Files
FlaxEngine/Source/Shaders/GlobalSignDistanceField.shader

327 lines
12 KiB
GLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/TerrainCommon.hlsl"
#define GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT 28
#define GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT 2
#define GLOBAL_SDF_RASTERIZE_GROUP_SIZE 8
#define GLOBAL_SDF_MIP_GROUP_SIZE 4
struct ObjectRasterizeData
{
float4x3 WorldToVolume;
float4x3 VolumeToWorld;
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;
uint ObjectsCount;
float3 CascadeCoordToPosAdd;
int CascadeResolution;
int CascadeIndex;
float CascadeVoxelSize;
int CascadeMipResolution;
int CascadeMipFactor;
uint4 Objects[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT / 4];
uint GenerateMipTexResolution;
uint GenerateMipCoordScale;
uint GenerateMipTexOffsetX;
uint GenerateMipMipOffsetX;
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));
}
float CombineSDF(float oldSdf, float newSdf)
{
// Use distance closer to 0
if (oldSdf < 0 && newSdf < 0)
return max(oldSdf, newSdf);
return min(oldSdf, newSdf);
}
#if defined(_CS_RasterizeModel) || defined(_CS_RasterizeHeightfield)
RWTexture3D<float> GlobalSDFTex : register(u0);
StructuredBuffer<ObjectRasterizeData> ObjectsBuffer : register(t0);
#endif
#if defined(_CS_RasterizeModel)
Texture3D<float> ObjectsTextures[GLOBAL_SDF_RASTERIZE_MODEL_MAX_COUNT] : register(t1);
float DistanceToModelSDF(float minDistance, ObjectRasterizeData modelData, Texture3D<float> modelSDFTex, float3 worldPos)
{
// Object scaling is the length of the rows
float4x4 volumeToWorld = ToMatrix4x4(modelData.VolumeToWorld);
float3 volumeToWorldScale = float3(length(volumeToWorld[0]), length(volumeToWorld[1]), length(volumeToWorld[2]));
float volumeScale = min(volumeToWorldScale.x, min(volumeToWorldScale.y, volumeToWorldScale.z));
// Compute SDF volume UVs and distance in world-space to the volume bounds
float3 volumePos = mul(float4(worldPos, 1), ToMatrix4x4(modelData.WorldToVolume)).xyz;
float3 volumeUV = volumePos * modelData.VolumeToUVWMul + modelData.VolumeToUVWAdd;
float3 volumePosClamped = clamp(volumePos, -modelData.VolumeLocalBoundsExtent, modelData.VolumeLocalBoundsExtent);
float3 worldPosClamped = mul(float4(volumePosClamped, 1), volumeToWorld).xyz;
float distanceToVolume = distance(worldPos, worldPosClamped);
if (distanceToVolume < 0.01f)
distanceToVolume = length((volumePos - volumePosClamped) * volumeToWorldScale);
distanceToVolume = max(distanceToVolume, 0);
// Skip sampling SDF if there is already a better result
BRANCH if (minDistance <= distanceToVolume) return distanceToVolume;
// Sample SDF
#if defined(PLATFORM_PS4) || defined(PLATFORM_PS5)
float volumeDistance = 0; // TODO: fix shader compilation error
#else
float volumeDistance = modelSDFTex.SampleLevel(SamplerLinearClamp, volumeUV, modelData.MipOffset).x * modelData.DecodeMul + modelData.DecodeAdd;
#endif
volumeDistance *= volumeScale; // Apply uniform instance scale (non-uniform is not supported)
// 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 DispatchThreadId : SV_DispatchThreadID)
{
uint3 voxelCoord = ChunkCoord + DispatchThreadId;
float3 voxelWorldPos = voxelCoord * CascadeCoordToPosMul + CascadeCoordToPosAdd;
voxelCoord.x += CascadeIndex * CascadeResolution;
float minDistance = MaxDistance;
#if READ_SDF
minDistance *= GlobalSDFTex[voxelCoord];
#endif
for (uint i = 0; i < ObjectsCount; i++)
{
ObjectRasterizeData objectData = ObjectsBuffer[Objects[i / 4][i % 4]];
float objectDistance = DistanceToModelSDF(minDistance, objectData, ObjectsTextures[i], voxelWorldPos);
minDistance = CombineSDF(minDistance, objectDistance);
}
GlobalSDFTex[voxelCoord] = clamp(minDistance / MaxDistance, -1, 1);
}
#endif
#if defined(_CS_RasterizeHeightfield)
Texture2D<float4> ObjectsTextures[GLOBAL_SDF_RASTERIZE_HEIGHTFIELD_MAX_COUNT] : register(t1);
// Compute shader for rasterizing heightfield into Global SDF
META_CS(true, FEATURE_LEVEL_SM5)
[numthreads(GLOBAL_SDF_RASTERIZE_GROUP_SIZE, GLOBAL_SDF_RASTERIZE_GROUP_SIZE, GLOBAL_SDF_RASTERIZE_GROUP_SIZE)]
void CS_RasterizeHeightfield(uint3 DispatchThreadId : SV_DispatchThreadID)
{
#if defined(PLATFORM_PS4) || defined(PLATFORM_PS5)
// TODO: fix shader compilation error
#else
uint3 voxelCoord = ChunkCoord + DispatchThreadId;
float3 voxelWorldPos = voxelCoord * CascadeCoordToPosMul + CascadeCoordToPosAdd;
voxelCoord.x += CascadeIndex * CascadeResolution;
float minDistance = MaxDistance * GlobalSDFTex[voxelCoord];
float thickness = -300.0f;
for (uint i = 0; i < ObjectsCount; i++)
{
ObjectRasterizeData objectData = ObjectsBuffer[Objects[i / 4][i % 4]];
// Convert voxel world-space position into heightfield local-space position and get heightfield UV
float4x4 worldToLocal = ToMatrix4x4(objectData.WorldToVolume);
float3 volumePos = mul(float4(voxelWorldPos, 1), worldToLocal).xyz;
float3 volumeUV = volumePos * objectData.VolumeToUVWMul + objectData.VolumeToUVWAdd;
float2 heightfieldUV = float2(volumeUV.x, volumeUV.z);
// Sample heightfield around the voxel location (heightmap uses point sampler)
Texture2D<float4> heightmap = ObjectsTextures[i];
float4 localToUV = float4(objectData.VolumeToUVWMul.xz, objectData.VolumeToUVWAdd.xz);
float3 n00, n10, n01, n11;
bool h00, h10, h01, h11;
float offset = CascadeVoxelSize * 2;
float3 p00 = SampleHeightmap(heightmap, volumePos + float3(-offset, 0, 0), localToUV, n00, h00, objectData.MipOffset);
float3 p10 = SampleHeightmap(heightmap, volumePos + float3(+offset, 0, 0), localToUV, n10, h10, objectData.MipOffset);
float3 p01 = SampleHeightmap(heightmap, volumePos + float3(0, 0, -offset), localToUV, n01, h01, objectData.MipOffset);
float3 p11 = SampleHeightmap(heightmap, volumePos + float3(0, 0, +offset), localToUV, n11, h11, objectData.MipOffset);
// Calculate average sample (linear interpolation)
float3 heightfieldPosition = (p00 + p10 + p01 + p11) * 0.25f;
float3 heightfieldNormal = (n00 + n10 + n01 + n11) * 0.25f;
heightfieldNormal = normalize(heightfieldNormal);
bool isHole = h00 || h10 || h01 || h11;
// Skip holes and pixels outside the heightfield
if (isHole)
continue;
// Transform to world-space
float4x4 localToWorld = ToMatrix4x4(objectData.VolumeToWorld);
heightfieldPosition = mul(float4(heightfieldPosition, 1), localToWorld).xyz;
// TODO: rotate normal vector
//heightfieldNormal = normalize(float3(localToWorld[0].y, localToWorld[1].y, localToWorld[2].y));
//heightfieldNormal = float3(0, 1, 0);
// Calculate distance from voxel center to the heightfield
float objectDistance = dot(heightfieldNormal, voxelWorldPos - heightfieldPosition);
//objectDistance += (1.0f - saturate(dot(heightfieldNormal, float3(0, 1, 0)))) * -50.0f;
if (objectDistance < thickness * 0.5f)
objectDistance = thickness - objectDistance;
minDistance = CombineSDF(minDistance, objectDistance);
}
GlobalSDFTex[voxelCoord] = clamp(minDistance / MaxDistance, -1, 1);
#endif
}
#endif
#if defined(_CS_ClearChunk)
RWTexture3D<float> 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 DispatchThreadId : SV_DispatchThreadID)
{
uint3 voxelCoord = ChunkCoord + DispatchThreadId;
voxelCoord.x += CascadeIndex * CascadeResolution;
GlobalSDFTex[voxelCoord] = 1.0f;
}
#endif
#if defined(_CS_GenerateMip)
RWTexture3D<float> GlobalSDFMip : register(u0);
Texture3D<float> GlobalSDFTex : register(t0);
float SampleSDF(uint3 voxelCoordMip, int3 offset)
{
// Sample SDF
voxelCoordMip = (uint3)clamp((int3)(voxelCoordMip * GenerateMipCoordScale) + offset, int3(0, 0, 0), (int3)(GenerateMipTexResolution - 1));
voxelCoordMip.x += GenerateMipTexOffsetX;
float result = GlobalSDFTex[voxelCoordMip].r;
// Extend by distance to the sampled texel location
float distanceInWorldUnits = length((float3)offset) * (MaxDistance / (float)GenerateMipTexResolution);
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)
[numthreads(GLOBAL_SDF_MIP_GROUP_SIZE, GLOBAL_SDF_MIP_GROUP_SIZE, GLOBAL_SDF_MIP_GROUP_SIZE)]
void CS_GenerateMip(uint3 DispatchThreadId : SV_DispatchThreadID)
{
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)));
voxelCoordMip.x += GenerateMipMipOffsetX;
GlobalSDFMip[voxelCoordMip] = minDistance;
}
#endif
#ifdef _PS_Debug
Texture3D<float> GlobalSDFTex : register(t0);
Texture3D<float> GlobalSDFMip : register(t1);
// 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.SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
//float distance01 = GlobalSDFTex.SampleLevel(SamplerLinearClamp, float3((input.TexCoord.x + cascade) / (float)GlobalSDF.CascadesCount, input.TexCoord.y, zSlice), mip).x;
//float distance01 = GlobalSDFMip.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
#if 1
// Debug negative SDF (inside geometry)
float viewSDF = SampleGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, ViewWorldPos);
if (viewSDF < 0)
return float4(float3(0.7, 0.4, 0.1) * saturate(viewSDF * -0.005f), 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