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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-10-18 10:19:20 +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);