273 lines
13 KiB
HLSL
273 lines
13 KiB
HLSL
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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// Implementation based on:
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// "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Probes", Journal of Computer Graphics Tools, April 2019
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// Zander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, and Morgan McGuire
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// https://morgan3d.github.io/articles/2019-04-01-ddgi/index.html and https://gdcvault.com/play/1026182/
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//
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// Additional references:
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// "Scaling Probe-Based Real-Time Dynamic Global Illumination for Production", https://jcgt.org/published/0010/02/01/
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// "Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields", https://jcgt.org/published/0008/02/01/
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#include "./Flax/Common.hlsl"
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#include "./Flax/Math.hlsl"
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#include "./Flax/Octahedral.hlsl"
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#define DDGI_PROBE_STATE_INACTIVE 0
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#define DDGI_PROBE_STATE_ACTIVATED 1
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#define DDGI_PROBE_STATE_ACTIVE 2
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#define DDGI_PROBE_RESOLUTION_IRRADIANCE 6 // Resolution (in texels) for probe irradiance data (excluding 1px padding on each side)
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#define DDGI_PROBE_RESOLUTION_DISTANCE 14 // Resolution (in texels) for probe distance data (excluding 1px padding on each side)
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#define DDGI_SRGB_BLENDING 1 // Enables blending in sRGB color space, otherwise irradiance blending is done in linear space
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// DDGI data for a constant buffer
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struct DDGIData
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{
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float4 ProbesOriginAndSpacing[4];
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int4 ProbesScrollOffsets[4]; // w unused
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uint3 ProbesCounts;
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uint CascadesCount;
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float IrradianceGamma;
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float ProbeHistoryWeight;
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float RayMaxDistance;
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float IndirectLightingIntensity;
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float4 RaysRotation;
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float3 ViewPos;
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uint RaysCount;
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float3 FallbackIrradiance;
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float Padding0;
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};
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uint GetDDGIProbeIndex(DDGIData data, uint3 probeCoords)
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{
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uint probesPerPlane = data.ProbesCounts.x * data.ProbesCounts.z;
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uint planeIndex = probeCoords.y;
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uint probeIndexInPlane = probeCoords.x + (data.ProbesCounts.x * probeCoords.z);
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return planeIndex * probesPerPlane + probeIndexInPlane;
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}
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uint GetDDGIProbeIndex(DDGIData data, uint2 texCoords, uint texResolution)
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{
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uint probesPerPlane = data.ProbesCounts.x * data.ProbesCounts.z;
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uint planeIndex = texCoords.x / (data.ProbesCounts.x * texResolution);
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uint probeIndexInPlane = (texCoords.x / texResolution) - (planeIndex * data.ProbesCounts.x) + (data.ProbesCounts.x * (texCoords.y / texResolution));
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return planeIndex * probesPerPlane + probeIndexInPlane;
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}
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uint3 GetDDGIProbeCoords(DDGIData data, uint probeIndex)
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{
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uint3 probeCoords;
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probeCoords.x = probeIndex % data.ProbesCounts.x;
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probeCoords.y = probeIndex / (data.ProbesCounts.x * data.ProbesCounts.z);
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probeCoords.z = (probeIndex / data.ProbesCounts.x) % data.ProbesCounts.z;
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return probeCoords;
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}
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uint2 GetDDGIProbeTexelCoords(DDGIData data, uint cascadeIndex, uint probeIndex)
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{
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uint probesPerPlane = data.ProbesCounts.x * data.ProbesCounts.z;
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uint planeIndex = probeIndex / probesPerPlane;
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uint gridSpaceX = probeIndex % data.ProbesCounts.x;
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uint gridSpaceY = probeIndex / data.ProbesCounts.x;
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uint x = gridSpaceX + (planeIndex * data.ProbesCounts.x);
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uint y = gridSpaceY % data.ProbesCounts.z + cascadeIndex * data.ProbesCounts.z;
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return uint2(x, y);
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}
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uint GetDDGIScrollingProbeIndex(DDGIData data, uint cascadeIndex, uint3 probeCoords)
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{
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// Probes are scrolled on edges to stabilize GI when camera moves
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int3 probeCoordsOffset = (int3)data.ProbesCounts + data.ProbesScrollOffsets[cascadeIndex].xyz;
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return GetDDGIProbeIndex(data, (probeCoords + (uint3)probeCoordsOffset) % data.ProbesCounts);
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}
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float3 GetDDGIProbeWorldPosition(DDGIData data, uint cascadeIndex, uint3 probeCoords)
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{
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float3 probesOrigin = data.ProbesOriginAndSpacing[cascadeIndex].xyz;
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float probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
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float3 probePosition = probeCoords * probesSpacing;
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float3 probeGridOffset = (probesSpacing * (data.ProbesCounts - 1)) * 0.5f;
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float3 probeScrollOffset = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing;
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return probesOrigin + probePosition - probeGridOffset + probeScrollOffset;
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}
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// Loads probe probe data (encoded)
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float4 LoadDDGIProbeData(DDGIData data, Texture2D<snorm float4> probesData, uint cascadeIndex, uint probeIndex)
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{
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int2 probeDataCoords = GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex);
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return probesData.Load(int3(probeDataCoords, 0));
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}
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// Encodes probe probe data
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float4 EncodeDDGIProbeData(float3 probeOffset, uint probeState)
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{
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return float4(probeOffset, (float)probeState * (1.0f / 8.0f));
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}
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// Decodes probe state from the encoded state
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uint DecodeDDGIProbeState(float4 probeData)
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{
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return (uint)(probeData.w * 8.0f);
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}
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// Decodes probe world-space position (XYZ) from the encoded state
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float3 DecodeDDGIProbePosition(DDGIData data, float4 probeData, uint cascadeIndex, uint probeIndex, uint3 probeCoords)
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{
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float3 probePosition = probeData.xyz;
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probePosition *= data.ProbesOriginAndSpacing[cascadeIndex].w; // Probe offset is [-1;1] within probes spacing
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probePosition += GetDDGIProbeWorldPosition(data, cascadeIndex, probeCoords); // Place probe on a grid
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return probePosition;
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}
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// Calculates texture UVs for sampling probes atlas texture (irradiance or distance)
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float2 GetDDGIProbeUV(DDGIData data, uint cascadeIndex, uint probeIndex, float2 octahedralCoords, uint resolution)
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{
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uint2 coords = GetDDGIProbeTexelCoords(data, cascadeIndex, probeIndex);
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float probeTexelSize = resolution + 2.0f;
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float2 textureSize = float2(data.ProbesCounts.x * data.ProbesCounts.y, data.ProbesCounts.z * data.CascadesCount) * probeTexelSize;
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float2 uv = float2(coords.x * probeTexelSize, coords.y * probeTexelSize) + (probeTexelSize * 0.5f);
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uv += octahedralCoords.xy * (resolution * 0.5f);
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uv /= textureSize;
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return uv;
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}
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// Samples DDGI probes volume at the given world-space position and returns the irradiance.
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// bias - scales the bias vector to the initial sample point to reduce self-shading artifacts
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// dither - randomized per-pixel value in range 0-1, used to smooth dithering for cascades blending
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float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, Texture2D<float4> probesDistance, Texture2D<float4> probesIrradiance, float3 worldPosition, float3 worldNormal, float bias = 0.2f, float dither = 0.0f)
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{
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// Select the highest cascade that contains the sample location
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uint cascadeIndex = 0;
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float probesSpacing = 0;
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float3 probesOrigin = (float3)0, probesExtent = (float3)0, biasedWorldPosition = (float3)0;
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float3 viewDir = normalize(data.ViewPos - worldPosition);
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for (; cascadeIndex < data.CascadesCount; cascadeIndex++)
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{
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probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
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probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
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probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
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biasedWorldPosition = worldPosition + (worldNormal * 0.2f + viewDir * 0.8f) * (0.75f * probesSpacing * bias);
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float fadeDistance = probesSpacing * 0.5f;
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float cascadeWeight = saturate(Min3(probesExtent - abs(biasedWorldPosition - probesOrigin)) / fadeDistance);
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if (cascadeWeight > dither) // Use dither to make transition smoother
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break;
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}
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if (cascadeIndex == data.CascadesCount)
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return data.FallbackIrradiance;
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uint3 probeCoordsEnd = data.ProbesCounts - uint3(1, 1, 1);
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uint3 baseProbeCoords = clamp(uint3((worldPosition - probesOrigin + probesExtent) / probesSpacing), uint3(0, 0, 0), probeCoordsEnd);
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// Get the grid coordinates of the probe nearest the biased world position
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float3 baseProbeWorldPosition = GetDDGIProbeWorldPosition(data, cascadeIndex, baseProbeCoords);
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float3 biasAlpha = saturate((biasedWorldPosition - baseProbeWorldPosition) / probesSpacing);
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// Loop over the closest probes to accumulate their contributions
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float4 irradiance = float4(0, 0, 0, 0);
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const int3 SearchAxisMasks[3] = { int3(1, 0, 0), int3(0, 1, 0), int3(0, 0, 1) };
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for (uint i = 0; i < 8; i++)
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{
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uint3 probeCoordsOffset = uint3(i, i >> 1, i >> 2) & 1;
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uint3 probeCoords = clamp(baseProbeCoords + probeCoordsOffset, uint3(0, 0, 0), probeCoordsEnd);
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uint probeIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, probeCoords);
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// Load probe position and state
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float4 probeData = LoadDDGIProbeData(data, probesData, cascadeIndex, probeIndex);
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uint probeState = DecodeDDGIProbeState(probeData);
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if (probeState == DDGI_PROBE_STATE_INACTIVE)
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{
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// Search nearby probes to find any nearby GI sample
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for (int searchDistance = 1; searchDistance < 3 && probeState == DDGI_PROBE_STATE_INACTIVE; searchDistance++)
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for (uint searchAxis = 0; searchAxis < 3; searchAxis++)
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{
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int searchAxisDir = probeCoordsOffset[searchAxis] ? 1 : -1;
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int3 searchCoordsOffset = SearchAxisMasks[searchAxis] * searchAxisDir * searchDistance;
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uint3 searchCoords = clamp((int3)probeCoords + searchCoordsOffset, int3(0, 0, 0), (int3)probeCoordsEnd);
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uint searchIndex = GetDDGIScrollingProbeIndex(data, cascadeIndex, searchCoords);
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float4 searchData = LoadDDGIProbeData(data, probesData, cascadeIndex, searchIndex);
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uint searchState = DecodeDDGIProbeState(searchData);
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if (searchState != DDGI_PROBE_STATE_INACTIVE)
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{
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// Use nearby probe as a fallback (visibility test might ignore it but with smooth gradient)
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probeCoords = searchCoords;
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probeIndex = searchIndex;
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probeData = searchData;
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probeState = searchState;
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break;
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}
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}
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if (probeState == DDGI_PROBE_STATE_INACTIVE) continue;
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}
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float3 probeBasePosition = baseProbeWorldPosition + ((probeCoords - baseProbeCoords) * probesSpacing);
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float3 probePosition = probeBasePosition + probeData.xyz * probesSpacing; // Probe offset is [-1;1] within probes spacing
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// Calculate the distance and direction from the (biased and non-biased) shading point and the probe
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float3 worldPosToProbe = normalize(probePosition - worldPosition);
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float3 biasedPosToProbe = normalize(probePosition - biasedWorldPosition);
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float biasedPosToProbeDist = length(probePosition - biasedWorldPosition) * 0.95f;
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// Smooth backface test
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float weight = Square(dot(worldPosToProbe, worldNormal) * 0.5f + 0.5f);
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// Sample distance texture
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float2 octahedralCoords = GetOctahedralCoords(-biasedPosToProbe);
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float2 uv = GetDDGIProbeUV(data, cascadeIndex, probeIndex, octahedralCoords, DDGI_PROBE_RESOLUTION_DISTANCE);
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float2 probeDistance = probesDistance.SampleLevel(SamplerLinearClamp, uv, 0).rg * 2.0f;
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// Visibility weight (Chebyshev)
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if (biasedPosToProbeDist > probeDistance.x)
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{
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float variance = abs(Square(probeDistance.x) - probeDistance.y);
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float visibilityWeight = variance / (variance + Square(biasedPosToProbeDist - probeDistance.x));
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weight *= max(visibilityWeight * visibilityWeight * visibilityWeight, 0.05f);
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}
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// Avoid a weight of zero
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weight = max(weight, 0.000001f);
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// Adjust weight curve to inject a small portion of light
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const float minWeightThreshold = 0.2f;
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if (weight < minWeightThreshold) weight *= Square(weight) / Square(minWeightThreshold);
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// Calculate trilinear weights based on the distance to each probe to smoothly transition between grid of 8 probes
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float3 trilinear = lerp(1.0f - biasAlpha, biasAlpha, (float3)probeCoordsOffset);
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weight *= max(trilinear.x * trilinear.y * trilinear.z, 0.001f);
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// Sample irradiance texture
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octahedralCoords = GetOctahedralCoords(worldNormal);
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uv = GetDDGIProbeUV(data, cascadeIndex, probeIndex, octahedralCoords, DDGI_PROBE_RESOLUTION_IRRADIANCE);
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float3 probeIrradiance = probesIrradiance.SampleLevel(SamplerLinearClamp, uv, 0).rgb;
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#if DDGI_SRGB_BLENDING
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probeIrradiance = pow(probeIrradiance, data.IrradianceGamma * 0.5f);
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#endif
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// Debug probe offset visualization
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//probeIrradiance = float3(max(frac(probeData.xyz) * 2, 0.1f));
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// Accumulate weighted irradiance
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irradiance += float4(probeIrradiance * weight, weight);
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}
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#if 0
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// Debug DDGI cascades with colors
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if (cascadeIndex == 0)
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irradiance = float4(1, 0, 0, 1);
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else if (cascadeIndex == 1)
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irradiance = float4(0, 1, 0, 1);
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else if (cascadeIndex == 2)
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irradiance = float4(0, 0, 1, 1);
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else
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irradiance = float4(1, 0, 1, 1);
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#endif
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if (irradiance.a > 0.0f)
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{
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// Normalize irradiance
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irradiance.rgb /= irradiance.a;
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#if DDGI_SRGB_BLENDING
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irradiance.rgb *= irradiance.rgb;
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#endif
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irradiance.rgb *= 2.0f * PI;
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}
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return irradiance.rgb;
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}
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