Files
FlaxEngine/Source/Shaders/GI/GlobalSurfaceAtlas.shader
2024-04-04 12:54:07 +02:00

341 lines
12 KiB
GLSL

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
// Diffuse-only lighting
#define LIGHTING_NO_SPECULAR 1
#include "./Flax/Common.hlsl"
#include "./Flax/Math.hlsl"
#include "./Flax/LightingCommon.hlsl"
#include "./Flax/GlobalSignDistanceField.hlsl"
#include "./Flax/GI/GlobalSurfaceAtlas.hlsl"
#include "./Flax/GI/DDGI.hlsl"
META_CB_BEGIN(0, Data)
float3 ViewWorldPos;
float ViewNearPlane;
float SkyboxIntensity;
uint CulledObjectsCapacity;
float LightShadowsStrength;
float ViewFarPlane;
float4 ViewFrustumWorldRays[4];
GlobalSDFData GlobalSDF;
GlobalSurfaceAtlasData GlobalSurfaceAtlas;
DDGIData DDGI;
LightData Light;
META_CB_END
struct AtlasVertexInput
{
float2 Position : POSITION0;
float2 TileUV : TEXCOORD0;
uint TileAddress : TEXCOORD1;
};
struct AtlasVertexOutput
{
float4 Position : SV_Position;
float2 TileUV : TEXCOORD0;
nointerpolation uint TileAddress : TEXCOORD1;
};
// Vertex shader for Global Surface Atlas rendering (custom vertex buffer to render per-tile)
META_VS(true, FEATURE_LEVEL_SM5)
META_VS_IN_ELEMENT(POSITION, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R16G16_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 1, R32_UINT, 0, ALIGN, PER_VERTEX, 0, true)
AtlasVertexOutput VS_Atlas(AtlasVertexInput input)
{
AtlasVertexOutput output;
output.Position = float4(input.Position, 1, 1);
output.TileUV = input.TileUV;
output.TileAddress = input.TileAddress;
return output;
}
// Pixel shader for Global Surface Atlas software clearing
META_PS(true, FEATURE_LEVEL_SM5)
void PS_Clear(out float4 Light : SV_Target0, out float4 RT0 : SV_Target1, out float4 RT1 : SV_Target2, out float4 RT2 : SV_Target3)
{
Light = float4(0, 0, 0, 0);
RT0 = float4(0, 0, 0, 0);
RT1 = float4(0, 0, 0, 0);
RT2 = float4(1, 0, 0, 0);
}
#ifdef _PS_ClearLighting
Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
Texture2D Texture : register(t7);
// Pixel shader for Global Surface Atlas clearing
META_PS(true, FEATURE_LEVEL_SM5)
float4 PS_ClearLighting(AtlasVertexOutput input) : SV_Target
{
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(GlobalSurfaceAtlasObjects, input.TileAddress);
float2 atlasUV = input.TileUV * tile.AtlasRectUV.zw + tile.AtlasRectUV.xy;
return Texture.Sample(SamplerPointClamp, atlasUV);
}
#endif
#ifdef _PS_Lighting
#include "./Flax/GBuffer.hlsl"
#include "./Flax/Matrix.hlsl"
#include "./Flax/Lighting.hlsl"
// GBuffer+Depth at 0-3 slots
Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
#if INDIRECT_LIGHT
Texture2D<snorm float4> ProbesData : register(t5);
Texture2D<float4> ProbesDistance : register(t6);
Texture2D<float4> ProbesIrradiance : register(t7);
#else
Texture3D<float> GlobalSDFTex : register(t5);
Texture3D<float> GlobalSDFMip : register(t6);
#endif
// Pixel shader for Global Surface Atlas shading
META_PS(true, FEATURE_LEVEL_SM5)
META_PERMUTATION_1(RADIAL_LIGHT=0)
META_PERMUTATION_1(RADIAL_LIGHT=1)
META_PERMUTATION_1(INDIRECT_LIGHT=1)
float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
{
// Load current tile info
GlobalSurfaceTile tile = LoadGlobalSurfaceAtlasTile(GlobalSurfaceAtlasObjects, input.TileAddress);
float2 atlasUV = input.TileUV * tile.AtlasRectUV.zw + tile.AtlasRectUV.xy;
// Load GBuffer sample from atlas
GBufferData gBufferData = (GBufferData)0;
GBufferSample gBuffer = SampleGBuffer(gBufferData, atlasUV);
BRANCH
if (gBuffer.ShadingModel == SHADING_MODEL_UNLIT)
{
// Skip unlit pixels
discard;
return 0;
}
// Reconstruct world-space position manually (from uv+depth within a tile)
float tileDepth = SampleZ(atlasUV);
//float tileNear = -GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
//float tileFar = tile.ViewBoundsSize.z + 2 * GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET;
//gBufferData.ViewInfo.zw = float2(tileFar / (tileFar - tileNear), (-tileFar * tileNear) / (tileFar - tileNear) / tileFar);
//gBufferData.ViewInfo.zw = float2(1, 0);
//float tileLinearDepth = LinearizeZ(gBufferData, tileDepth);
float3 tileSpacePos = float3(input.TileUV.x - 0.5f, 0.5f - input.TileUV.y, tileDepth);
float3 gBufferTilePos = tileSpacePos * tile.ViewBoundsSize;
float4x4 tileLocalToWorld = Inverse(tile.WorldToLocal);
gBuffer.WorldPos = mul(float4(gBufferTilePos, 1), tileLocalToWorld).xyz;
// Boost material diffuse color to improve GI
//gBuffer.Color *= 1.1f;
#if INDIRECT_LIGHT
// Sample irradiance
float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesData, ProbesDistance, ProbesIrradiance, gBuffer.WorldPos, gBuffer.Normal);
irradiance *= Light.Radius; // Cached BounceIntensity / IndirectLightingIntensity
// Calculate lighting
float3 diffuseColor = GetDiffuseColor(gBuffer);
diffuseColor = min(diffuseColor, 0.9f); // Nothing reflects diffuse like perfectly in the real world (ensure to have energy loss at each light bounce)
float3 diffuse = Diffuse_Lambert(diffuseColor);
float4 light = float4(diffuse * irradiance * gBuffer.AO, 1);
#else
// Calculate shadowing
float3 L = Light.Direction;
#if RADIAL_LIGHT
float3 toLight = Light.Position - gBuffer.WorldPos;
float toLightDst = length(toLight);
if (toLightDst >= Light.Radius)
{
// Skip texels outside the light influence range
discard;
return 0;
}
L = toLight / toLightDst;
#else
float toLightDst = GLOBAL_SDF_WORLD_SIZE;
#endif
float4 shadowMask = 1;
if (Light.ShadowsBufferAddress != 0)
{
float NoL = dot(gBuffer.Normal, L);
float shadowBias = 10.0f;
float bias = 2 * shadowBias * saturate(1 - NoL) + shadowBias;
BRANCH
if (NoL > 0)
{
// TODO: try using shadow map for on-screen pixels
// TODO: try using cone trace with Global SDF for smoother shadow (eg. for sun shadows or for area lights)
// Shot a ray from texel into the light to see if there is any occluder
GlobalSDFTrace trace;
trace.Init(gBuffer.WorldPos + gBuffer.Normal * shadowBias, L, bias, toLightDst - bias);
GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace, 2.0f);
shadowMask = hit.IsHit() ? LightShadowsStrength : 1;
}
else
{
shadowMask = 0;
}
}
// Calculate lighting
#if RADIAL_LIGHT
bool isSpotLight = Light.SpotAngles.x > -2.0f;
#else
bool isSpotLight = false;
#endif
float4 light = GetLighting(ViewWorldPos, Light, gBuffer, shadowMask, RADIAL_LIGHT, isSpotLight);
#endif
return light;
}
#endif
#if defined(_CS_CullObjects)
#include "./Flax/Collisions.hlsl"
RWByteAddressBuffer RWGlobalSurfaceAtlasChunks : register(u0);
RWByteAddressBuffer RWGlobalSurfaceAtlasCulledObjects : register(u1);
Buffer<float4> GlobalSurfaceAtlasObjects : register(t0);
#define GLOBAL_SURFACE_ATLAS_CULL_LOCAL_SIZE 32 // Amount of objects to cache locally per-thread for culling
// Compute shader for culling objects into chunks
META_CS(true, FEATURE_LEVEL_SM5)
[numthreads(GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE, GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE, GLOBAL_SURFACE_ATLAS_CHUNKS_GROUP_SIZE)]
void CS_CullObjects(uint3 DispatchThreadId : SV_DispatchThreadID)
{
uint3 chunkCoord = DispatchThreadId;
uint chunkAddress = (chunkCoord.z * (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION) + chunkCoord.y * GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION + chunkCoord.x) * 4;
float3 chunkMin = GlobalSurfaceAtlas.ViewPos + (chunkCoord - (GLOBAL_SURFACE_ATLAS_CHUNKS_RESOLUTION * 0.5f)) * GlobalSurfaceAtlas.ChunkSize;
float3 chunkMax = chunkMin + GlobalSurfaceAtlas.ChunkSize;
// Count objects in this chunk
uint objectAddress = 0, objectsCount = 0;
// TODO: pre-cull objects within a thread group
uint localCulledObjects[GLOBAL_SURFACE_ATLAS_CULL_LOCAL_SIZE];
LOOP
for (uint objectIndex = 0; objectIndex < GlobalSurfaceAtlas.ObjectsCount; objectIndex++)
{
float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(GlobalSurfaceAtlasObjects, objectAddress);
uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(GlobalSurfaceAtlasObjects, objectAddress);
if (BoxIntersectsSphere(chunkMin, chunkMax, objectBounds.xyz, objectBounds.w))
{
localCulledObjects[objectsCount % GLOBAL_SURFACE_ATLAS_CULL_LOCAL_SIZE] = objectAddress;
objectsCount++;
}
objectAddress += objectSize;
}
if (objectsCount == 0)
{
// Empty chunk
RWGlobalSurfaceAtlasChunks.Store(chunkAddress, 0);
return;
}
// Allocate object data size in the buffer
uint objectsStart;
uint objectsSize = objectsCount + 1; // Include objects count before actual objects data
RWGlobalSurfaceAtlasCulledObjects.InterlockedAdd(0, objectsSize, objectsStart); // Counter at 0
if (objectsStart + objectsSize > CulledObjectsCapacity)
{
// Not enough space in the buffer
RWGlobalSurfaceAtlasChunks.Store(chunkAddress, 0);
return;
}
// Write object data start
RWGlobalSurfaceAtlasChunks.Store(chunkAddress, objectsStart);
// Write objects count before actual objects indices
RWGlobalSurfaceAtlasCulledObjects.Store(objectsStart * 4, objectsCount);
// Copy objects data in this chunk
if (objectsCount <= GLOBAL_SURFACE_ATLAS_CULL_LOCAL_SIZE)
{
// Reuse locally cached objects
LOOP
for (uint objectIndex = 0; objectIndex < objectsCount; objectIndex++)
{
objectAddress = localCulledObjects[objectIndex];
objectsStart++;
RWGlobalSurfaceAtlasCulledObjects.Store(objectsStart * 4, objectAddress);
}
}
else
{
// Brute-force culling
objectAddress = 0;
LOOP
for (uint objectIndex = 0; objectIndex < GlobalSurfaceAtlas.ObjectsCount; objectIndex++)
{
float4 objectBounds = LoadGlobalSurfaceAtlasObjectBounds(GlobalSurfaceAtlasObjects, objectAddress);
uint objectSize = LoadGlobalSurfaceAtlasObjectDataSize(GlobalSurfaceAtlasObjects, objectAddress);
if (BoxIntersectsSphere(chunkMin, chunkMax, objectBounds.xyz, objectBounds.w))
{
objectsStart++;
RWGlobalSurfaceAtlasCulledObjects.Store(objectsStart * 4, objectAddress);
}
objectAddress += objectSize;
}
}
}
#endif
#ifdef _PS_Debug
Texture3D<float> GlobalSDFTex : register(t0);
Texture3D<float> GlobalSDFMip : register(t1);
ByteAddressBuffer GlobalSurfaceAtlasChunks : register(t2);
ByteAddressBuffer GlobalSurfaceAtlasCulledObjects : register(t3);
Buffer<float4> GlobalSurfaceAtlasObjects : register(t4);
Texture2D GlobalSurfaceAtlasTex : register(t5);
Texture2D GlobalSurfaceAtlasDepth : register(t6);
TextureCube Skybox : register(t7);
// Pixel shader for Global Surface Atlas debug drawing
META_PS(true, FEATURE_LEVEL_SM5)
META_PERMUTATION_1(GLOBAL_SURFACE_ATLAS_DEBUG_MODE=0)
META_PERMUTATION_1(GLOBAL_SURFACE_ATLAS_DEBUG_MODE=1)
float4 PS_Debug(Quad_VS2PS input) : SV_Target
{
#if 0
// Preview Global Surface Atlas texture
return float4(GlobalSurfaceAtlasTex.SampleLevel(SamplerLinearClamp, input.TexCoord, 0).rgb, 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);
trace.NeedsHitNormal = true;
GlobalSDFHit hit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, trace);
float3 color;
if (hit.IsHit())
{
// Sample Global Surface Atlas at the hit location
float surfaceThreshold = GetGlobalSurfaceAtlasThreshold(GlobalSDF, hit);
color = SampleGlobalSurfaceAtlas(GlobalSurfaceAtlas, GlobalSurfaceAtlasChunks, GlobalSurfaceAtlasCulledObjects, GlobalSurfaceAtlasObjects, GlobalSurfaceAtlasDepth, GlobalSurfaceAtlasTex, hit.GetHitPosition(trace), -viewRay, surfaceThreshold).rgb;
//color = hit.HitNormal * 0.5f + 0.5f;
}
else
{
// Sample skybox
float3 skybox = Skybox.SampleLevel(SamplerLinearClamp, viewRay, 0).rgb;
float3 sky = float3(0.4f, 0.4f, 1.0f) * saturate(hit.StepsCount / 80.0f);
color = lerp(sky, skybox, SkyboxIntensity);
}
return float4(color, 1);
}
#endif