fix literally fucking everything

This commit is contained in:
catangent 2025-08-03 17:54:28 +01:00
parent 0b7eb66703
commit 109d666eb8
9 changed files with 235 additions and 75 deletions

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@ -0,0 +1,100 @@
from PIL import Image, ImageFilter
import random
import math
SQUARE_SIZE = 32
SQUARES = 2**8
ITERATIONS_PER_PIXEL = 1000
COORDS = [(1, 0), (1, 1), (0, 1), (-1, 1), (-1, 0), (-1, -1), (0, -1), (1, -1)]
def random_point_on_sphere():
theta = random.uniform(0, 2 * math.pi)
phi = math.acos(random.uniform(-1, 1))
x = math.sin(phi) * math.cos(theta)
y = math.sin(phi) * math.sin(theta)
z = math.cos(phi)
return [x, y, z]
calculated_squares = dict()
with Image.new("RGBA", (SQUARE_SIZE*SQUARES, SQUARE_SIZE), "black") as im:
px = im.load()
for square_id in range(SQUARES):
print(f"square {square_id}: ", end="")
square = square_id
# if 2 side touching tiles are obscuring, then we can assume the corner is obscuring as well
if square & (1 << 6) > 0 and square & (1 << 4) > 0:
square = square | (1 << 5)
if square & (1 << 4) > 0 and square & (1 << 2) > 0:
square = square | (1 << 3)
if square & (1 << 2) > 0 and square & (1 << 0) > 0:
square = square | (1 << 1)
if square & (1 << 0) > 0 and square & (1 << 6) > 0:
square = square | (1 << 7)
# check if we've already done the task in a rotated variation
instance_found = False
for rotation in range(4): # clockwise rotations by pi/2
rotated_square = (square >> (rotation * 2)) | ((square & ((1 << rotation*2)-1)) << 2*(4 - rotation))
if rotated_square in calculated_squares:
square_id_from = calculated_squares[rotated_square]
print(f"already calculated at {square_id_from}")
box_from = (SQUARE_SIZE*square_id_from, 0, SQUARE_SIZE*(square_id_from+1), SQUARE_SIZE)
box_to = (SQUARE_SIZE*square_id, 0, SQUARE_SIZE*(square_id+1), SQUARE_SIZE)
region = im.crop(box_from)
if rotation == 1:
region = region.transpose(Image.Transpose.ROTATE_270)
if rotation == 2:
region = region.transpose(Image.Transpose.ROTATE_180)
if rotation == 3:
region = region.transpose(Image.Transpose.ROTATE_90)
im.paste(region, box_to)
instance_found = True
break
if instance_found:
continue
# actually calculate the occlusion
obscured = [i for c, i in enumerate(COORDS) if (square >> c) & 1 == 1]
for x in range(SQUARE_SIZE):
for y in range(SQUARE_SIZE):
point_coord = ((x+0.5)/SQUARE_SIZE-0.5, (y+0.5)/SQUARE_SIZE-0.5, 0)
count = 0
for i in range(ITERATIONS_PER_PIXEL):
point = random_point_on_sphere()
point[0] += point_coord[0]
point[1] += point_coord[1]
rounded_point = (round(point[0]), round(point[1]))
if rounded_point in obscured:
count += 1
result_color = 255-255*count//ITERATIONS_PER_PIXEL
px[x+square_id*SQUARE_SIZE, y] = (result_color, result_color, result_color, 255)
calculated_squares[square] = square_id
# smooth it
box = (SQUARE_SIZE*square_id, 0, SQUARE_SIZE*(square_id+1), SQUARE_SIZE)
region = im.crop(box)
region = region.filter(filter=ImageFilter.GaussianBlur(2))
im.paste(region, box)
print(f"calculated")
print(f"total squares calculated: {len(calculated_squares)}")
# result_side_length = int(SQUARES**0.5)
# with Image.new("RGBA", (SQUARE_SIZE*result_side_length, SQUARE_SIZE*result_side_length), "black") as new_im:
# for i in range(result_side_length):
# box_from = (SQUARE_SIZE*result_side_length*i, 0, SQUARE_SIZE*result_side_length*(i+1), SQUARE_SIZE)
# box_to = (0, SQUARE_SIZE*i, SQUARE_SIZE*result_side_length, SQUARE_SIZE*(i+1))
# new_im.paste(im.crop(box_from), box_to)
# new_im.show()
# new_im.save("../images/ambient_occlusion.png")
im.show()
im.save("../images/ambient_occlusion.png")

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@ -1,6 +1,7 @@
#version 330 core
uniform sampler2D diffuseMap;
uniform sampler2D occlusionMap;
uniform vec2 textureTiling;
in vec2 fragTexCoord;
@ -17,30 +18,52 @@ flat in int quadWidth;
out vec4 outColor;
// this is a shitty approximation of arcsin(x)/pi that gets the tails right and is reasonably close to the actual arcsin(x)/pi curve.
float fakeArcsin(float x) {
x = clamp(x, -1.0, 1.0);
float ax = abs(x);
float sqrtPart = sqrt(1.0 - ax);
float result = 0.5 - sqrtPart * (0.5 - 0.06667 * ax);
return x < 0.0 ? -result : result;
int calculate_ao_square()
{
ivec2 tileCoord = ivec2(fragTileTexCoord);
int ao_square = 0;
if(tileCoord.x == quadWidth - 1 && ((occlusionSides.x & uint(1 << tileCoord.y)) > uint(0))) ao_square |= 1 << 0;
if(tileCoord.x == quadWidth - 1 && tileCoord.y == quadHeight - 1 && bottomRightObscured > 0) ao_square |= 1 << 1;
if(tileCoord.x == quadWidth - 1 && tileCoord.y != quadHeight - 1 && ((occlusionSides.x & uint(1 << (tileCoord.y+1))) > uint(0))) ao_square |= 1 << 1;
if(tileCoord.x != quadWidth - 1 && tileCoord.y == quadHeight - 1 && ((occlusionSides.w & uint(1 << (tileCoord.x+1))) > uint(0))) ao_square |= 1 << 1;
if(tileCoord.y == quadHeight - 1 && ((occlusionSides.w & uint(1 << tileCoord.x)) > uint(0))) ao_square |= 1 << 2;
if(tileCoord.x == 0 && tileCoord.y == quadHeight - 1 && bottomLeftObscured > 0) ao_square |= 1 << 3;
if(tileCoord.x == 0 && tileCoord.y != quadHeight - 1 && ((occlusionSides.y & uint(1 << (tileCoord.y+1))) > uint(0))) ao_square |= 1 << 3;
if(tileCoord.x != 0 && tileCoord.y == quadHeight - 1 && ((occlusionSides.w & uint(1 << (tileCoord.x-1))) > uint(0))) ao_square |= 1 << 3;
if(tileCoord.x == 0 && ((occlusionSides.y & uint(1 << tileCoord.y)) > uint(0))) ao_square |= 1 << 4;
if(tileCoord.x == 0 && tileCoord.y == 0 && topRightObscured > 0) ao_square |= 1 << 5;
if(tileCoord.x == 0 && tileCoord.y != 0 && ((occlusionSides.y & uint(1 << (tileCoord.y-1))) > uint(0))) ao_square |= 1 << 5;
if(tileCoord.x != 0 && tileCoord.y == 0 && ((occlusionSides.z & uint(1 << (tileCoord.x-1))) > uint(0))) ao_square |= 1 << 5;
if(tileCoord.y == 0 && ((occlusionSides.z & uint(1 << tileCoord.x)) > uint(0))) ao_square |= 1 << 6;
if(tileCoord.x == quadWidth - 1 && tileCoord.y == 0 && topLeftObscured > 0) ao_square |= 1 << 7;
if(tileCoord.x == quadWidth - 1 && tileCoord.y != 0 && ((occlusionSides.x & uint(1 << (tileCoord.y-1))) > uint(0))) ao_square |= 1 << 7;
if(tileCoord.x != quadWidth - 1 && tileCoord.y == 0 && ((occlusionSides.z & uint(1 << (tileCoord.x+1))) > uint(0))) ao_square |= 1 << 7;
return ao_square;
}
void main()
{
vec2 texCoord = (floor(fragTexCoord*textureTiling) + fract(fragTileTexCoord)) / textureTiling;
int ao_square = calculate_ao_square();
outColor = texture(diffuseMap, texCoord);
ivec2 floorFragTileTexCoord = ivec2(fragTileTexCoord);
if(floorFragTileTexCoord.x < 1 && ((occlusionSides.x >> floorFragTileTexCoord.x) & uint(1)) == uint(1)) {
outColor *= 0.5 + fakeArcsin(fragTileTexCoord.x);
}
outColor *= texture(occlusionMap, (vec2(ao_square, 0)+fract(fragTileTexCoord))/vec2(256, 1));
outColor.a = 1;
uint bit = uint(fragTileTexCoord * 32);
outColor.g = (((occlusionSides.x >> bit) & uint(1)) == uint(1)) ?
((bit % uint(2) == uint(0)) ? 1.0 : 0.8):
((bit % uint(2) == uint(0)) ? 0.0 : 0.2);
//uint bit = uint(fragTileTexCoord * 32);
//outColor.g = (((uint(quadWidth) >> bit) & uint(1)) == uint(1)) ?
// ((bit % uint(2) == uint(0)) ? 1.0 : 0.8):
// ((bit % uint(2) == uint(0)) ? 0.0 : 0.2);
}

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@ -29,7 +29,7 @@ void main() {
gl_Position = mvp*vec4(vertexPosition, 1.0);
// metadata 1 parsing
int metadata1W = int(vertexMetadata1.w);
int metadata1W = int(vertexMetadata1.x);
topLeftObscured = (metadata1W & 0x1); // Take 0th bit.
topRightObscured = (metadata1W & 0x2) >> 1; // Take 1st bits.
bottomLeftObscured = (metadata1W & 0x4) >> 2; // Take 2nd bits.