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>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-19 19:49:05 +03:00
parent 031137a5fa
commit 5ca14eeaec
4 changed files with 38 additions and 2 deletions

View file

@ -50,6 +50,7 @@ var post_ao_blur: Target = null
var post_p_ao: int = 0
var post_p_ao_blur: int = 0
var post_ao_radius: int = 0
var post_contact: int = 0x3FA00000 # 1.25: how hard a thing is darkened where it meets the ground
var post_ao_intensity: int = 0
var post_ao_strength: int = 0
var post_gi_strength: int = 0x3ECCCCCD # 0.4
@ -297,6 +298,9 @@ function post_ssao_pass() -> void {
u_f2(gpu_uniform(post_p_ao, "u_texel"), fr(1, post_w), fr(1, post_h))
u_f(gpu_uniform(post_p_ao, "u_radius"), post_ao_radius)
u_f(gpu_uniform(post_p_ao, "u_intensity"), post_ao_intensity)
var contact = post_contact
if r3d_env_has("R3D_NOCONTACT") { contact = F_ZERO }
u_f(gpu_uniform(post_p_ao, "u_contact"), contact)
mesh_draw(post_fs)
target_bind(post_ao_blur)
gpu_use_program(post_p_ao_blur)