feat(render3d): contact darkening, so things sit ON the ground
The existing occlusion is tuned as AMBIENT occlusion: a wide radius answering "how open is the sky here". That is the right question, and it leaves every object in the frame hovering - because what says a log is ON the ground rather than in front of it is a hard, narrow darkening in the last few centimetres where the two meet, and at a metre and a half of radius that darkening is spread so thin it is not there. A second, tight pass: eight taps inside 40 cm, which at any normal distance is a handful of pixels and stays in cache, with a much tighter range check than the ambient one so a wall across the room does not darken the floor in front of it. Small by frame area, because contact occlusion is - 1.8% of the frame, 7% of the region around the things it grounds. GL 7.0 -> 7.1 s, VK 7.3 s over 400 frames. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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031137a5fa
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4 changed files with 38 additions and 2 deletions
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@ -50,6 +50,7 @@ var post_ao_blur: Target = null
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var post_p_ao: int = 0
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var post_p_ao_blur: int = 0
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var post_ao_radius: int = 0
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var post_contact: int = 0x3FA00000 # 1.25: how hard a thing is darkened where it meets the ground
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var post_ao_intensity: int = 0
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var post_ao_strength: int = 0
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var post_gi_strength: int = 0x3ECCCCCD # 0.4
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@ -297,6 +298,9 @@ function post_ssao_pass() -> void {
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u_f2(gpu_uniform(post_p_ao, "u_texel"), fr(1, post_w), fr(1, post_h))
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u_f(gpu_uniform(post_p_ao, "u_radius"), post_ao_radius)
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u_f(gpu_uniform(post_p_ao, "u_intensity"), post_ao_intensity)
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var contact = post_contact
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if r3d_env_has("R3D_NOCONTACT") { contact = F_ZERO }
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u_f(gpu_uniform(post_p_ao, "u_contact"), contact)
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mesh_draw(post_fs)
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target_bind(post_ao_blur)
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gpu_use_program(post_p_ao_blur)
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@ -469,7 +469,7 @@ T 3e4b62f9 u_shadow 7
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T 3e4b62f9 u_tershadow 8
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T 3e4b62f9 u_ts_height 9
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P 676965ab fullscreen.vert ssgi.frag
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B 676965ab frag 1 980
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B 676965ab frag 1 984
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U 676965ab frag u_cascade_vp 0 mat4 5 64
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U 676965ab frag u_cascade_split 320 float 5 16
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U 676965ab frag u_cascade_range 400 float 5 16
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@ -509,7 +509,8 @@ U 676965ab frag u_proj 896 mat4 1 0
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U 676965ab frag u_texel 960 vec2 1 0
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U 676965ab frag u_radius 968 float 1 0
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U 676965ab frag u_intensity 972 float 1 0
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U 676965ab frag u_frame 976 float 1 0
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U 676965ab frag u_contact 976 float 1 0
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U 676965ab frag u_frame 980 float 1 0
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T 676965ab u_brdf 2
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T 676965ab u_depth 3
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T 676965ab u_irradiance 4
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@ -9,6 +9,7 @@ uniform mat4 u_proj;
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uniform vec2 u_texel;
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uniform float u_radius;
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uniform float u_intensity;
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uniform float u_contact; // the tight contact pass; 0 switches it off entirely
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uniform float u_frame;
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vec3 viewPos(vec2 uv) {
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float d = texture(u_depth, uv).r;
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@ -59,6 +60,36 @@ void main() {
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}
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}
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ao = 1.0 - u_intensity * ao / float(S);
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// ---- CONTACT -----------------------------------------------------------------------
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// The occlusion above is tuned as AMBIENT occlusion: a wide radius that answers "how open
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// is the sky here". It is the right question and it leaves every object in the frame
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// hovering, because the thing that says a log is ON the ground rather than in front of it
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// is a hard, narrow darkening in the last few centimetres where the two meet - and at a
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// metre and a half of radius that darkening is spread so thin it is not there.
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//
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// So a second, tight pass. It is cheap because it is SHORT: eight taps inside a quarter of
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// a metre, which at any normal distance is a handful of pixels and stays in cache.
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if (u_contact > 0.0) {
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float cao = 0.0;
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const int CS = 8;
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float crad = 0.40 * (1.0 + 0.004 * -P.z);
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for (int i = 0; i < CS; i++) {
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float a2 = (float(i) + noise) * 2.3999632;
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float r2 = sqrt((float(i) + 0.5 + noise) / float(CS));
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vec3 dir2 = vec3(cos(a2) * r2, sin(a2) * r2, sqrt(max(0.0, 1.0 - r2 * r2)));
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vec3 s2 = P + (t * dir2.x + b * dir2.y + N * dir2.z) * crad;
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vec4 c2 = u_proj * vec4(s2, 1.0);
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vec2 uv2 = c2.xy / c2.w * 0.5 + 0.5;
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if (uv2.x < 0.0 || uv2.x > 1.0 || uv2.y < 0.0 || uv2.y > 1.0) continue;
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float sz2 = viewPos(uv2).z;
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// a tight range check: only something genuinely touching counts, or a wall across the
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// room darkens the floor in front of it
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float rc2 = smoothstep(0.0, 1.0, crad / max(abs(P.z - sz2), 1e-4));
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cao += (sz2 >= s2.z + 0.004 * crad ? 1.0 : 0.0) * rc2;
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}
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cao = 1.0 - u_contact * cao / float(CS);
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ao = min(ao, clamp(cao, 0.0, 1.0));
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}
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float fade = smoothstep(120.0, 350.0, -P.z);
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ao = mix(clamp(ao, 0.0, 1.0), 1.0, fade);
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gi = (giW > 0.0 ? gi / float(S) : vec3(0.0)) * (1.0 - fade);
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