Files
FlaxEngine/Source/Shaders/GlobalSurfaceAtlas.hlsl
2022-04-06 16:56:04 +02:00

87 lines
3.0 KiB
HLSL

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
#include "./Flax/Collisions.hlsl"
// This must match C++
#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE 5 // Amount of float4s per-object
struct GlobalSurfaceTile
{
uint Index;
uint2 AtlasCoord;
bool Enabled;
};
struct GlobalSurfaceObject
{
float3 BoundsPosition;
float BoundsRadius;
float4x4 WorldToLocal;
float3 Extent;
GlobalSurfaceTile Tiles[6];
};
float4 LoadGlobalSurfaceAtlasObjectBounds(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
return objects.Load(objectStart);
}
GlobalSurfaceObject LoadGlobalSurfaceAtlasObject(Buffer<float4> objects, uint objectIndex)
{
// This must match C++
const uint objectStart = objectIndex * GLOBAL_SURFACE_ATLAS_OBJECT_SIZE;
float4 vector0 = objects.Load(objectStart + 0);
float4 vector1 = objects.Load(objectStart + 1);
float4 vector2 = objects.Load(objectStart + 2);
float4 vector3 = objects.Load(objectStart + 3);
float4 vector4 = objects.Load(objectStart + 4);
GlobalSurfaceObject object = (GlobalSurfaceObject)0;
object.BoundsPosition = vector0.xyz;
object.BoundsRadius = vector0.w;
object.WorldToLocal[0] = float4(vector1.xyz, 0.0f);
object.WorldToLocal[1] = float4(vector2.xyz, 0.0f);
object.WorldToLocal[2] = float4(vector3.xyz, 0.0f);
object.WorldToLocal[3] = float4(vector1.w, vector2.w, vector3.w, 1.0f);
object.Extent = vector4.xyz;
// TODO: Tiles
return object;
}
// Global Surface Atlas data for a constant buffer
struct GlobalSurfaceAtlasData
{
float3 Padding;
uint ObjectsCount;
};
// Samples the Global Surface Atlas and returns the lighting (with opacity) at the given world location (and direction).
float4 SampleGlobalSurfaceAtlas(const GlobalSurfaceAtlasData data, Texture2D atlas, Buffer<float4> objects, float3 worldPosition, float3 worldNormal)
{
float4 result = float4(0, 0, 0, 0);
// TODO: add grid culling to object for faster lookup
LOOP
for (uint objectIndex = 0; objectIndex < data.ObjectsCount && result.a <= 0.0f; objectIndex++)
{
// Cull point vs sphere
float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(objects, objectIndex);
if (distance(objectBounds.xyz, worldPosition) > objectBounds.w)
continue;
GlobalSurfaceObject object = LoadGlobalSurfaceAtlasObject(objects, objectIndex);
float3 localPosition = mul(float4(worldPosition, 1), object.WorldToLocal).xyz;
object.Extent += 10.0f; // TODO: why SDF is so enlarged compared to actual bounds?
if (any(localPosition > object.Extent) || any(localPosition < -object.Extent))
continue;
float3 localNormal = normalize(mul(worldNormal, (float3x3)object.WorldToLocal));
// TODO: select 1, 2 or 3 tiles from object that match normal vector
// TODO: sample tiles with weight based on sample normal (reject tile if projected UVs are outside 0-1 range)
// TODO: implement Global Surface Atlas sampling
result = float4((float)(objectIndex + 1) / (float)data.ObjectsCount, 0, 0, 1);
}
return result;
}