Files
FlaxEngine/Source/Shaders/GlobalSignDistanceField.hlsl

346 lines
17 KiB
HLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
#include "./Flax/Collisions.hlsl"
// This must match C++
#define GLOBAL_SDF_RASTERIZE_CHUNK_SIZE 32
#define GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN 4
#define GLOBAL_SDF_RASTERIZE_MIP_FACTOR 4
#define GLOBAL_SDF_MIP_FLOODS 5
#define GLOBAL_SDF_WORLD_SIZE 60000.0f
#define GLOBAL_SDF_MIN_VALID 0.9f
#define GLOBAL_SDF_CHUNK_MARGIN_SCALE 4.0f
// Global SDF data for a constant buffer
struct GlobalSDFData
{
float4 CascadePosDistance[4];
float4 CascadeVoxelSize;
float4 CascadeMaxDistanceTex;
float4 CascadeMaxDistanceMip;
float2 Padding;
uint CascadesCount;
float Resolution;
};
// Global SDF ray trace settings.
struct GlobalSDFTrace
{
float3 WorldPosition;
float MinDistance;
float3 WorldDirection;
float MaxDistance;
float StepScale;
bool NeedsHitNormal;
void Init(float3 worldPosition, float3 worldDirection, float minDistance, float maxDistance, float stepScale = 1.0f)
{
WorldPosition = worldPosition;
WorldDirection = worldDirection;
MinDistance = minDistance;
MaxDistance = maxDistance;
StepScale = stepScale;
NeedsHitNormal = false;
}
};
// Global SDF ray trace hit information.
struct GlobalSDFHit
{
float3 HitNormal;
float HitTime;
uint HitCascade;
uint StepsCount;
float HitSDF;
bool IsHit()
{
return HitTime >= 0.0f;
}
float3 GetHitPosition(const GlobalSDFTrace trace)
{
return trace.WorldPosition + trace.WorldDirection * HitTime;
}
};
void GetGlobalSDFCascadeUV(const GlobalSDFData data, uint cascade, float3 worldPosition, out float3 cascadeUV, out float3 textureUV)
{
float4 cascadePosDistance = data.CascadePosDistance[cascade];
float3 posInCascade = worldPosition - cascadePosDistance.xyz;
float cascadeSize = cascadePosDistance.w * 2;
cascadeUV = saturate(posInCascade / cascadeSize + 0.5f);
textureUV = float3(((float)cascade + cascadeUV.x) / (float)data.CascadesCount, cascadeUV.y, cascadeUV.z); // Cascades are placed next to each other on X axis
}
// Gets the Global SDF cascade index for the given world location.
uint GetGlobalSDFCascade(const GlobalSDFData data, float3 worldPosition)
{
for (uint cascade = 0; cascade < data.CascadesCount; cascade++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
if (all(cascadeUV > 0) && all(cascadeUV < 1))
return cascade;
}
return 0;
}
// Samples the Global SDF cascade and returns the distance to the closest surface (in world units) at the given world location.
float SampleGlobalSDFCascade(const GlobalSDFData data, Texture3D<snorm float> tex, float3 worldPosition, uint cascade)
{
float distance = GLOBAL_SDF_WORLD_SIZE;
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
float voxelSize = data.CascadeVoxelSize[cascade];
float chunkMargin = voxelSize * (GLOBAL_SDF_CHUNK_MARGIN_SCALE * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN);
float maxDistanceTex = data.CascadeMaxDistanceTex[cascade];
float distanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0) * maxDistanceTex;
if (distanceTex < chunkMargin && all(cascadeUV > 0) && all(cascadeUV < 1))
distance = distanceTex;
return distance;
}
// 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, float3 worldPosition)
{
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++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
float voxelSize = data.CascadeVoxelSize[cascade];
float chunkMargin = voxelSize * (GLOBAL_SDF_CHUNK_MARGIN_SCALE * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN);
float maxDistanceTex = data.CascadeMaxDistanceTex[cascade];
float distanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0);
if (distanceTex < chunkMargin && all(cascadeUV > 0) && all(cascadeUV < 1))
{
distance = distanceTex * maxDistanceTex;
break;
}
}
return distance;
}
// 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, uint startCascade = 0)
{
float distance = data.CascadePosDistance[3].w * 2.0f;
if (distance <= 0.0f)
return GLOBAL_SDF_WORLD_SIZE;
startCascade = min(startCascade, data.CascadesCount - 1);
for (uint cascade = startCascade; cascade < data.CascadesCount; cascade++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
float voxelSize = data.CascadeVoxelSize[cascade];
float chunkSize = voxelSize * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
float chunkMargin = voxelSize * (GLOBAL_SDF_CHUNK_MARGIN_SCALE * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN);
float maxDistanceMip = data.CascadeMaxDistanceMip[cascade];
float distanceMip = mip.SampleLevel(SamplerLinearClamp, textureUV, 0);
if (distanceMip < chunkSize && all(cascadeUV > 0) && all(cascadeUV < 1))
{
distance = distanceMip * maxDistanceMip;
float maxDistanceTex = data.CascadeMaxDistanceTex[cascade];
float distanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0) * maxDistanceTex;
if (distanceTex < chunkMargin)
distance = distanceTex;
break;
}
}
return distance;
}
// 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, 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;
startCascade = min(startCascade, data.CascadesCount - 1);
for (uint cascade = startCascade; cascade < data.CascadesCount; cascade++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
float voxelSize = data.CascadeVoxelSize[cascade];
float chunkMargin = voxelSize * (GLOBAL_SDF_CHUNK_MARGIN_SCALE * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN);
float maxDistanceTex = data.CascadeMaxDistanceTex[cascade];
float distanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0);
if (distanceTex < chunkMargin && all(cascadeUV > 0) && all(cascadeUV < 1))
{
float texelOffset = 1.0f / data.Resolution;
float xp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x + texelOffset, textureUV.y, textureUV.z), 0).x;
float xn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x - texelOffset, textureUV.y, textureUV.z), 0).x;
float yp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y + texelOffset, textureUV.z), 0).x;
float yn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y - texelOffset, textureUV.z), 0).x;
float zp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z + texelOffset), 0).x;
float zn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z - texelOffset), 0).x;
gradient = float3(xp - xn, yp - yn, zp - zn) * maxDistanceTex;
distance = distanceTex * maxDistanceTex;
break;
}
}
return gradient;
}
// 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, uint startCascade = 0)
{
float3 gradient = float3(0, 0.00001f, 0);
distance = GLOBAL_SDF_WORLD_SIZE;
if (data.CascadePosDistance[3].w <= 0.0f)
return gradient;
startCascade = min(startCascade, data.CascadesCount - 1);
for (uint cascade = startCascade; cascade < data.CascadesCount; cascade++)
{
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, worldPosition, cascadeUV, textureUV);
float voxelSize = data.CascadeVoxelSize[cascade];
float chunkSize = voxelSize * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
float chunkMargin = voxelSize * (GLOBAL_SDF_CHUNK_MARGIN_SCALE * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN);
float maxDistanceMip = data.CascadeMaxDistanceMip[cascade];
float distanceMip = mip.SampleLevel(SamplerLinearClamp, textureUV, 0) * maxDistanceMip;
if (distanceMip < chunkSize && all(cascadeUV > 0) && all(cascadeUV < 1))
{
float maxDistanceTex = data.CascadeMaxDistanceTex[cascade];
float distanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0) * maxDistanceTex;
if (distanceTex < chunkMargin)
{
distance = distanceTex;
float texelOffset = 1.0f / data.Resolution;
float xp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x + texelOffset, textureUV.y, textureUV.z), 0).x;
float xn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x - texelOffset, textureUV.y, textureUV.z), 0).x;
float yp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y + texelOffset, textureUV.z), 0).x;
float yn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y - texelOffset, textureUV.z), 0).x;
float zp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z + texelOffset), 0).x;
float zn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z - texelOffset), 0).x;
gradient = float3(xp - xn, yp - yn, zp - zn) * maxDistanceTex;
}
else
{
distance = distanceMip;
float texelOffset = (float)GLOBAL_SDF_RASTERIZE_MIP_FACTOR / data.Resolution;
float xp = mip.SampleLevel(SamplerLinearClamp, float3(textureUV.x + texelOffset, textureUV.y, textureUV.z), 0).x;
float xn = mip.SampleLevel(SamplerLinearClamp, float3(textureUV.x - texelOffset, textureUV.y, textureUV.z), 0).x;
float yp = mip.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y + texelOffset, textureUV.z), 0).x;
float yn = mip.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y - texelOffset, textureUV.z), 0).x;
float zp = mip.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z + texelOffset), 0).x;
float zn = mip.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z - texelOffset), 0).x;
gradient = float3(xp - xn, yp - yn, zp - zn) * maxDistanceMip;
}
break;
}
}
return gradient;
}
// Ray traces the Global SDF.
// cascadeTraceStartBias - scales the trace start position offset (along the trace direction) by cascade voxel size (reduces artifacts on far cascades). Use it for shadow rays to prevent self-occlusion when tracing from object surface that looses quality in far cascades.
GlobalSDFHit RayTraceGlobalSDF(const GlobalSDFData data, Texture3D<snorm float> tex, Texture3D<snorm float> mip, const GlobalSDFTrace trace, float cascadeTraceStartBias = 0.0f)
{
GlobalSDFHit hit = (GlobalSDFHit)0;
hit.HitTime = -1.0f;
float nextIntersectionStart = trace.MinDistance;
float traceMaxDistance = min(trace.MaxDistance, data.CascadePosDistance[3].w * 2);
float3 traceEndPosition = trace.WorldPosition + trace.WorldDirection * traceMaxDistance;
LOOP
for (uint cascade = 0; cascade < data.CascadesCount && hit.HitTime < 0.0f; cascade++)
{
float4 cascadePosDistance = data.CascadePosDistance[cascade];
float voxelSize = data.CascadeVoxelSize[cascade];
float voxelExtent = voxelSize * 0.5f;
float3 worldPosition = trace.WorldPosition;
// Skip until cascade that contains the start location
if (any(abs(worldPosition - cascadePosDistance.xyz) > cascadePosDistance.w))
continue;
// Hit the cascade bounds to find the intersection points
float traceStartBias = voxelSize * cascadeTraceStartBias;
float2 intersections = LineHitBox(worldPosition, traceEndPosition, cascadePosDistance.xyz - cascadePosDistance.www, cascadePosDistance.xyz + cascadePosDistance.www);
intersections.xy *= traceMaxDistance;
intersections.x = max(intersections.x, traceStartBias);
intersections.x = max(intersections.x, nextIntersectionStart);
if (intersections.x < intersections.y)
{
// Skip the current cascade tracing on the next cascade
nextIntersectionStart = max(nextIntersectionStart, intersections.y - voxelSize);
// Walk over the cascade SDF
uint step = 0;
float stepTime = intersections.x;
float chunkSize = voxelSize * GLOBAL_SDF_RASTERIZE_CHUNK_SIZE;
float chunkMargin = voxelSize * (GLOBAL_SDF_CHUNK_MARGIN_SCALE * GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN);
float maxDistanceTex = data.CascadeMaxDistanceTex[cascade];
float maxDistanceMip = data.CascadeMaxDistanceMip[cascade];
LOOP
for (; step < 250 && stepTime < intersections.y && hit.HitTime < 0.0f; step++)
{
float3 stepPosition = worldPosition + trace.WorldDirection * stepTime;
float stepScale = trace.StepScale;
// Sample SDF
float stepDistance, voxelSizeScale = (float)GLOBAL_SDF_RASTERIZE_MIP_FACTOR;
float3 cascadeUV, textureUV;
GetGlobalSDFCascadeUV(data, cascade, stepPosition, cascadeUV, textureUV);
float distanceMip = mip.SampleLevel(SamplerLinearClamp, textureUV, 0) * maxDistanceMip;
if (distanceMip < chunkSize)
{
stepDistance = distanceMip;
float distanceTex = tex.SampleLevel(SamplerLinearClamp, textureUV, 0) * maxDistanceTex;
if (distanceTex < chunkMargin)
{
stepDistance = distanceTex;
voxelSizeScale = 1.0f;
stepScale *= 0.63f; // Perform smaller steps nearby geometry
}
}
else
{
// Assume no SDF nearby so perform a jump tto the next chunk
stepDistance = chunkSize;
voxelSizeScale = 1.0f;
}
// Detect surface hit
float minSurfaceThickness = voxelSizeScale * voxelExtent * saturate(stepTime / voxelSize);
if (stepDistance < minSurfaceThickness)
{
// Surface hit
hit.HitTime = max(stepTime + stepDistance - minSurfaceThickness, 0.0f);
hit.HitCascade = cascade;
hit.HitSDF = stepDistance;
if (trace.NeedsHitNormal)
{
// Calculate hit normal from SDF gradient
float texelOffset = 1.0f / data.Resolution;
float xp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x + texelOffset, textureUV.y, textureUV.z), 0).x;
float xn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x - texelOffset, textureUV.y, textureUV.z), 0).x;
float yp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y + texelOffset, textureUV.z), 0).x;
float yn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y - texelOffset, textureUV.z), 0).x;
float zp = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z + texelOffset), 0).x;
float zn = tex.SampleLevel(SamplerLinearClamp, float3(textureUV.x, textureUV.y, textureUV.z - texelOffset), 0).x;
hit.HitNormal = normalize(float3(xp - xn, yp - yn, zp - zn));
}
}
// Move forward
stepTime += max(stepDistance * stepScale, voxelSize);
}
hit.StepsCount += step;
}
}
return hit;
}
// Calculates the surface threshold for Global Surface Atlas sampling which matches the Global SDF trace to reduce artifacts
float GetGlobalSurfaceAtlasThreshold(const GlobalSDFData data, const GlobalSDFHit hit)
{
// Scale the threshold based on the hit cascade (less precision)
return data.CascadeVoxelSize[hit.HitCascade] * 1.17f;
}