farthest, static_cast<float>(m_fog_grid.z) / std::log((farthest + gl::FOG_VOLUME_BIAS) / (FOG_VOLUME_NEAR + gl::FOG_VOLUME_BIAS)), jitter.z};
bind_noise();
auto const next{1 - m_fog_current};
glBindImageTexture(0, m_fog_scattering[next], 0, GL_TRUE, 0, GL_WRITE_ONLY, GL_RGBA16F);
@@ -545,6 +550,7 @@ void opengl46_weather::render_view(glm::mat4 const &Projection, glm::mat4 const
glProgramUniform4f(*m_inject_program, 6, share, Global.gfx_fog_lights, sunshadows ? 1.f : 0.f, Global.gfx_fog_shadows ? 1.f : 0.f);
glProgramUniform1i(*m_inject_program, 7, Cablamp);
glProgramUniform2f(*m_inject_program, 8, m_previous_fog.slicing.x, m_previous_fog.slicing.z);
glProgramUniform2f(*m_inject_program, 9, jitter.x, jitter.y);
m_inject_program->dispatch(groups(m_fog_grid.x), groups(m_fog_grid.y), static_cast<GLuint>(m_fog_grid.z));
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);

View File

@@ -2,10 +2,10 @@
// depth), how dense the fog is and how much light it scatters towards the camera. the density: the haze, the patches of the
// ground fog, the low clouds; the light: the colour the fog has towards the horizon (weather_common.glsl), less what the
// shadows of the sun and of the clouds hold back, and the lamps and headlights of the light clusters. blended with the
// previous frame, found where the cell was then; the cells are sampled at another depth every frame, each cell going through
// the depths from a place of its own, so the volume doesn't flicker as a whole. across the view the cells are sampled in their
// middle: moved across, the ray of a cell crosses the edges of the cones of lamps somewhere else every frame, which the blending
// doesn't smooth out (the edges of the cells are smoothed when the fog is read, fog_volume.glsl)
// previous frame, found where the cell was then; the cells are sampled at another point every frame, each cell going through
// the points from a place of its own, so the volume doesn't flicker as a whole, and the blending smooths what a cell holds over
// its whole size: a beam doesn't swim over the grid of the cells as the camera moves and turns. what the cell takes the lights
// from doesn't depend on the point (the clusters of the middle of the cell)
// rgb: light scattered towards the camera per metre, a: extinction per metre
#include <common>
@@ -38,9 +38,8 @@ layout(location = 6) uniform vec4 options;
layout(location = 7) uniform int cablamp;
// x: near, y: slices / log((far + FOG_VOLUME_BIAS) / (near + FOG_VOLUME_BIAS)) of the previous frame
layout(location = 8) uniform vec2 previous_slicing;
// how many times brighter or darker than this frame the light of the history may be
const float FOG_HISTORY_REACH = 4.0;
// where in its cell the cell is sampled this frame across the view (0-1), as slicing.w is along the depth
layout(location = 9) uniform vec2 jitter;
// ray of the view space through a point of the view (0-1), one metre of the depth long
vec3 view_ray(vec2 coords)
@@ -56,8 +55,8 @@ float slice_depth(float slice)
return (slicing.x + FOG_VOLUME_BIAS) * exp(slice / slicing.z) - FOG_VOLUME_BIAS;
}
// where in the cell it is sampled this frame, 0-1 on each axis: across the view the middle, along the depth the point of the
// sequence of the frames moved by a value of the cell's own (pcg3d hash), the middle without the blending
// where in the cell it is sampled this frame, 0-1 on each axis: the point of the sequence of the frames moved by a value of
// the cell's own (pcg3d hash), the middle without the blending
vec3 cell_offset(ivec3 cell)
{
if (options.x >= 1.0)
@@ -70,7 +69,7 @@ vec3 cell_offset(ivec3 cell)
v.x += v.y * v.z;
v.y += v.z * v.x;
v.z += v.x * v.y;
return vec3(0.5, 0.5, fract(slicing.w + float(v.z >> 8U) * (1.0 / 16777216.0)));
return fract(vec3(jitter, slicing.w) + vec3(v >> 8U) * (1.0 / 16777216.0));
}
float henyey_greenstein(float cosangle, float g)
@@ -219,20 +218,36 @@ void main()
sunlit *= 1.0 - 0.5 * shadow;
}
vec3 light = fog_whiten(fog_color_world(direction), (ground + clouds) / extinction) * fog_light_factor(sunlit);
// lamps and headlights of the cluster of the cell
// lamps and headlights of the clusters the segment of the cell goes through, each part of the segment with the lights of
// its own cluster. the lights of the cluster of the point sampled would change with the point, frame to frame, where the
// cell reaches into two clusters which don't hold the same lights (a full cluster leaves the least important out)
if (options.y > 0.0 && lights_clustered != 0U && cluster_valid != 0U)
{
ivec2 tile = clamp(ivec2(coords * vec2(CLUSTER_GRID_X, CLUSTER_GRID_Y)), ivec2(0), ivec2(CLUSTER_GRID_X - 1, CLUSTER_GRID_Y - 1));
int slice = clamp(int(floor(cluster_slice_bias + log(depth) * cluster_slice_scale)), 0, CLUSTER_GRID_Z - 1);
cluster_range_s range = cluster_ranges[uint(tile.x + CLUSTER_GRID_X * (tile.y + CLUSTER_GRID_Y * slice))];
vec2 middle = (vec2(cell.xy) + 0.5) / vec2(grid.xy);
ivec2 tile = clamp(ivec2(middle * vec2(CLUSTER_GRID_X, CLUSTER_GRID_Y)), ivec2(0), ivec2(CLUSTER_GRID_X - 1, CLUSTER_GRID_Y - 1));
float back = front + span / raylength;
int first = clamp(int(floor(cluster_slice_bias + log(max(front, 1e-4)) * cluster_slice_scale)), 0, CLUSTER_GRID_Z - 1);
int last = clamp(int(floor(cluster_slice_bias + log(max(back, 1e-4)) * cluster_slice_scale)), first, min(first + 3, CLUSTER_GRID_Z - 1));
float cellwidth = length(view_ray(coords + vec2(1.0 / float(grid.x), 0.0)) - ray);
vec3 lamps = vec3(0.0);
for (uint i = 0U; i < range.count; i++)
for (int slice = first; slice <= last; slice++)
{
uint index = cluster_light_indices[range.offset + i];
if (int(index) == cablamp)
float partfront = (slice == first) ? front : exp((float(slice) - cluster_slice_bias) / cluster_slice_scale);
float partback = (slice == last) ? back : exp((float(slice + 1) - cluster_slice_bias) / cluster_slice_scale);
float partspan = max(partback - partfront, 0.0) * raylength;
if (partspan <= 0.0)
continue;
lamps += lamp_scattering(lights[index], start, raydirection, span, cellwidth, offset.z);
vec3 partstart = ray * partfront;
cluster_range_s range = cluster_ranges[uint(tile.x + CLUSTER_GRID_X * (tile.y + CLUSTER_GRID_Y * slice))];
vec3 partlamps = vec3(0.0);
for (uint i = 0U; i < range.count; i++)
{
uint index = cluster_light_indices[range.offset + i];
if (int(index) == cablamp)
continue;
partlamps += lamp_scattering(lights[index], partstart, raydirection, partspan, cellwidth, offset.z);
}
lamps += partlamps * (partspan / max(span, 1e-4));
}
light += lamps * options.y;
}
@@ -251,13 +266,7 @@ void main()
float previousslice = log(max((clip.w + FOG_VOLUME_BIAS) / (previous_slicing.x + FOG_VOLUME_BIAS), 1e-6)) * previous_slicing.y;
vec3 previous = vec3(clip.xy / clip.w * 0.5 + 0.5, previousslice / float(grid.z));
if (all(greaterThanEqual(previous, vec3(0.0))) && all(lessThanEqual(previous, vec3(1.0))))
{
// the light of the history kept within a factor of this frame's: where a lamp went away (the headlights of a passing
// train) or came, the light doesn't trail over many frames. the factor is wide, so the sampling itself stays blended
vec4 history = textureLod(fog_history, previous, 0.0);
history.rgb = clamp(history.rgb, result.rgb * (1.0 / FOG_HISTORY_REACH), result.rgb * FOG_HISTORY_REACH);
result = mix(history, result, share);
}
result = mix(textureLod(fog_history, previous, 0.0), result, share);
}
}
if (any(isnan(result)))