Add objects rasterization to Global Surface Atlas

This commit is contained in:
Wojciech Figat
2022-04-04 17:13:31 +02:00
parent 8bf01146f1
commit 016b96e9f0
5 changed files with 457 additions and 12 deletions

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Content/Shaders/GlobalSurfaceAtlas.flax (Stored with Git LFS)

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@@ -3,6 +3,8 @@
#include "GlobalSurfaceAtlasPass.h"
#include "GlobalSignDistanceFieldPass.h"
#include "RenderList.h"
#include "Engine/Core/Math/Matrix3x3.h"
#include "Engine/Core/Math/OrientedBoundingBox.h"
#include "Engine/Engine/Engine.h"
#include "Engine/Content/Content.h"
#include "Engine/Graphics/GPUDevice.h"
@@ -10,6 +12,20 @@
#include "Engine/Graphics/RenderBuffers.h"
#include "Engine/Graphics/RenderTargetPool.h"
#include "Engine/Graphics/Shaders/GPUShader.h"
#include "Engine/Level/Actors/StaticModel.h"
#include "Engine/Level/Scene/SceneRendering.h"
#include "Engine/Utilities/RectPack.h"
// This must match HLSL
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (1)
#define GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE (16 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE)
#define GLOBAL_SURFACE_ATLAS_TILE_PADDING 1 // 1px padding to prevent color bleeding between tiles
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW 1 // Forces to redraw all object tiles every frame
#define GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS 0 // Debug draws object bounds on redraw (and tile draw projection locations)
#if GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS
#include "Engine/Debug/DebugDraw.h"
#endif
PACK_STRUCT(struct Data0
{
@@ -19,20 +35,65 @@ PACK_STRUCT(struct Data0
float ViewFarPlane;
Vector4 ViewFrustumWorldRays[4];
GlobalSignDistanceFieldPass::GlobalSDFData GlobalSDF;
GlobalSurfaceAtlasPass::GlobalSurfaceAtlasData GlobalSurfaceAtlas;
});
struct GlobalSurfaceAtlasTile : RectPack<GlobalSurfaceAtlasTile, uint16>
{
GlobalSurfaceAtlasTile(uint16 x, uint16 y, uint16 width, uint16 height)
: RectPack<GlobalSurfaceAtlasTile, uint16>(x, y, width, height)
{
}
void OnInsert(class GlobalSurfaceAtlasCustomBuffer* buffer, Actor* actor, int32 tileIndex);
void OnFree()
{
}
};
struct GlobalSurfaceAtlasObject
{
uint64 LastFrameUsed;
GlobalSurfaceAtlasTile* Tiles[6] = {};
OrientedBoundingBox Bounds;
};
class GlobalSurfaceAtlasCustomBuffer : public RenderBuffers::CustomBuffer
{
public:
GPUTexture* Dummy = nullptr; // TODO use some actual atlas textures
int32 Resolution = 0;
GPUTexture* AtlasDepth = nullptr;
GPUTexture* AtlasGBuffer0 = nullptr;
GPUTexture* AtlasGBuffer1 = nullptr;
GPUTexture* AtlasGBuffer2 = nullptr;
GPUTexture* AtlasDirectLight = nullptr;
GlobalSurfaceAtlasPass::BindingData Result;
GlobalSurfaceAtlasTile* AtlasTiles = nullptr; // TODO: optimize with a single allocation for atlas tiles
Dictionary<Actor*, GlobalSurfaceAtlasObject> Objects;
FORCE_INLINE void Clear()
{
RenderTargetPool::Release(AtlasDepth);
RenderTargetPool::Release(AtlasGBuffer0);
RenderTargetPool::Release(AtlasGBuffer1);
RenderTargetPool::Release(AtlasGBuffer2);
RenderTargetPool::Release(AtlasDirectLight);
SAFE_DELETE(AtlasTiles);
Objects.Clear();
}
~GlobalSurfaceAtlasCustomBuffer()
{
RenderTargetPool::Release(Dummy);
Clear();
}
};
void GlobalSurfaceAtlasTile::OnInsert(GlobalSurfaceAtlasCustomBuffer* buffer, Actor* actor, int32 tileIndex)
{
buffer->Objects[actor].Tiles[tileIndex] = this;
}
String GlobalSurfaceAtlasPass::ToString() const
{
return TEXT("GlobalSurfaceAtlasPass");
@@ -48,6 +109,9 @@ bool GlobalSurfaceAtlasPass::Init()
bool GlobalSurfaceAtlasPass::setupResources()
{
if (!_supported)
return true;
// Load shader
if (!_shader)
{
@@ -93,6 +157,7 @@ void GlobalSurfaceAtlasPass::Dispose()
RendererPass::Dispose();
// Cleanup
SAFE_DELETE(_objectsBuffer);
SAFE_DELETE_GPU_RESOURCE(_psDebug);
_cb0 = nullptr;
_shader = nullptr;
@@ -114,22 +179,306 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
result = surfaceAtlasData.Result;
return false;
}
surfaceAtlasData.LastFrameUsed = currentFrame;
PROFILE_GPU_CPU("Global Surface Atlas");
return false;
// TODO: configurable via graphics settings
const int32 resolution = 4096;
// TODO: configurable via postFx settings (maybe use Global SDF distance?)
const float distance = 20000;
// TODO: Initialize buffers
surfaceAtlasData.LastFrameUsed = currentFrame;
// Initialize buffers
bool noCache = surfaceAtlasData.Resolution != resolution;
if (noCache)
{
surfaceAtlasData.Clear();
surfaceAtlasData.AtlasTiles = New<GlobalSurfaceAtlasTile>(0, 0, resolution, resolution);
// TODO: Rasterize world geometry into Global Surface Atlas
auto desc = GPUTextureDescription::New2D(resolution, resolution, PixelFormat::Unknown);
uint64 memUsage = 0;
// TODO: try using BC4/BC5/BC7 block compression for Surface Atlas (eg. for Tiles material properties)
#define INIT_ATLAS_TEXTURE(texture, format) desc.Format = format; surfaceAtlasData.texture = RenderTargetPool::Get(desc); if (!surfaceAtlasData.texture) return true; memUsage += surfaceAtlasData.texture->GetMemoryUsage()
INIT_ATLAS_TEXTURE(AtlasGBuffer0, GBUFFER0_FORMAT);
INIT_ATLAS_TEXTURE(AtlasGBuffer1, GBUFFER1_FORMAT);
INIT_ATLAS_TEXTURE(AtlasGBuffer2, GBUFFER2_FORMAT);
INIT_ATLAS_TEXTURE(AtlasDirectLight, LIGHT_BUFFER_FORMAT);
desc.Flags = GPUTextureFlags::DepthStencil | GPUTextureFlags::ShaderResource;
INIT_ATLAS_TEXTURE(AtlasDepth, PixelFormat::D16_UNorm);
#undef INIT_ATLAS_TEXTURE
surfaceAtlasData.Resolution = resolution;
LOG(Info, "Global Surface Atlas resolution: {0}, memory usage: {1} MB", resolution, memUsage / 1024 / 1024);
}
// Add objects into the atlas
if (_objectsBuffer)
_objectsBuffer->Clear();
else
_objectsBuffer = New<DynamicTypedBuffer>(256 * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE, PixelFormat::R32G32B32A32_Float, false, TEXT("GlobalSurfaceAtlas.ObjectsBuffer"));
_dirtyObjectsBuffer.Clear();
{
PROFILE_CPU_NAMED("Draw");
const uint32 viewMask = renderContext.View.RenderLayersMask;
const Vector3 viewPosition = renderContext.View.Position;
const uint16 minTileResolution = 8; // Minimum size (in texels) of the tile in atlas
const uint16 maxTileResolution = 128; // Maximum size (in texels) of the tile in atlas
const uint16 tileResolutionAlignment = 8; // Alignment to snap (down) tiles resolution which allows to reuse atlas slots once object gets resizes/replaced by other object
const float minObjectRadius = 20.0f; // Skip too small objects
const float tileTexelsPerWorldUnit = 1.0f / 4.0f; // Scales the tiles resolution
const float distanceScalingStart = 2000.0f; // Distance from camera at which the tiles resolution starts to be scaled down
const float distanceScalingEnd = 5000.0f; // Distance from camera at which the tiles resolution end to be scaled down
const float distanceScaling = 0.1f; // The scale for tiles at distanceScalingEnd and further away
static_assert(GLOBAL_SURFACE_ATLAS_TILE_PADDING < minTileResolution, "Invalid tile size configuration.");
for (auto* scene : renderContext.List->Scenes)
{
// TODO: optimize for static objects (SceneRendering could have separate and optimized caching for static actors)
for (auto& e : scene->Actors)
{
if (viewMask & e.LayerMask && e.Bounds.Radius >= minObjectRadius && CollisionsHelper::DistanceSpherePoint(e.Bounds, viewPosition) < distance)
{
// TODO: move into actor-specific Draw() impl (eg. via GlobalSurfaceAtlas pass)
auto* staticModel = ScriptingObject::Cast<StaticModel>(e.Actor);
if (staticModel && staticModel->Model && staticModel->Model->IsLoaded() && staticModel->Model->CanBeRendered())
{
const bool staticLight = staticModel->HasStaticFlag(StaticFlags::Lightmap);
Matrix localToWorld;
staticModel->GetWorld(&localToWorld);
bool anyTile = false, dirty = false;
GlobalSurfaceAtlasObject* object = surfaceAtlasData.Objects.TryGet(e.Actor);
auto& lod = staticModel->Model->LODs.Last();
BoundingBox localBounds = lod.GetBox();
Vector3 boundsSize = localBounds.GetSize() * staticModel->GetScale();
const float distanceScale = Math::Lerp(1.0f, distanceScaling, Math::InverseLerp(distanceScalingStart, distanceScalingEnd, CollisionsHelper::DistanceSpherePoint(e.Bounds, viewPosition)));
const float tilesScale = tileTexelsPerWorldUnit * distanceScale;
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
// Calculate optimal tile resolution for the object side
Vector3 boundsSizeTile = boundsSize;
boundsSizeTile.Raw[tileIndex / 2] = MAX_float; // Ignore depth size
boundsSizeTile.Absolute();
uint16 tileResolution = (uint16)(boundsSizeTile.MinValue() * tilesScale);
if (tileResolution < minTileResolution)
{
// Skip too small surfaces
if (object && object->Tiles[tileIndex])
{
object->Tiles[tileIndex]->Free();
object->Tiles[tileIndex] = nullptr;
}
continue;
}
// Clamp and snap to reduce atlas fragmentation
tileResolution = Math::Clamp(tileResolution, minTileResolution, maxTileResolution);
tileResolution = Math::AlignDown(tileResolution, tileResolutionAlignment);
// Reuse current tile (refit only on a significant resolution change)
if (object && object->Tiles[tileIndex])
{
const uint16 tileRefitResolutionStep = 32;
const uint16 currentSize = object->Tiles[tileIndex]->Width;
if (Math::Abs(tileResolution - currentSize) < tileRefitResolutionStep)
{
if (!staticLight)
{
// TODO: collect dirty tile to be rasterized once every X frames
}
anyTile = true;
continue;
}
object->Tiles[tileIndex]->Free();
}
// Insert tile into atlas
auto* tile = surfaceAtlasData.AtlasTiles->Insert(tileResolution, tileResolution, 0, &surfaceAtlasData, e.Actor, tileIndex);
// TODO: try to perform atlas defragmentation if it's full (eg. max once per ~10s)
if (tile)
{
if (!object)
object = &surfaceAtlasData.Objects[e.Actor];
object->Tiles[tileIndex] = tile;
anyTile = true;
dirty = true;
}
else if (object)
{
object->Tiles[tileIndex] = nullptr;
}
}
if (anyTile)
{
// Mark object as used
object->LastFrameUsed = currentFrame;
object->Bounds = OrientedBoundingBox(localBounds);
object->Bounds.Transform(localToWorld);
if (dirty || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW)
_dirtyObjectsBuffer.Add(ToPair(e.Actor, object));
// TODO: populate ObjectsBuffer with objects tiles data
// Write to objects buffer (this must match unpacking logic in HLSL)
// TODO: cache data for static objects to optimize CPU perf (move ObjectsBuffer into surfaceAtlasData)
Vector4 objectData[GLOBAL_SURFACE_ATLAS_OBJECT_SIZE];
objectData[0] = *(Vector4*)&e.Bounds;
_objectsBuffer->Write(objectData);
}
}
}
}
}
}
// Remove unused objects
for (auto it = surfaceAtlasData.Objects.Begin(); it.IsNotEnd(); ++it)
{
if (it->Value.LastFrameUsed != currentFrame)
{
for (auto& tile : it->Value.Tiles)
{
if (tile)
tile->Free();
}
surfaceAtlasData.Objects.Remove(it);
}
}
// TODO: perform atlas defragmentation after certain amount of tiles removal
// Send objects data to the GPU
{
PROFILE_GPU_CPU("Update Objects");
// TODO: cache objects data in surfaceAtlasData to reduce memory transfer
_objectsBuffer->Flush(context);
}
// Rasterize world geometry material properties into Global Surface Atlas
if (_dirtyObjectsBuffer.Count() != 0)
{
PROFILE_GPU_CPU("Rasterize Tiles");
RenderContext renderContextTiles = renderContext;
renderContextTiles.List = RenderList::GetFromPool();
renderContextTiles.View.Pass = DrawPass::GBuffer;
renderContextTiles.View.Mode = ViewMode::Default;
renderContextTiles.View.ModelLODBias += 100000;
renderContextTiles.View.ShadowModelLODBias += 100000;
renderContextTiles.View.IsSingleFrame = true;
renderContextTiles.View.Near = 0.0f;
renderContextTiles.View.Prepare(renderContextTiles);
GPUTextureView* depthBuffer = surfaceAtlasData.AtlasDepth->View();
GPUTextureView* targetBuffers[4] =
{
surfaceAtlasData.AtlasDirectLight->View(),
surfaceAtlasData.AtlasGBuffer0->View(),
surfaceAtlasData.AtlasGBuffer1->View(),
surfaceAtlasData.AtlasGBuffer2->View(),
};
context->SetRenderTarget(depthBuffer, ToSpan(targetBuffers, ARRAY_COUNT(targetBuffers)));
{
PROFILE_GPU_CPU("Clear");
if (noCache || GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_TILES_REDRAW)
{
/// Full-atlas hardware clear
context->ClearDepth(depthBuffer);
context->Clear(targetBuffers[0], Color::Transparent);
context->Clear(targetBuffers[1], Color::Transparent);
context->Clear(targetBuffers[2], Color::Transparent);
context->Clear(targetBuffers[3], Color(1, 0, 0, 0));
}
else
{
// TODO: clear all dirt tiles in a single draw call (software)
}
}
renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBuffer].CanUseInstancing = false;
renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].CanUseInstancing = false;
for (const auto& e : _dirtyObjectsBuffer)
{
renderContextTiles.List->Clear();
renderContextTiles.List->DrawCalls.Clear();
renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBuffer].Indices.Clear();
renderContextTiles.List->DrawCallsLists[(int32)DrawCallsListType::GBufferNoDecals].Indices.Clear();
// Fake projection matrix to disable Screen Size culling based on RenderTools::ComputeBoundsScreenRadiusSquared
renderContextTiles.View.Projection.Values[0][0] = 10000.0f;
// Collect draw calls for the object
e.First->Draw(renderContextTiles);
// Render all tiles into the atlas
GlobalSurfaceAtlasObject& object = *e.Second;
#if GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS
DebugDraw::DrawBox(object.Bounds, Color::Red.AlphaMultiplied(0.4f));
#endif
for (int32 tileIndex = 0; tileIndex < 6; tileIndex++)
{
auto* tile = object.Tiles[tileIndex];
if (!tile)
continue;
const float tileWidth = (float)tile->Width - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
const float tileHeight = (float)tile->Height - GLOBAL_SURFACE_ATLAS_TILE_PADDING;
// Setup view to render object from the side
Vector3 xAxis, yAxis, zAxis = Vector3::Zero;
zAxis.Raw[tileIndex / 2] = tileIndex & 1 ? 1.0f : -1.0f;
yAxis = tileIndex == 2 || tileIndex == 3 ? Vector3::Right : Vector3::Up;
Vector3::Cross(yAxis, zAxis, xAxis);
Vector3 localSpaceOffset = -zAxis * object.Bounds.Extents;
Vector3::TransformNormal(xAxis, object.Bounds.Transformation, xAxis);
Vector3::TransformNormal(yAxis, object.Bounds.Transformation, yAxis);
Vector3::TransformNormal(zAxis, object.Bounds.Transformation, zAxis);
xAxis.NormalizeFast();
yAxis.NormalizeFast();
zAxis.NormalizeFast();
Vector3::Transform(localSpaceOffset, object.Bounds.Transformation, renderContextTiles.View.Position);
renderContextTiles.View.Direction = zAxis;
// Create view matrix
Matrix viewMatrix;
viewMatrix.SetColumn1(Vector4(xAxis, -Vector3::Dot(xAxis, renderContextTiles.View.Position)));
viewMatrix.SetColumn2(Vector4(yAxis, -Vector3::Dot(yAxis, renderContextTiles.View.Position)));
viewMatrix.SetColumn3(Vector4(zAxis, -Vector3::Dot(zAxis, renderContextTiles.View.Position)));
viewMatrix.SetColumn4(Vector4(0, 0, 0, 1));
// Calculate object bounds size in the view
OrientedBoundingBox viewBounds(object.Bounds);
viewBounds.Transform(viewMatrix);
Vector3 viewExtent;
Vector3::TransformNormal(viewBounds.Extents, viewBounds.Transformation, viewExtent);
Vector3 viewBoundsSize = viewExtent.GetAbsolute() * 2.0f;
// Setup projection to capture object from the side
renderContextTiles.View.Near = -0.1f; // Small offset to prevent clipping with the closest triangles
renderContextTiles.View.Far = viewBoundsSize.Z + 0.2f;
Matrix projectionMatrix;
Matrix::Ortho(viewBoundsSize.X, viewBoundsSize.Y, renderContextTiles.View.Near, renderContextTiles.View.Far, projectionMatrix);
renderContextTiles.View.SetUp(viewMatrix, projectionMatrix);
#if GLOBAL_SURFACE_ATLAS_DEBUG_FORCE_DRAW_OBJECTS
DebugDraw::DrawLine(renderContextTiles.View.Position, renderContextTiles.View.Position + renderContextTiles.View.Direction * 20.0f, Color::Orange);
DebugDraw::DrawWireSphere(BoundingSphere(renderContextTiles.View.Position, 10.0f), Color::Green);
#endif
// Draw
context->SetViewportAndScissors(Viewport(tile->X, tile->Y, tileWidth, tileHeight));
renderContextTiles.List->ExecuteDrawCalls(renderContextTiles, DrawCallsListType::GBuffer);
renderContextTiles.List->ExecuteDrawCalls(renderContextTiles, DrawCallsListType::GBufferNoDecals);
}
}
context->ResetRenderTarget();
RenderList::ReturnToPool(renderContextTiles.List);
}
// TODO: update direct lighting atlas (for modified tiles and lights)
// TODO: update static lights only for dirty tiles (dynamic lights every X frames)
// TODO: use custom dynamic vertex buffer to decide which atlas tiles to shade with a light
// TODO: indirect lighting apply to get infinite bounces for GI
// Copy results
result.Dummy = surfaceAtlasData.Dummy;
result.Atlas[0] = surfaceAtlasData.AtlasDepth;
result.Atlas[1] = surfaceAtlasData.AtlasGBuffer0;
result.Atlas[2] = surfaceAtlasData.AtlasGBuffer1;
result.Atlas[3] = surfaceAtlasData.AtlasGBuffer2;
result.Atlas[4] = surfaceAtlasData.AtlasDirectLight;
result.GlobalSurfaceAtlas.ObjectsCount = surfaceAtlasData.Objects.Count();
surfaceAtlasData.Result = result;
return false;
}
@@ -155,6 +504,7 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
for (int32 i = 0; i < 4; i++)
data.ViewFrustumWorldRays[i] = Vector4(renderContext.List->FrustumCornersWs[i + 4], 0);
data.GlobalSDF = bindingDataSDF.GlobalSDF;
data.GlobalSurfaceAtlas = bindingData.GlobalSurfaceAtlas;
context->UpdateCB(_cb0, &data);
context->BindCB(0, _cb0);
}
@@ -163,6 +513,7 @@ void GlobalSurfaceAtlasPass::RenderDebug(RenderContext& renderContext, GPUContex
context->BindSR(i, bindingDataSDF.Cascades[i]->ViewVolume());
context->BindSR(i + 4, bindingDataSDF.CascadeMips[i]->ViewVolume());
}
context->BindSR(8, bindingData.Atlas[1]->View()); // TODO: pass Atlas[4]=AtlasDirectLight
context->SetState(_psDebug);
context->SetRenderTarget(output->View());
context->SetViewportAndScissors(outputSize.X, outputSize.Y);

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@@ -10,10 +10,18 @@
class FLAXENGINE_API GlobalSurfaceAtlasPass : public RendererPass<GlobalSurfaceAtlasPass>
{
public:
// Constant buffer data for Global Surface Atlas access on a GPU.
PACK_STRUCT(struct GlobalSurfaceAtlasData
{
Vector3 Padding;
uint32 ObjectsCount;
});
// Binding data for the GPU.
struct BindingData
{
GPUTexture* Dummy; // TODO: add textures
GPUTexture* Atlas[5];
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
};
private:
@@ -22,6 +30,10 @@ private:
GPUPipelineState* _psDebug = nullptr;
GPUConstantBuffer* _cb0 = nullptr;
// Rasterization cache
class DynamicTypedBuffer* _objectsBuffer = nullptr;
Array<Pair<Actor*, struct GlobalSurfaceAtlasObject*>> _dirtyObjectsBuffer;
public:
/// <summary>
/// Renders the Global Surface Atlas.

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@@ -1,5 +1,77 @@
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
#include "./Flax/Collisions.hlsl"
// TODO: implement Global Surface Atlas sampling
// This must match C++
#define GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE (16 * 1)
struct GlobalSurfaceTile
{
uint Index;
uint2 AtlasCoord;
bool Enabled;
};
struct GlobalSurfaceObject
{
float3 BoundsPosition;
float BoundsRadius;
float3x3 InvRotation;
float3 BoundsMin;
float3 BoundsMax;
GlobalSurfaceTile Tiles[6];
};
float4 LoadGlobalSurfaceAtlasObjectBounds(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE;
return objects.Load(objectStart);
}
GlobalSurfaceObject LoadGlobalSurfaceAtlasObject(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_STRIDE;
float4 vector0 = objects.Load(objectStart + 0);
GlobalSurfaceObject object = (GlobalSurfaceObject)0;
object.BoundsPosition = vector0.xyz;
object.BoundsRadius = vector0.w;
// TODO: InvRotation
// TODO: BoundsMin
// TODO: BoundsMax
// TODO: Tiles
return object;
}
// Global Surface Atlas data for a constant buffer
struct GlobalSurfaceAtlasData
{
float3 Padding;
uint ObjectsCount;
};
// Samples the Global Surface Atlas and returns the lighting (with opacity) at the given world location (and direction).
float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Texture3D<float4> atlas, Buffer<float4> objects, float3 worldPosition, float3 worldNormal)
{
float4 result = float4(0, 0, 0, 0);
// TODO: add grid culling to object for faster lookup
LOOP
for (uint objectIndex = 0; objectIndex < data.ObjectsCount && result.a <= 0.0f; objectIndex++)
{
// Cull point vs sphere
float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(objects, objectIndex);
if (distance(objectBounds.xyz, worldPosition) > objectBounds.w)
continue;
GlobalSurfaceObject object = LoadGlobalSurfaceAtlasObject(objects, objectIndex);
// TODO: project worldPosition and worldNormal into object-space
// TODO: select 1, 2 or 3 tiles from object that match normal vector
// TODO: sample tiles with weight based on sample normal (reject tile if projected UVs are outside 0-1 range)
// TODO: implement Global Surface Atlas sampling
result = float4((objectIndex + 1) / data.ObjectsCount, 0, 0, 1);
}
return result;
}

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@@ -12,17 +12,26 @@ float3 Padding00;
float ViewFarPlane;
float4 ViewFrustumWorldRays[4];
GlobalSDFData GlobalSDF;
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
META_CB_END
#ifdef _PS_Debug
Texture3D<float> GlobalSDFTex[4] : register(t0);
Texture3D<float> GlobalSDFMip[4] : register(t4);
Texture2D GlobalSurfaceAtlasTex : register(t8);
//Buffer<float4> GlobalSurfaceAtlasObjects : register(t9);
// Pixel shader for Global Surface Atlas debug drawing
META_PS(true, FEATURE_LEVEL_SM5)
float4 PS_Debug(Quad_VS2PS input) : SV_Target
{
#if 1
// Preview Global Surface Atlas texture
float4 texSample = GlobalSurfaceAtlasTex.SampleLevel(SamplerLinearClamp, input.TexCoord, 0);
return float4(texSample.rgb, 1);
#endif
// Shot a ray from camera into the Global SDF
GlobalSDFTrace trace;
float3 viewRay = lerp(lerp(ViewFrustumWorldRays[3], ViewFrustumWorldRays[0], input.TexCoord.x), lerp(ViewFrustumWorldRays[2], ViewFrustumWorldRays[1], input.TexCoord.x), 1 - input.TexCoord.y).xyz;
@@ -34,6 +43,7 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
return float4(float3(0.4f, 0.4f, 1.0f) * saturate(hit.StepsCount / 80.0f), 1);
// TODO: debug draw Surface Cache
//float4 surfaceColor = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlas, GlobalSurfaceAtlasObjects, hit.GetHitPosition(trace), -viewRay);
// Debug draw SDF normals
float3 color = hit.HitNormal * 0.5f + 0.5f;