1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-04 13:13:25 +03:00

0025414: Visualization - Optimize ray-tracing performance

This patch increases ray-tracing performance up to 12% in regular mode, and up to 36% in FSAA mode.
This commit is contained in:
dbp
2014-10-23 18:18:24 +04:00
committed by bugmaster
parent 67e36f0c7a
commit 50d0e1cefd
5 changed files with 64 additions and 30 deletions

View File

@@ -5,6 +5,11 @@
//! Normalized pixel coordinates.
in vec2 vPixel;
//! Sub-pixel offset in X direction for FSAA.
uniform float uOffsetX = 0.f;
//! Sub-pixel offset in Y direction for FSAA.
uniform float uOffsetY = 0.f;
//! Origin of viewing ray in left-top corner.
uniform vec3 uOriginLT;
//! Origin of viewing ray in left-bottom corner.

View File

@@ -4,11 +4,6 @@ uniform sampler2D uFSAAInputTexture;
//! Number of accumulated FSAA samples.
uniform int uSamples;
//! Sub-pixel offset in X direction for FSAA.
uniform float uOffsetX;
//! Sub-pixel offset in Y direction for FSAA.
uniform float uOffsetY;
//! Output pixel color.
out vec4 OutColor;
@@ -25,6 +20,10 @@ void main (void)
int aPixelX = int (gl_FragCoord.x);
int aPixelY = int (gl_FragCoord.y);
// Adjust FLIPTRI pattern used for adaptive FSAA
float anOffsetX = mix (uOffsetX, -uOffsetX, float (aPixelX % 2));
float anOffsetY = mix (uOffsetY, -uOffsetY, float (aPixelY % 2));
vec4 aClr0 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 0), 0);
vec4 aClr1 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY - 1), 0);
vec4 aClr2 = texelFetch (uFSAAInputTexture, ivec2 (aPixelX + 0, aPixelY + 1), 0);
@@ -47,7 +46,7 @@ void main (void)
abs (aClr6.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr7.w - aClr0.w) > LUM_DIFFERENCE ||
abs (aClr8.w - aClr0.w) > LUM_DIFFERENCE;
if (!aRender)
{
aRender = abs (dot (LUMA, aClr1.xyz) - aLum) > LUM_DIFFERENCE ||
@@ -61,19 +60,19 @@ void main (void)
}
vec4 aColor = aClr0;
if (aRender)
{
SRay aRay = GenerateRay (vPixel + vec2 (uOffsetX, uOffsetY));
SRay aRay = GenerateRay (vPixel + vec2 (anOffsetX, anOffsetY));
vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);
aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,
aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,
aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);
aColor = mix (aClr0, clamp (Radiance (aRay, aInvDirect), 0.f, 1.f), 1.f / uSamples);
}
OutColor = aColor;
}