Use sparse texture clamp to find first populated mip level for texels

This commit is contained in:
saschawillems 2016-10-01 13:54:50 +02:00
parent 372e7d74a2
commit ab792d6a3d
4 changed files with 19 additions and 22 deletions

View file

@ -7,6 +7,9 @@ layout (binding = 1) uniform sampler2D samplerColor;
layout (location = 0) in vec2 inUV; layout (location = 0) in vec2 inUV;
layout (location = 1) in float inLodBias; layout (location = 1) in float inLodBias;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor; layout (location = 0) out vec4 outFragColor;
@ -17,29 +20,26 @@ void main()
// Get residency code for current texel // Get residency code for current texel
int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias); int residencyCode = sparseTextureARB(samplerColor, inUV, color, inLodBias);
//#define MIN_LOD
#ifdef MIN_LOD
// Fetch sparse until we get a valid texel // Fetch sparse until we get a valid texel
// todo: does not work in SPIR-V with current drivers (will be fixed in a new release)
float minLod = 1.0; float minLod = 1.0;
while (!sparseTexelsResidentARB(residencyCode)) while (!sparseTexelsResidentARB(residencyCode))
{ {
residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color); residencyCode = sparseTextureClampARB(samplerColor, inUV, minLod, color);
minLod += 1.0f; minLod += 1.0f;
} }
#endif
// Check if texel is resident // Check if texel is resident
bool texelResident = sparseTexelsResidentARB(residencyCode); bool texelResident = sparseTexelsResidentARB(residencyCode);
float lodClamp = 1.0f; if (!texelResident)
if (texelResident)
{
color = texture(samplerColor, inUV, inLodBias);
}
else
{ {
color = vec4(1.0, 0.0, 0.0, 0.0); color = vec4(1.0, 0.0, 0.0, 0.0);
} }
outFragColor = vec4(color.rgb, 1.0); vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.25) * color.rgb;
outFragColor = vec4(diffuse, 1.0);
// outFragColor = vec4(color.rgb, 1.0);
} }

View file

@ -17,9 +17,9 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV; layout (location = 0) out vec2 outUV;
layout (location = 1) out float outLodBias; layout (location = 1) out float outLodBias;
//layout (location = 2) out vec3 outNormal; layout (location = 2) out vec3 outNormal;
//layout (location = 3) out vec3 outViewVec; layout (location = 3) out vec3 outViewVec;
//layout (location = 4) out vec3 outLightVec; layout (location = 4) out vec3 outLightVec;
out gl_PerVertex out gl_PerVertex
{ {
@ -30,16 +30,13 @@ void main()
{ {
outUV = inUV; outUV = inUV;
outLodBias = ubo.lodBias; outLodBias = ubo.lodBias;
outNormal = inNormal;
vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0)); vec3 worldPos = vec3(ubo.model * vec4(inPos, 1.0));
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0); gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
/*
vec4 pos = ubo.model * vec4(inPos, 1.0); vec3 lightPos = vec3(0.0, -5.0f, 0.0f);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal; outLightVec = lightPos - inPos.xyz;
vec3 lightPos = vec3(0.0); outViewVec = ubo.viewPos.xyz - worldPos.xyz;
vec3 lPos = mat3(ubo.model) * lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = ubo.viewPos.xyz - pos.xyz;
*/
} }