Add option to sample Global SDF from higher cascade

This commit is contained in:
Wojtek Figat
2024-07-19 00:30:06 +02:00
parent 3945e1416b
commit 53ca33f301
4 changed files with 33 additions and 8 deletions

View File

@@ -368,11 +368,13 @@ namespace FlaxEditor.Surface.Archetypes
Title = "Sample Global SDF",
Description = "Samples the Global SDF to get the distance to the closest surface (in world-space). Requires models SDF to be generated and checking `Enable Global SDF` in Graphics Settings.",
Flags = NodeFlags.MaterialGraph | NodeFlags.ParticleEmitterGraph,
Size = new Float2(200, 20),
Size = new Float2(200, 40),
DefaultValues = new object[] { 0 },
Elements = new[]
{
NodeElementArchetype.Factory.Output(0, "Distance", typeof(float), 0),
NodeElementArchetype.Factory.Input(0, "World Position", true, typeof(Float3), 1),
NodeElementArchetype.Factory.Input(1, "Start Cascade", true, typeof(int), 2, 0),
}
},
new NodeArchetype
@@ -382,11 +384,13 @@ namespace FlaxEditor.Surface.Archetypes
Description = "Samples the Global SDF to get the gradient and distance to the closest surface (in world-space). Normalize gradient to get SDF surface normal vector. Requires models SDF to be generated and checking `Enable Global SDF` in Graphics Settings.",
Flags = NodeFlags.MaterialGraph | NodeFlags.ParticleEmitterGraph,
Size = new Float2(260, 40),
DefaultValues = new object[] { 0 },
Elements = new[]
{
NodeElementArchetype.Factory.Output(0, "Gradient", typeof(Float3), 0),
NodeElementArchetype.Factory.Output(1, "Distance", typeof(float), 2),
NodeElementArchetype.Factory.Input(0, "World Position", true, typeof(Float3), 1),
NodeElementArchetype.Factory.Input(1, "Start Cascade", true, typeof(int), 2, 0),
}
},
new NodeArchetype

View File

@@ -311,10 +311,27 @@ void ParticleEmitterGPUGenerator::ProcessGroupTextures(Box* box, Node* node, Val
{
auto param = findOrAddGlobalSDF();
Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {1})"), param.ShaderName, worldPosition.Value), node);
Value startCascade = tryGetValue(node->GetBox(2), 0, Value::Zero).Cast(VariantType::Uint);
value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {0}_Mip, {1}, {2})"), param.ShaderName, worldPosition.Value, startCascade.Value), node);
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
break;
}
// Sample Global SDF Gradient
case 15:
{
auto gradientBox = node->GetBox(0);
auto distanceBox = node->GetBox(2);
auto param = findOrAddGlobalSDF();
Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
Value startCascade = tryGetValue(node->GetBox(2), 0, Value::Zero).Cast(VariantType::Uint);
auto distance = writeLocal(VariantType::Float, node);
auto gradient = writeLocal(VariantType::Float3, String::Format(TEXT("SampleGlobalSDFGradient({0}, {0}_Tex, {0}_Mip, {1}, {2}, {3})"), param.ShaderName, worldPosition.Value, distance.Value, startCascade.Value), node);
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
gradientBox->Cache = gradient;
distanceBox->Cache = distance;
value = box == gradientBox ? gradient : distance;
break;
}
default:
break;
}

View File

@@ -665,7 +665,8 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
{
auto param = findOrAddGlobalSDF();
Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {0}_Mip, {1})"), param.ShaderName, worldPosition.Value), node);
Value startCascade = tryGetValue(node->GetBox(2), 0, Value::Zero).Cast(VariantType::Uint);
value = writeLocal(VariantType::Float, String::Format(TEXT("SampleGlobalSDF({0}, {0}_Tex, {0}_Mip, {1}, {2})"), param.ShaderName, worldPosition.Value, startCascade.Value), node);
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
break;
}
@@ -676,8 +677,9 @@ void MaterialGenerator::ProcessGroupTextures(Box* box, Node* node, Value& value)
auto distanceBox = node->GetBox(2);
auto param = findOrAddGlobalSDF();
Value worldPosition = tryGetValue(node->GetBox(1), Value(VariantType::Float3, TEXT("input.WorldPosition.xyz"))).Cast(VariantType::Float3);
Value startCascade = tryGetValue(node->GetBox(2), 0, Value::Zero).Cast(VariantType::Uint);
auto distance = writeLocal(VariantType::Float, node);
auto gradient = writeLocal(VariantType::Float3, String::Format(TEXT("SampleGlobalSDFGradient({0}, {0}_Tex, {0}_Mip, {1}, {2})"), param.ShaderName, worldPosition.Value, distance.Value), node);
auto gradient = writeLocal(VariantType::Float3, String::Format(TEXT("SampleGlobalSDFGradient({0}, {0}_Tex, {0}_Mip, {1}, {2}, {3})"), param.ShaderName, worldPosition.Value, distance.Value, startCascade.Value), node);
_includes.Add(TEXT("./Flax/GlobalSignDistanceField.hlsl"));
gradientBox->Cache = gradient;
distanceBox->Cache = distance;

View File

@@ -126,12 +126,13 @@ float SampleGlobalSDF(const GlobalSDFData data, Texture3D<snorm float> tex, floa
}
// Samples the Global SDF and returns the distance to the closest surface (in world units) at the given world location.
float SampleGlobalSDF(const GlobalSDFData data, Texture3D<snorm float> tex, Texture3D<snorm float> mip, float3 worldPosition)
float SampleGlobalSDF(const GlobalSDFData data, Texture3D<snorm float> tex, Texture3D<snorm float> mip, float3 worldPosition, uint startCascade = 0)
{
float distance = data.CascadePosDistance[3].w * 2.0f;
if (distance <= 0.0f)
return GLOBAL_SDF_WORLD_SIZE;
for (uint cascade = 0; cascade < data.CascadesCount; cascade++)
startCascade = min(startCascade, data.CascadesCount - 1);
for (uint cascade = startCascade; cascade < data.CascadesCount; cascade++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
@@ -186,13 +187,14 @@ float3 SampleGlobalSDFGradient(const GlobalSDFData data, Texture3D<snorm float>
}
// Samples the Global SDF and returns the gradient vector (derivative) at the given world location. Normalize it to get normal vector.
float3 SampleGlobalSDFGradient(const GlobalSDFData data, Texture3D<snorm float> tex, Texture3D<snorm float> mip, float3 worldPosition, out float distance)
float3 SampleGlobalSDFGradient(const GlobalSDFData data, Texture3D<snorm float> tex, Texture3D<snorm float> mip, float3 worldPosition, out float distance, uint startCascade = 0)
{
float3 gradient = float3(0, 0.00001f, 0);
distance = GLOBAL_SDF_WORLD_SIZE;
if (data.CascadePosDistance[3].w <= 0.0f)
return gradient;
for (uint cascade = 0; cascade < data.CascadesCount; cascade++)
startCascade = min(startCascade, data.CascadesCount - 1);
for (uint cascade = startCascade; cascade < data.CascadesCount; cascade++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);