// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved. #include "./Flax/Common.hlsl" #include "./Flax/Math.hlsl" #include "./Flax/GlobalSignDistanceField.hlsl" #define GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT 28 #define GLOBAL_SDF_RASTERIZE_GROUP_SIZE 8 #define GLOBAL_SDF_MIP_GROUP_SIZE 4 struct ModelRasterizeData { float4x4 WorldToVolume; // TODO: use 3x4 matrix float4x4 VolumeToWorld; // TODO: use 3x4 matrix float3 VolumeToUVWMul; float MipOffset; float3 VolumeToUVWAdd; float DecodeMul; float3 VolumeLocalBoundsExtent; float DecodeAdd; }; META_CB_BEGIN(0, Data) float3 ViewWorldPos; float ViewNearPlane; float3 Padding00; float ViewFarPlane; float4 ViewFrustumWorldRays[4]; GlobalSDFData GlobalSDF; META_CB_END META_CB_BEGIN(1, ModelsRasterizeData) int3 ChunkCoord; float MaxDistance; float3 CascadeCoordToPosMul; int ModelsCount; float3 CascadeCoordToPosAdd; int CascadeResolution; float2 Padding0; int CascadeMipResolution; int CascadeMipFactor; uint4 Models[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT / 4]; META_CB_END float CombineDistanceToSDF(float sdf, float distanceToSDF) { // Simple sum (aprox) //return sdf + distanceToSDF; // Negative distinace inside the SDF if (sdf <= 0 && distanceToSDF <= 0) return sdf; // Worst-case scenario with triangle edge (C^2 = A^2 + B^2) return sqrt(Square(max(sdf, 0)) + Square(distanceToSDF)); } #if defined(_CS_RasterizeModel) RWTexture3D GlobalSDFTex : register(u0); StructuredBuffer ModelsBuffer : register(t0); Texture3D ModelSDFTex[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT] : register(t1); float DistanceToModelSDF(float minDistance, ModelRasterizeData modelData, Texture3D modelSDFTex, float3 worldPos) { // Compute SDF volume UVs and distance in world-space to the volume bounds float3 volumePos = mul(float4(worldPos, 1), modelData.WorldToVolume).xyz; float3 volumeUV = volumePos * modelData.VolumeToUVWMul + modelData.VolumeToUVWAdd; float3 volumePosClamped = clamp(volumePos, -modelData.VolumeLocalBoundsExtent, modelData.VolumeLocalBoundsExtent); float3 worldPosClamped = mul(float4(volumePosClamped, 1), modelData.VolumeToWorld).xyz; float distanceToVolume = distance(worldPos, worldPosClamped); // Skip sampling SDF if there is already a better result BRANCH if (minDistance <= distanceToVolume) return distanceToVolume; // Sample SDF float volumeDistance = modelSDFTex.SampleLevel(SamplerLinearClamp, volumeUV, modelData.MipOffset).x * modelData.DecodeMul + modelData.DecodeAdd; // Combine distance to the volume with distance to the surface inside the model float result = CombineDistanceToSDF(volumeDistance, distanceToVolume); if (distanceToVolume > 0) { // Prevent negative distance outside the model result = max(distanceToVolume, result); } return result; } // Compute shader for rasterizing model SDF into Global SDF META_CS(true, FEATURE_LEVEL_SM5) META_PERMUTATION_1(READ_SDF=0) META_PERMUTATION_1(READ_SDF=1) [numthreads(GLOBAL_SDF_RASTERIZE_GROUP_SIZE, GLOBAL_SDF_RASTERIZE_GROUP_SIZE, GLOBAL_SDF_RASTERIZE_GROUP_SIZE)] void CS_RasterizeModel(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID) { uint3 voxelCoord = ChunkCoord + DispatchThreadId; float3 voxelWorldPos = voxelCoord * CascadeCoordToPosMul + CascadeCoordToPosAdd; float minDistance = MaxDistance; #if READ_SDF minDistance *= GlobalSDFTex[voxelCoord]; #endif for (int i = 0; i < ModelsCount; i++) { ModelRasterizeData modelData = ModelsBuffer[Models[i / 4][i % 4]]; float modelDistance = DistanceToModelSDF(minDistance, modelData, ModelSDFTex[i], voxelWorldPos); minDistance = min(minDistance, modelDistance); } GlobalSDFTex[voxelCoord] = saturate(minDistance / MaxDistance); } #endif #if defined(_CS_ClearChunk) RWTexture3D GlobalSDFTex : register(u0); // Compute shader for clearing Global SDF chunk META_CS(true, FEATURE_LEVEL_SM5) [numthreads(GLOBAL_SDF_RASTERIZE_GROUP_SIZE, GLOBAL_SDF_RASTERIZE_GROUP_SIZE, GLOBAL_SDF_RASTERIZE_GROUP_SIZE)] void CS_ClearChunk(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID) { uint3 voxelCoord = ChunkCoord + DispatchThreadId; GlobalSDFTex[voxelCoord] = 1.0f; } #endif #if defined(_CS_GenerateMip) RWTexture3D GlobalSDFMip : register(u0); Texture3D GlobalSDFTex : register(t0); float SampleSDF(uint3 voxelCoordMip, int3 offset) { #if SAMPLE_MIP // Sampling Global SDF Mip float resolution = CascadeMipResolution; #else // Sampling Global SDF Tex voxelCoordMip *= CascadeMipFactor; float resolution = CascadeResolution; #endif // Sample SDF voxelCoordMip = (uint3)clamp((int3)voxelCoordMip + offset, 0, resolution - 1); float result = GlobalSDFTex[voxelCoordMip].r; // Extend by distance to the sampled texel location float distanceInWorldUnits = length(offset) * (MaxDistance / resolution); float distanceToVoxel = distanceInWorldUnits / MaxDistance; result = CombineDistanceToSDF(result, distanceToVoxel); return result; } // Compute shader for generating mip for Global SDF (uses flood fill algorithm) META_CS(true, FEATURE_LEVEL_SM5) META_PERMUTATION_1(SAMPLE_MIP=0) META_PERMUTATION_1(SAMPLE_MIP=1) [numthreads(GLOBAL_SDF_MIP_GROUP_SIZE, GLOBAL_SDF_MIP_GROUP_SIZE, GLOBAL_SDF_MIP_GROUP_SIZE)] void CS_GenerateMip(uint3 GroupId : SV_GroupID, uint3 DispatchThreadId : SV_DispatchThreadID, uint3 GroupThreadId : SV_GroupThreadID) { uint3 voxelCoordMip = DispatchThreadId; float minDistance = SampleSDF(voxelCoordMip, int3(0, 0, 0)); // Find the distance to the closest surface by sampling the nearby area (flood fill) minDistance = min(minDistance, SampleSDF(voxelCoordMip, int3(1, 0, 0))); minDistance = min(minDistance, SampleSDF(voxelCoordMip, int3(0, 1, 0))); minDistance = min(minDistance, SampleSDF(voxelCoordMip, int3(0, 0, 1))); minDistance = min(minDistance, SampleSDF(voxelCoordMip, int3(-1, 0, 0))); minDistance = min(minDistance, SampleSDF(voxelCoordMip, int3(0, -1, 0))); minDistance = min(minDistance, SampleSDF(voxelCoordMip, int3(0, 0, -1))); GlobalSDFMip[voxelCoordMip] = minDistance; } #endif #ifdef _PS_Debug Texture3D GlobalSDFTex[4] : register(t0); Texture3D GlobalSDFMip[4] : register(t4); // Pixel shader for Global SDF debug drawing META_PS(true, FEATURE_LEVEL_SM5) float4 PS_Debug(Quad_VS2PS input) : SV_Target { #if 0 // Preview Global SDF slice float zSlice = 0.6f; float mip = 0; uint cascade = 0; float distance01 = GlobalSDFTex[cascade].SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x; //float distance01 = GlobalSDFMip[cascade].SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x; float distance = distance01 * GlobalSDF.CascadePosDistance[cascade].w; if (abs(distance) < 1) return float4(1, 0, 0, 1); if (distance01 < 0) return float4(0, 0, 1 - distance01, 1); return float4(0, 1 - distance01, 0, 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; viewRay = normalize(viewRay - ViewWorldPos); trace.Init(ViewWorldPos, viewRay, ViewNearPlane, ViewFarPlane); GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace); // Debug draw float3 color = saturate(hit.StepsCount / 80.0f).xxx; if (!hit.IsHit()) color.rg *= 0.4f; #if 0 else { // Debug draw SDF normals float dst; color.rgb = normalize(SampleGlobalSDFGradient(GlobalSDF, GlobalSDFTex, hit.GetHitPosition(trace), dst)) * 0.5f + 0.5f; } #endif return float4(color, 1); } #endif