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Tiny fix for lightmapper DDA
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- Ensures only one axis advances at a time
- This fixes extremely corner cases where the DDA may skip over geometry
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reduz committed Jan 10, 2024
1 parent 13a0d6e commit caef2be
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Showing 2 changed files with 11 additions and 2 deletions.
2 changes: 1 addition & 1 deletion editor/plugins/lightmap_gi_editor_plugin.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -105,7 +105,7 @@ void LightmapGIEditorPlugin::_bake_select_file(const String &p_file) {
EditorNode::get_singleton()->show_warning(TTR("Lightmap data is not local to the scene."));
} break;
case LightmapGI::BAKE_ERROR_TEXTURE_SIZE_TOO_SMALL: {
EditorNode::get_singleton()->show_warning(TTR("Maximum texture size is too small for the lightmap images."));
EditorNode::get_singleton()->show_warning(TTR("Maximum texture size is too small for the lightmap images.\nWhile this can be fixed by increasing the maximum texture size, it is recommended you split the scene into more objects instead."));
} break;
default: {
} break;
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11 changes: 10 additions & 1 deletion modules/lightmapper_rd/lm_compute.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -264,7 +264,16 @@ uint trace_ray(vec3 p_from, vec3 p_to, bool p_any_hit, out float r_distance, out
break;
}

bvec3 mask = lessThanEqual(side.xyz, min(side.yzx, side.zxy));
// There should be only one axis updated at a time for DDA to work properly.
bvec3 mask = bvec3(true, false, false);
float m = side.x;
if (side.y < m) {
m = side.y;
mask = bvec3(false, true, false);
}
if (side.z < m) {
mask = bvec3(false, false, true);
}
side += vec3(mask) * delta;
icell += ivec3(vec3(mask)) * step;
iters++;
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