Pre-compute view_mat_inv * proj_mat_inv on the CPU before sending to the cloud shader

This commit is contained in:
Imbris 2022-06-11 19:06:31 -04:00 committed by IsseW
parent e2969dc5f9
commit 5866e23e32
3 changed files with 54 additions and 11 deletions

View File

@ -42,17 +42,31 @@ layout(location = 0) in vec2 uv;
layout (std140, set = 2, binding = 4)
uniform u_locals {
mat4 proj_mat_inv;
mat4 view_mat_inv;
//mat4 proj_mat_inv;
//mat4 view_mat_inv;
mat4 all_mat_inv;
};
layout(location = 0) out vec4 tgt_color;
// start
// 777 instructions with rain commented out
// 0.55 - 0.58 ms staring at high time area in sky in rain
// 0.48 ms staring at roughly open sky in rain 45 degree
// 0.35 ms staring at feet in rain
// precombine inversion matrix
// 683 instructions
// 0.55 ms starting at high time arena in sky in rain
// 0.46 ms staring roughly open sky roughly 45 degree in rain
// 0.33 ms staring at feet in rain
vec3 wpos_at(vec2 uv) {
float buf_depth = texture(sampler2D(t_src_depth, s_src_depth), uv).x;
mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
//mat4 inv = view_mat_inv * proj_mat_inv;//inverse(all_mat);
vec4 clip_space = vec4((uv * 2.0 - 1.0) * vec2(1, -1), buf_depth, 1.0);
vec4 view_space = inv * clip_space;
vec4 view_space = all_mat_inv * clip_space;
view_space /= view_space.w;
if (buf_depth == 0.0) {
vec3 direction = normalize(view_space.xyz);
@ -62,7 +76,7 @@ vec3 wpos_at(vec2 uv) {
}
}
mat4 spin_in_axis(vec3 axis, float angle)
/*mat4 spin_in_axis(vec3 axis, float angle)
{
axis = normalize(axis);
float s = sin(angle);
@ -73,10 +87,11 @@ mat4 spin_in_axis(vec3 axis, float angle)
oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0,
oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0,
0, 0, 0, 1);
}
}*/
void main() {
vec4 color = texture(sampler2D(t_src_color, s_src_color), uv);
color.rgb *= 0.25;
#ifdef EXPERIMENTAL_BAREMINIMUM
tgt_color = vec4(color.rgb, 1);
@ -93,25 +108,43 @@ void main() {
cloud_blend = 1.0 - color.a;
dist = DIST_CAP;
}
color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
//color.rgb = mix(color.rgb, get_cloud_color(color.rgb, dir, cam_pos.xyz, time_of_day.x, dist, 1.0), cloud_blend);
#if (CLOUD_MODE == CLOUD_MODE_NONE)
color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
#else
vec3 old_color = color.rgb;
// 0.43 ms extra without this
// 0.01 ms spent on rain_density_at?
// 0.49 -> 0.13 (0.36 ms with full occupancy)
//tgt_color = vec4(color.rgb, 1);
//return;
// normalized direction from the camera position to the fragment in world, transformed by the relative rain direction
dir = (vec4(dir, 0) * rel_rain_dir_mat).xyz;
// stretch z values far from 0
float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z);
// normalize xy to get a 2d direction
vec2 dir_2d = normalize(dir.xy);
// view_pos is the angle from x axis (except x and y are flipped, so the
// angle 0 is looking along the y-axis)
//
// combined with stretched z position essentially we unroll a cylinder
// around the z axis while stretching it to make the sections near the
// origin larger in the Z direction
vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
// compute camera position in the world
vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
// Rain density is now only based on the cameras current position.
// This could be affected by a setting where rain_density_at is instead
// called each iteration of the loop. With the current implementation
// of rain_dir this has issues with being in a place where it doesn't rain
// and seeing rain.
float rain_density = rain_density * 1.0;
if (medium.x == MEDIUM_AIR && rain_density > 0.0) {
float rain_dist = 50.0;
#if (CLOUD_MODE <= CLOUD_MODE_LOW)
@ -133,6 +166,13 @@ void main() {
vec2 cell = floor(rain_pos * drop_density) / drop_density;
// For reference:
//
// float hash(vec4 p) {
// p = fract(p * 0.3183099 + 0.1) - fract(p + 23.22121);
// p *= 17.0;
// return (fract(p.x * p.y * (1.0 - p.z) * p.w * (p.x + p.y + p.z + p.w)) - 0.5) * 2.0;
// }
float drop_depth = mix(
old_rain_dist,
rain_dist,

View File

@ -28,6 +28,7 @@ vec4 cubic(float v) {
return vec4(x, y, z, w) * (1.0/6.0);
}
// Computes atan(y, x), except with more stability when x is near 0.
float atan2(in float y, in float x) {
bool s = (abs(x) > abs(y));
return mix(PI/2.0 - atan(x,y), atan(y,x), s);

View File

@ -8,8 +8,9 @@ use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Locals {
proj_mat_inv: [[f32; 4]; 4],
view_mat_inv: [[f32; 4]; 4],
//proj_mat_inv: [[f32; 4]; 4],
//view_mat_inv: [[f32; 4]; 4],
all_mat_inv: [[f32; 4]; 4],
}
impl Default for Locals {
@ -19,8 +20,9 @@ impl Default for Locals {
impl Locals {
pub fn new(proj_mat_inv: Mat4<f32>, view_mat_inv: Mat4<f32>) -> Self {
Self {
proj_mat_inv: proj_mat_inv.into_col_arrays(),
view_mat_inv: view_mat_inv.into_col_arrays(),
//proj_mat_inv: proj_mat_inv.into_col_arrays(),
//view_mat_inv: view_mat_inv.into_col_arrays(),
all_mat_inv: (view_mat_inv * proj_mat_inv).into_col_arrays(),
}
}
}