Files
FlaxEngine/Source/Shaders/GI/DDGI.hlsl
2026-01-12 20:47:03 +01:00

354 lines
17 KiB
HLSL

// Copyright (c) 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_ATTENTION_MIN 0.02f // Minimum probe attention value that still makes it active.
#define DDGI_PROBE_ATTENTION_MAX 0.98f // Maximum probe attention value that still makes it active (but not activated which is 1.0f).
#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_CASCADE_BLEND_SIZE 2.0f // Distance in probes over which cascades blending happens
#ifndef DDGI_CASCADE_BLEND_SMOOTH
#define DDGI_CASCADE_BLEND_SMOOTH 0 // Enables smooth cascade blending, otherwise dithering will be used
#endif
#define DDGI_SRGB_BLENDING 1 // Enables blending in sRGB color space, otherwise irradiance blending is done in linear space
#define DDGI_DEFAULT_BIAS 0.2f // Default value for DDGI sampling bias
#define DDGI_FALLBACK_COORDS_ENCODE(coord) ((float3)(coord + 1) / 128.0f)
#define DDGI_FALLBACK_COORDS_DECODE(data) (uint3)(data.xyz * 128.0f - 1)
#define DDGI_FALLBACK_COORDS_VALID(data) (length(data.xyz) > 0)
//#define DDGI_DEBUG_CASCADE 0 // Forces a specific cascade to be only in use (for debugging)
// DDGI data for a constant buffer
struct DDGIData
{
float4 ProbesOriginAndSpacing[4];
float4 BlendOrigin[4]; // w is unused
int4 ProbesScrollOffsets[4]; // w is unused
uint3 ProbesCounts;
uint CascadesCount;
float IrradianceGamma;
float ProbeHistoryWeight;
float RayMaxDistance;
float IndirectLightingIntensity;
float3 ViewPos;
uint RaysCount;
float4 FallbackIrradiance;
};
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
int3 probeCoordsOffset = (int3)data.ProbesCounts + data.ProbesScrollOffsets[cascadeIndex].xyz;
return GetDDGIProbeIndex(data, (probeCoords + (uint3)probeCoordsOffset) % 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;
float3 probeScrollOffset = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing;
return probesOrigin + probePosition - probeGridOffset + probeScrollOffset;
}
// Loads probe probe data (encoded)
float4 LoadDDGIProbeData(DDGIData data, Texture2D<snorm float4> probesData, uint cascadeIndex, uint probeIndex)
{
int2 probeDataCoords = GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex);
return probesData.Load(int3(probeDataCoords, 0));
}
// Encodes probe probe data
float4 EncodeDDGIProbeData(float3 offset, uint state, float attention)
{
// [0;1] -> [-1;1]
attention = saturate(attention) * 2.0f - 1.0f;
if (state == DDGI_PROBE_STATE_INACTIVE)
attention = -1.0f;
else if (state == DDGI_PROBE_STATE_ACTIVATED)
attention = 1.0f;
return float4(offset, attention);
}
// Decodes probe attention value from the encoded state
float DecodeDDGIProbeAttention(float4 probeData)
{
// [-1;1] -> [0;1]
if (probeData.w <= -1.0f)
return 0.0f;
if (probeData.w >= 1.0f)
return 1.0f;
return probeData.w * 0.5f + 0.5f;
}
// Decodes probe state from the encoded state
uint DecodeDDGIProbeState(float4 probeData)
{
if (probeData.w <= -1.0f)
return DDGI_PROBE_STATE_INACTIVE;
if (probeData.w >= 1.0f)
return DDGI_PROBE_STATE_ACTIVATED;
return DDGI_PROBE_STATE_ACTIVE;
}
// 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;
}
float3 SampleDDGIIrradianceCascade(DDGIData data, Texture2D<snorm float4> probesData, Texture2D<float4> probesDistance, Texture2D<float4> probesIrradiance, float3 worldPosition, float3 worldNormal, uint cascadeIndex, float3 probesOrigin, float3 probesExtent, float probesSpacing, float3 biasedWorldPosition)
{
bool invalidCascade = cascadeIndex >= data.CascadesCount;
cascadeIndex = min(cascadeIndex, data.CascadesCount - 1);
uint3 probeCoordsEnd = data.ProbesCounts - uint3(1, 1, 1);
uint3 baseProbeCoords = clamp(uint3((worldPosition - probesOrigin + probesExtent) / probesSpacing), uint3(0, 0, 0), probeCoordsEnd);
// Get the grid coordinates of the probe nearest the biased world position
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), probeCoordsEnd);
uint probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, probeCoords);
// Load probe position and state
float4 probeData = LoadDDGIProbeData(data, probesData, cascadeIndex, probeIndex);
uint probeState = DecodeDDGIProbeState(probeData);
uint useVisibility = true;
float minWight = 0.000001f;
if (probeState == DDGI_PROBE_STATE_INACTIVE)
{
// Use fallback probe that is closest to this one
uint3 fallbackCoords = DDGI_FALLBACK_COORDS_DECODE(probeData);
float fallbackToProbeDist = length((float3)probeCoords - (float3)fallbackCoords);
useVisibility = fallbackToProbeDist <= 1.0f; // Skip visibility test that blocks too far probes due to limiting max distance to 1.5 of probe spacing
if (fallbackToProbeDist > 2.0f) minWight = 1.0f;
probeCoords = fallbackCoords;
probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, fallbackCoords);
probeData = LoadDDGIProbeData(data, probesData, cascadeIndex, probeIndex);
//if (DecodeDDGIProbeState(probeData) == DDGI_PROBE_STATE_INACTIVE) continue;
}
// Calculate probe position
float3 probePosition = baseProbeWorldPosition + (((float3)probeCoords - (float3)baseProbeCoords) * probesSpacing) + probeData.xyz * probesSpacing;
// 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);
weight = max(weight, 0.1f);
// 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;
// Visibility weight (Chebyshev)
if (biasedPosToProbeDist > probeDistance.x && useVisibility)
{
float variance = abs(Square(probeDistance.x) - probeDistance.y);
float visibilityWeight = variance / (variance + Square(biasedPosToProbeDist - probeDistance.x));
weight *= max(visibilityWeight * visibilityWeight * visibilityWeight, 0.0f);
}
// Avoid a weight of zero
weight = max(weight, minWight);
// Adjust weight curve to inject a small portion of light
const float minWeightThreshold = 0.2f;
if (weight < minWeightThreshold) weight *= (weight * 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, (float3)probeCoordsOffset);
weight *= saturate(trilinear.x * trilinear.y * trilinear.z * 2.0f);
// 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 /= irradiance.a;
//irradiance.rgb /= lerp(1, irradiance.a, saturate(irradiance.a * irradiance.a + 0.9f));
irradiance.rgb /= invalidCascade ? irradiance.a : lerp(1, irradiance.a, saturate(irradiance.a * irradiance.a + 0.9f));
#if DDGI_SRGB_BLENDING
irradiance.rgb *= irradiance.rgb;
#endif
irradiance.rgb *= 2.0f * PI;
}
return irradiance.rgb;
}
float3 GetDDGISurfaceBias(float3 viewDir, float probesSpacing, float3 worldNormal, float bias)
{
// Bias the world-space position to reduce artifacts
return (worldNormal * 0.2f + viewDir * 0.8f) * (0.6f * probesSpacing * bias);
}
// [Inigo Quilez, https://iquilezles.org/articles/distfunctions/]
float sdRoundBox(float3 p, float3 b, float r)
{
float3 q = abs(p) - b + r;
return length(max(q, 0.0f)) + min(max(q.x, max(q.y, q.z)), 0.0f) - r;
}
// 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<snorm float4> probesData, Texture2D<float4> probesDistance, Texture2D<float4> probesIrradiance, float3 worldPosition, float3 worldNormal, float bias = DDGI_DEFAULT_BIAS, float dither = 0.0f)
{
// Select the highest cascade that contains the sample location
float probesSpacing = 0, cascadeWeight = 0;
float3 probesOrigin = (float3)0, probesExtent = (float3)0, biasedWorldPosition = (float3)0;
float3 viewDir = normalize(data.ViewPos - worldPosition);
#if DDGI_CASCADE_BLEND_SMOOTH
dither = 0.0f;
#endif
#ifdef DDGI_DEBUG_CASCADE
uint cascadeIndex = DDGI_DEBUG_CASCADE;
#else
uint cascadeIndex = 0;
if (data.CascadesCount == 0)
return float3(0, 0, 0);
for (; cascadeIndex < data.CascadesCount; cascadeIndex++)
{
// Get cascade data
probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
biasedWorldPosition = worldPosition + GetDDGISurfaceBias(viewDir, probesSpacing, worldNormal, bias);
// Calculate cascade blending weight (use input bias to smooth transition)
float fadeDistance = probesSpacing * DDGI_CASCADE_BLEND_SIZE;
float3 blendPos = worldPosition - data.BlendOrigin[cascadeIndex].xyz;
cascadeWeight = sdRoundBox(blendPos, probesExtent - probesSpacing, probesSpacing * 2) + fadeDistance;
cascadeWeight = 1 - saturate(cascadeWeight / fadeDistance);
if (cascadeWeight > dither)
break;
}
#endif
// Sample cascade
float3 result = SampleDDGIIrradianceCascade(data, probesData, probesDistance, probesIrradiance, worldPosition, worldNormal, cascadeIndex, probesOrigin, probesExtent, probesSpacing, biasedWorldPosition);
// Blend with the next cascade (or fallback irradiance outside the volume)
#if DDGI_CASCADE_BLEND_SMOOTH && !defined(DDGI_DEBUG_CASCADE)
cascadeIndex++;
if (cascadeIndex < data.CascadesCount && cascadeWeight < 0.99f)
{
probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
biasedWorldPosition = worldPosition + GetDDGISurfaceBias(viewDir, probesSpacing, worldNormal, bias);
float3 resultNext = SampleDDGIIrradianceCascade(data, probesData, probesDistance, probesIrradiance, worldPosition, worldNormal, cascadeIndex, probesOrigin, probesExtent, probesSpacing, biasedWorldPosition);
result *= cascadeWeight;
result += resultNext * (1 - cascadeWeight);
}
#endif
if (cascadeIndex >= data.CascadesCount)
{
// Blend between the last cascade and the fallback irradiance
float fallbackWeight = (1 - cascadeWeight) * data.FallbackIrradiance.a;
result = lerp(result, data.FallbackIrradiance.rgb, fallbackWeight);
}
return result;
}