Add **Global Sign Distance Field** rendering (work in progress)
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153
Source/Shaders/GlobalSignDistanceField.hlsl
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153
Source/Shaders/GlobalSignDistanceField.hlsl
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// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#include "./Flax/Common.hlsl"
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#include "./Flax/Collisions.hlsl"
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#define GLOBAL_SDF_RASTERIZE_CHUNK_SIZE 32
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#define GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN 4
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#define GLOBAL_SDF_MIP_FLOODS 5
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// Global SDF data for a constant buffer
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struct GlobalSDFData
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{
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float4 CascadePosDistance[4];
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float4 CascadeVoxelSize;
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float3 Padding;
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float Resolution;
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};
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// Global SDF ray trace settings.
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struct GlobalSDFTrace
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{
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float3 WorldPosition;
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float MinDistance;
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float3 WorldDirection;
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float MaxDistance;
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float StepScale;
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void Init(float3 worldPosition, float3 worldDirection, float minDistance, float maxDistance, float stepScale = 1.0f)
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{
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WorldPosition = worldPosition;
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WorldDirection = worldDirection;
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MinDistance = minDistance;
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MaxDistance = maxDistance;
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StepScale = stepScale;
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}
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};
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// Global SDF ray trace hit information.
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struct GlobalSDFHit
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{
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float HitTime;
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uint HitCascade;
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uint StepsCount;
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bool IsHit()
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{
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return HitTime >= 0.0f;
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}
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float3 GetHitPosition(const GlobalSDFTrace trace)
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{
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return trace.WorldPosition + trace.WorldDirection * HitTime;
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}
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};
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// Samples the Global SDF and returns the distance to the closest surface (in world units) at the given world location.
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float SampleGlobalSDF(const GlobalSDFData data, Texture3D<float> tex[4], float3 worldPosition, uint minCascade = 0)
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{
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float distance = data.CascadePosDistance[3].w * 2.0f;
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for (uint cascade = minCascade; cascade < 4; cascade++)
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{
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float4 cascadePosDistance = data.CascadePosDistance[cascade];
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float cascadeMaxDistance = cascadePosDistance.w * 2;
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float3 posInCascade = worldPosition - cascadePosDistance.xyz;
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float3 cascadeUV = posInCascade / cascadeMaxDistance + 0.5f;
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if (any(cascadeUV < 0) || any(cascadeUV > 1))
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continue;
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// TODO: sample mip first
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float cascadeDistance = tex[cascade].SampleLevel(SamplerLinearClamp, cascadeUV, 0);
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if (cascadeDistance < 1.0f)
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{
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distance = cascadeDistance * cascadeMaxDistance;
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break;
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}
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}
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return distance;
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}
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// Ray traces the Global SDF.
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GlobalSDFHit RayTraceGlobalSDF(const GlobalSDFData data, Texture3D<float> tex[4], Texture3D<float> mips[4], const GlobalSDFTrace trace, uint minCascade = 0)
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{
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GlobalSDFHit hit;
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hit.HitTime = -1.0f;
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hit.HitCascade = 0;
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hit.StepsCount = 0;
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float chunkSizeDistance = (float)GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / data.Resolution; // Size of the chunk in SDF distance (0-1)
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float chunkMarginDistance = (float)GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN / data.Resolution; // Size of the chunk margin in SDF distance (0-1)
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float nextIntersectionStart = 0.0f;
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float traceMaxDistance = min(trace.MaxDistance, data.CascadePosDistance[3].w * 2);
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float3 traceEndPosition = trace.WorldPosition + trace.WorldDirection * traceMaxDistance;
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UNROLL
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for (uint cascade = minCascade; cascade < 4 && hit.HitTime < 0.0f; cascade++)
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{
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float4 cascadePosDistance = data.CascadePosDistance[cascade];
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float cascadeMaxDistance = cascadePosDistance.w * 2;
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float voxelSize = data.CascadeVoxelSize[cascade];
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float voxelExtent = voxelSize * 0.5f;
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float cascadeMinStep = voxelSize;
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// Hit the cascade bounds to find the intersection points
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float2 intersections = LineHitBox(trace.WorldPosition, traceEndPosition, cascadePosDistance.xyz - cascadePosDistance.www, cascadePosDistance.xyz + cascadePosDistance.www);
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intersections.xy *= traceMaxDistance;
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intersections.x = max(intersections.x, nextIntersectionStart);
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if (intersections.x >= intersections.y)
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break;
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// Skip the current cascade tracing on the next cascade
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nextIntersectionStart = intersections.y;
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// Walk over the cascade SDF
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uint step = 0;
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float stepTime = intersections.x;
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LOOP
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for (; step < 250 && stepTime < intersections.y; step++)
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{
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float3 stepPosition = trace.WorldPosition + trace.WorldDirection * stepTime;
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// Sample SDF
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float3 posInCascade = stepPosition - cascadePosDistance.xyz;
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float3 cascadeUV = posInCascade / cascadeMaxDistance + 0.5f;
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float stepDistance = mips[cascade].SampleLevel(SamplerLinearClamp, cascadeUV, 0);
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if (stepDistance < chunkSizeDistance)
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{
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float stepDistanceTex = tex[cascade].SampleLevel(SamplerLinearClamp, cascadeUV, 0);
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if (stepDistanceTex < chunkMarginDistance * 2)
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{
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stepDistance = stepDistanceTex;
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}
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}
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else
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{
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// Assume no SDF nearby so perform a jump
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stepDistance = chunkSizeDistance;
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}
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stepDistance *= cascadeMaxDistance;
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// Detect surface hit
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float minSurfaceThickness = voxelExtent * saturate(stepTime / (voxelExtent * 2.0f));
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if (stepDistance < minSurfaceThickness)
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{
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// Surface hit
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hit.HitTime = max(stepTime + stepDistance - minSurfaceThickness, 0.0f);
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hit.HitCascade = cascade;
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break;
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}
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// Move forward
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stepTime += max(stepDistance * trace.StepScale, cascadeMinStep);
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}
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hit.StepsCount += step;
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}
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return hit;
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}
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