speed up gfx, colored lighting is out for now
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parent
3c3e961995
commit
01e6059dd1
17 changed files with 1055 additions and 250 deletions
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@ -5,8 +5,7 @@ use alloc::vec::Vec;
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use libm::sqrtf;
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use crate::bsp::{Bsp, BspBuilder, CellPortals, Edge, Face, Leaf, Node, Plane, Portal, Vertex};
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use crate::math::{Vec3, Vec3Ext};
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use crate::pxl8::{pxl8_vec3_cross, pxl8_vec3_dot, pxl8_vec3_normalize, pxl8_vec3_scale, pxl8_vec3_add, pxl8_vec3_sub};
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use crate::math::Vec3;
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pub const CELL_SIZE: f32 = 64.0;
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pub const WALL_HEIGHT: f32 = 128.0;
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@ -408,11 +407,11 @@ const AO_RAY_LENGTH: f32 = 48.0;
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fn generate_hemisphere_samples(normal: Vec3) -> [Vec3; AO_NUM_SAMPLES] {
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let tangent = if normal.y.abs() < 0.9 {
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unsafe { pxl8_vec3_normalize(pxl8_vec3_cross(normal, Vec3::new(0.0, 1.0, 0.0))) }
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normal.cross(Vec3::new(0.0, 1.0, 0.0)).normalize()
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} else {
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unsafe { pxl8_vec3_normalize(pxl8_vec3_cross(normal, Vec3::new(1.0, 0.0, 0.0))) }
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normal.cross(Vec3::new(1.0, 0.0, 0.0)).normalize()
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};
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let bitangent = unsafe { pxl8_vec3_cross(normal, tangent) };
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let bitangent = normal.cross(tangent);
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let mut samples = [Vec3::new(0.0, 0.0, 0.0); AO_NUM_SAMPLES];
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for i in 0..AO_NUM_SAMPLES {
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@ -425,46 +424,44 @@ fn generate_hemisphere_samples(normal: Vec3) -> [Vec3; AO_NUM_SAMPLES] {
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let local_y = cos_theta;
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let local_z = sin_theta * sin_phi;
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unsafe {
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let t_contrib = pxl8_vec3_scale(tangent, local_x);
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let n_contrib = pxl8_vec3_scale(normal, local_y);
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let b_contrib = pxl8_vec3_scale(bitangent, local_z);
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samples[i] = pxl8_vec3_normalize(pxl8_vec3_add(pxl8_vec3_add(t_contrib, n_contrib), b_contrib));
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}
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let t_contrib = tangent * local_x;
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let n_contrib = normal * local_y;
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let b_contrib = bitangent * local_z;
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samples[i] = (t_contrib + n_contrib + b_contrib).normalize();
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}
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samples
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}
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fn ray_triangle_intersect(origin: Vec3, dir: Vec3, v0: Vec3, v1: Vec3, v2: Vec3, max_dist: f32) -> bool {
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let edge1 = unsafe { pxl8_vec3_sub(v1, v0) };
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let edge2 = unsafe { pxl8_vec3_sub(v2, v0) };
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let h = unsafe { pxl8_vec3_cross(dir, edge2) };
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let a = unsafe { pxl8_vec3_dot(edge1, h) };
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let edge1 = v1 - v0;
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let edge2 = v2 - v0;
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let h = dir.cross(edge2);
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let a = edge1.dot(h);
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if a > -0.0001 && a < 0.0001 {
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return false;
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}
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let f = 1.0 / a;
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let s = unsafe { pxl8_vec3_sub(origin, v0) };
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let u = f * unsafe { pxl8_vec3_dot(s, h) };
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let s = origin - v0;
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let u = f * s.dot(h);
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if u < 0.0 || u > 1.0 {
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return false;
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}
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let q = unsafe { pxl8_vec3_cross(s, edge1) };
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let v = f * unsafe { pxl8_vec3_dot(dir, q) };
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let q = s.cross(edge1);
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let v = f * dir.dot(q);
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if v < 0.0 || u + v > 1.0 {
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return false;
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}
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let t = f * unsafe { pxl8_vec3_dot(edge2, q) };
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let t = f * edge2.dot(q);
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t > 0.001 && t < max_dist
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}
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fn compute_vertex_ao(bsp: &BspBuilder, pos: Vec3, normal: Vec3) -> f32 {
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let samples = generate_hemisphere_samples(normal);
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let offset_pos = unsafe { pxl8_vec3_add(pos, pxl8_vec3_scale(normal, 0.5)) };
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let offset_pos = pos + normal * 0.5;
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let mut occluded = 0;
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@ -526,16 +523,15 @@ fn compute_vertex_light(
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let mut total = 0.0;
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for light in lights {
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let to_light = unsafe { pxl8_vec3_sub(light.position, pos) };
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let dist = unsafe { pxl8_vec3_dot(to_light, to_light) };
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let dist = sqrtf(dist).max(1.0);
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let to_light = light.position - pos;
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let dist = sqrtf(to_light.dot(to_light)).max(1.0);
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if dist > light.radius {
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continue;
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}
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let light_dir = unsafe { pxl8_vec3_normalize(to_light) };
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let ndotl = unsafe { pxl8_vec3_dot(normal, light_dir) }.max(0.0);
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let light_dir = to_light.normalize();
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let ndotl = normal.dot(light_dir).max(0.0);
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let attenuation = (1.0 - dist / light.radius).max(0.0);
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let attenuation = attenuation * attenuation;
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