Improve DDGI probes relocation to search 64 nearby locations around the probe

This commit is contained in:
Wojciech Figat
2022-07-01 12:41:33 +02:00
parent b40a890d31
commit e2319ceca3
4 changed files with 73 additions and 7 deletions

View File

@@ -68,6 +68,33 @@ void GetGlobalSDFCascadeUV(const GlobalSDFData data, uint cascade, float3 worldP
textureUV = float3(((float)cascade + cascadeUV.x) / (float)data.CascadesCount, cascadeUV.y, cascadeUV.z); // cascades are placed next to each other on X axis
}
// Gets the Global SDF cascade index for the given world location.
uint GetGlobalSDFCascade(const GlobalSDFData data, float3 worldPosition)
{
for (uint cascade = 0; cascade < data.CascadesCount; cascade++)
{
float cascadeMaxDistance;
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeMaxDistance, cascadeUV, textureUV);
if (all(cascadeUV > 0) && all(cascadeUV < 1))
return cascade;
}
return 0;
}
// Samples the Global SDF cascade and returns the distance to the closest surface (in world units) at the given world location.
float SampleGlobalSDFCascade(const GlobalSDFData data, Texture3D<float> tex, float3 worldPosition, uint cascade)
{
float distance = GLOBAL_SDF_WORLD_SIZE;
float cascadeMaxDistance;
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeMaxDistance, cascadeUV, textureUV);
float cascadeDistance = tex.SampleLevel(SamplerLinearClamp, textureUV, 0);
if (cascadeDistance < 1.0f && !any(cascadeUV < 0) && !any(cascadeUV > 1))
distance = cascadeDistance * cascadeMaxDistance;
return distance;
}
// Samples the Global SDF and returns the distance to the closest surface (in world units) at the given world location.
float SampleGlobalSDF(const GlobalSDFData data, Texture3D<float> tex, float3 worldPosition)
{