// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved. // Implementation based on: // "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Probes", Journal of Computer Graphics Tools, April 2019 // Zander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, and Morgan McGuire // https://morgan3d.github.io/articles/2019-04-01-ddgi/index.html and https://gdcvault.com/play/1026182/ // // Additional references: // "Scaling Probe-Based Real-Time Dynamic Global Illumination for Production", https://jcgt.org/published/0010/02/01/ // "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields", https://jcgt.org/published/0008/02/01/ #include "./Flax/Common.hlsl" #include "./Flax/Math.hlsl" #include "./Flax/Octahedral.hlsl" #define DDGI_PROBE_STATE_INACTIVE 0 #define DDGI_PROBE_STATE_ACTIVATED 1 #define DDGI_PROBE_STATE_ACTIVE 2 #define DDGI_PROBE_RESOLUTION_IRRADIANCE 6 // Resolution (in texels) for probe irradiance data (excluding 1px padding on each side) #define DDGI_PROBE_RESOLUTION_DISTANCE 14 // Resolution (in texels) for probe distance data (excluding 1px padding on each side) #define DDGI_SRGB_BLENDING 1 // Enables blending in sRGB color space, otherwise irradiance blending is done in linear space // DDGI data for a constant buffer struct DDGIData { float4 ProbesOriginAndSpacing[4]; int4 ProbesScrollOffsets[4]; // w unused uint3 ProbesCounts; uint CascadesCount; float IrradianceGamma; float ProbeHistoryWeight; float RayMaxDistance; float IndirectLightingIntensity; float4 RaysRotation; float3 ViewPos; uint RaysCount; float3 FallbackIrradiance; float Padding0; }; uint GetDDGIProbeIndex(DDGIData data, uint3 probeCoords) { uint probesPerPlane = data.ProbesCounts.x * data.ProbesCounts.z; uint planeIndex = probeCoords.y; uint probeIndexInPlane = probeCoords.x + (data.ProbesCounts.x * probeCoords.z); return planeIndex * probesPerPlane + probeIndexInPlane; } uint GetDDGIProbeIndex(DDGIData data, uint2 texCoords, uint texResolution) { uint probesPerPlane = data.ProbesCounts.x * data.ProbesCounts.z; uint planeIndex = texCoords.x / (data.ProbesCounts.x * texResolution); uint probeIndexInPlane = (texCoords.x / texResolution) - (planeIndex * data.ProbesCounts.x) + (data.ProbesCounts.x * (texCoords.y / texResolution)); return planeIndex * probesPerPlane + probeIndexInPlane; } uint3 GetDDGIProbeCoords(DDGIData data, uint probeIndex) { uint3 probeCoords; probeCoords.x = probeIndex % data.ProbesCounts.x; probeCoords.y = probeIndex / (data.ProbesCounts.x * data.ProbesCounts.z); probeCoords.z = (probeIndex / data.ProbesCounts.x) % data.ProbesCounts.z; return probeCoords; } uint2 GetDDGIProbeTexelCoords(DDGIData data, uint cascadeIndex, uint probeIndex) { uint probesPerPlane = data.ProbesCounts.x * data.ProbesCounts.z; uint planeIndex = probeIndex / probesPerPlane; uint gridSpaceX = probeIndex % data.ProbesCounts.x; uint gridSpaceY = probeIndex / data.ProbesCounts.x; uint x = gridSpaceX + (planeIndex * data.ProbesCounts.x); uint y = gridSpaceY % data.ProbesCounts.z + cascadeIndex * data.ProbesCounts.z; return uint2(x, y); } uint GetDDGIScrollingProbeIndex(DDGIData data, uint cascadeIndex, uint3 probeCoords) { // Probes are scrolled on edges to stabilize GI when camera moves return GetDDGIProbeIndex(data, (probeCoords + data.ProbesCounts + data.ProbesScrollOffsets[cascadeIndex].xyz) % data.ProbesCounts); } float3 GetDDGIProbeWorldPosition(DDGIData data, uint cascadeIndex, uint3 probeCoords) { float3 probesOrigin = data.ProbesOriginAndSpacing[cascadeIndex].xyz; float probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w; float3 probePosition = probeCoords * probesSpacing; float3 probeGridOffset = (probesSpacing * (data.ProbesCounts - 1)) * 0.5f; return probesOrigin + probePosition - probeGridOffset + (data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing); } // Loads probe probe data (encoded) float4 LoadDDGIProbeData(DDGIData data, Texture2D probesData, uint cascadeIndex, uint probeIndex) { int2 probeDataCoords = GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex); return probesData.Load(int3(probeDataCoords, 0)); } // Encodes probe probe data float4 EncodeDDGIProbeData(float3 probeOffset, uint probeState) { return float4(probeOffset, (float)probeState * (1.0f / 8.0f)); } // Decodes probe state from the encoded state uint DecodeDDGIProbeState(float4 probeData) { return (uint)(probeData.w * 8.0f); } // Decodes probe world-space position (XYZ) from the encoded state float3 DecodeDDGIProbePosition(DDGIData data, float4 probeData, uint cascadeIndex, uint probeIndex, uint3 probeCoords) { float3 probePosition = probeData.xyz; probePosition *= data.ProbesOriginAndSpacing[cascadeIndex].w; // Probe offset is [-1;1] within probes spacing probePosition += GetDDGIProbeWorldPosition(data, cascadeIndex, probeCoords); // Place probe on a grid return probePosition; } // Calculates texture UVs for sampling probes atlas texture (irradiance or distance) float2 GetDDGIProbeUV(DDGIData data, uint cascadeIndex, uint probeIndex, float2 octahedralCoords, uint resolution) { uint2 coords = GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex); float probeTexelSize = resolution + 2.0f; float2 textureSize = float2(data.ProbesCounts.x * data.ProbesCounts.y, data.ProbesCounts.z * data.CascadesCount) * probeTexelSize; float2 uv = float2(coords.x * probeTexelSize, coords.y * probeTexelSize) + (probeTexelSize * 0.5f); uv += octahedralCoords.xy * (resolution * 0.5f); uv /= textureSize; return uv; } // Samples DDGI probes volume at the given world-space position and returns the irradiance. // bias - scales the bias vector to the initial sample point to reduce self-shading artifacts // dither - randomized per-pixel value in range 0-1, used to smooth dithering for cascades blending float3 SampleDDGIIrradiance(DDGIData data, Texture2D probesData, Texture2D probesDistance, Texture2D probesIrradiance, float3 worldPosition, float3 worldNormal, float bias = 0.2f, float dither = 0.0f) { // Select the highest cascade that contains the sample location uint cascadeIndex = 0; float4 probesDatas[8]; for (; cascadeIndex < data.CascadesCount; cascadeIndex++) { float probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w; float3 probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz; float3 probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f); float fadeDistance = probesSpacing * 0.5f; float cascadeWeight = saturate(Min3(probesExtent - abs(worldPosition - probesOrigin)) / fadeDistance); if (cascadeWeight > dither) // Use dither to make transition smoother { // Load probes state for this cascade uint activeCount = 0; uint3 baseProbeCoords = clamp(uint3((worldPosition - probesOrigin + probesExtent) / probesSpacing), uint3(0, 0, 0), data.ProbesCounts - uint3(1, 1, 1)); UNROLL for (uint i = 0; i < 8; i++) { uint3 probeCoordsOffset = uint3(i, i >> 1, i >> 2) & 1; uint3 probeCoords = clamp(baseProbeCoords + probeCoordsOffset, uint3(0, 0, 0), data.ProbesCounts - uint3(1, 1, 1)); uint probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, probeCoords); float4 probeData = LoadDDGIProbeData(data, probesData, cascadeIndex, probeIndex); probesDatas[i] = probeData; uint probeState = DecodeDDGIProbeState(probeData); if (probeState != DDGI_PROBE_STATE_INACTIVE) activeCount++; } // Ensure there are some valid probes in this cascade if (activeCount >= 3) break; } } if (cascadeIndex == data.CascadesCount) return data.FallbackIrradiance; float probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w; float3 probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz; float3 probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f); // Bias the world-space position to reduce artifacts float3 viewDir = normalize(data.ViewPos - worldPosition); float3 surfaceBias = (worldNormal * 0.2f + viewDir * 0.8f) * (0.75f * probesSpacing * bias); float3 biasedWorldPosition = worldPosition + surfaceBias; // Get the grid coordinates of the probe nearest the biased world position uint3 baseProbeCoords = clamp(uint3((worldPosition - probesOrigin + probesExtent) / probesSpacing), uint3(0, 0, 0), data.ProbesCounts - uint3(1, 1, 1)); float3 baseProbeWorldPosition = GetDDGIProbeWorldPosition(data, cascadeIndex, baseProbeCoords); float3 biasAlpha = saturate((biasedWorldPosition - baseProbeWorldPosition) / probesSpacing); // Loop over the closest probes to accumulate their contributions float4 irradiance = float4(0, 0, 0, 0); for (uint i = 0; i < 8; i++) { uint3 probeCoordsOffset = uint3(i, i >> 1, i >> 2) & 1; uint3 probeCoords = clamp(baseProbeCoords + probeCoordsOffset, uint3(0, 0, 0), data.ProbesCounts - uint3(1, 1, 1)); uint probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, probeCoords); // Load probe position and state float4 probeData = probesDatas[i]; uint probeState = DecodeDDGIProbeState(probeData); if (probeState == DDGI_PROBE_STATE_INACTIVE) continue; float3 probeBasePosition = baseProbeWorldPosition + ((probeCoords - baseProbeCoords) * probesSpacing); float3 probePosition = probeBasePosition + probeData.xyz * probesSpacing; // Probe offset is [-1;1] within probes spacing // Calculate the distance and direction from the (biased and non-biased) shading point and the probe float3 worldPosToProbe = normalize(probePosition - worldPosition); float3 biasedPosToProbe = normalize(probePosition - biasedWorldPosition); float biasedPosToProbeDist = length(probePosition - biasedWorldPosition) * 0.95f; // Smooth backface test float weight = Square(dot(worldPosToProbe, worldNormal) * 0.5f + 0.5f); // Sample distance texture float2 octahedralCoords = GetOctahedralCoords(-biasedPosToProbe); float2 uv = GetDDGIProbeUV(data, cascadeIndex, probeIndex, octahedralCoords, DDGI_PROBE_RESOLUTION_DISTANCE); float2 probeDistance = probesDistance.SampleLevel(SamplerLinearClamp, uv, 0).rg * 2.0f; float probeDistanceMean = probeDistance.x; float probeDistanceMean2 = probeDistance.y; // Visibility weight (Chebyshev) if (biasedPosToProbeDist > probeDistanceMean) { float probeDistanceVariance = abs(Square(probeDistanceMean) - probeDistanceMean2); float chebyshevWeight = probeDistanceVariance / (probeDistanceVariance + Square(biasedPosToProbeDist - probeDistanceMean)); weight *= max(chebyshevWeight * chebyshevWeight * chebyshevWeight, 0.05f); } // Avoid a weight of zero weight = max(weight, 0.000001f); // Adjust weight curve to inject a small portion of light const float minWeightThreshold = 0.2f; if (weight < minWeightThreshold) weight *= Square(weight) * (1.0f / (minWeightThreshold * minWeightThreshold)); // Calculate trilinear weights based on the distance to each probe to smoothly transition between grid of 8 probes float3 trilinear = lerp(1.0f - biasAlpha, biasAlpha, probeCoordsOffset); weight *= max(trilinear.x * trilinear.y * trilinear.z, 0.001f); // Sample irradiance texture octahedralCoords = GetOctahedralCoords(worldNormal); uv = GetDDGIProbeUV(data, cascadeIndex, probeIndex, octahedralCoords, DDGI_PROBE_RESOLUTION_IRRADIANCE); float3 probeIrradiance = probesIrradiance.SampleLevel(SamplerLinearClamp, uv, 0).rgb; #if DDGI_SRGB_BLENDING probeIrradiance = pow(probeIrradiance, data.IrradianceGamma * 0.5f); #endif // Debug probe offset visualization //probeIrradiance = float3(max(frac(probeData.xyz) * 2, 0.1f)); // Accumulate weighted irradiance irradiance += float4(probeIrradiance * weight, weight); } #if 0 // Debug DDGI cascades with colors if (cascadeIndex == 0) irradiance = float4(1, 0, 0, 1); else if (cascadeIndex == 1) irradiance = float4(0, 1, 0, 1); else if (cascadeIndex == 2) irradiance = float4(0, 0, 1, 1); else irradiance = float4(1, 0, 1, 1); #endif if (irradiance.a > 0.0f) { // Normalize irradiance irradiance.rgb *= 1.f / irradiance.a; #if DDGI_SRGB_BLENDING irradiance.rgb *= irradiance.rgb; #endif irradiance.rgb *= 2.0f * PI; } return irradiance.rgb; }