Files
FlaxEngine/Source/Shaders/GlobalSignDistanceField.hlsl

154 lines
4.8 KiB
HLSL

// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
#include "./Flax/Common.hlsl"
#include "./Flax/Collisions.hlsl"
#define GLOBAL_SDF_RASTERIZE_CHUNK_SIZE 32
#define GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN 4
#define GLOBAL_SDF_MIP_FLOODS 5
// Global SDF data for a constant buffer
struct GlobalSDFData
{
float4 CascadePosDistance[4];
float4 CascadeVoxelSize;
float3 Padding;
float Resolution;
};
// Global SDF ray trace settings.
struct GlobalSDFTrace
{
float3 WorldPosition;
float MinDistance;
float3 WorldDirection;
float MaxDistance;
float StepScale;
void Init(float3 worldPosition, float3 worldDirection, float minDistance, float maxDistance, float stepScale = 1.0f)
{
WorldPosition = worldPosition;
WorldDirection = worldDirection;
MinDistance = minDistance;
MaxDistance = maxDistance;
StepScale = stepScale;
}
};
// Global SDF ray trace hit information.
struct GlobalSDFHit
{
float HitTime;
uint HitCascade;
uint StepsCount;
bool IsHit()
{
return HitTime >= 0.0f;
}
float3 GetHitPosition(const GlobalSDFTrace trace)
{
return trace.WorldPosition + trace.WorldDirection * HitTime;
}
};
// 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<float> tex[4], float3 worldPosition, uint minCascade = 0)
{
float distance = data.CascadePosDistance[3].w * 2.0f;
for (uint cascade = minCascade; cascade < 4; cascade++)
{
float4 cascadePosDistance = data.CascadePosDistance[cascade];
float cascadeMaxDistance = cascadePosDistance.w * 2;
float3 posInCascade = worldPosition - cascadePosDistance.xyz;
float3 cascadeUV = posInCascade / cascadeMaxDistance + 0.5f;
if (any(cascadeUV < 0) || any(cascadeUV > 1))
continue;
// TODO: sample mip first
float cascadeDistance = tex[cascade].SampleLevel(SamplerLinearClamp, cascadeUV, 0);
if (cascadeDistance < 1.0f)
{
distance = cascadeDistance * cascadeMaxDistance;
break;
}
}
return distance;
}
// Ray traces the Global SDF.
GlobalSDFHit RayTraceGlobalSDF(const GlobalSDFData data, Texture3D<float> tex[4], Texture3D<float> mips[4], const GlobalSDFTrace trace, uint minCascade = 0)
{
GlobalSDFHit hit;
hit.HitTime = -1.0f;
hit.HitCascade = 0;
hit.StepsCount = 0;
float chunkSizeDistance = (float)GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / data.Resolution; // Size of the chunk in SDF distance (0-1)
float chunkMarginDistance = (float)GLOBAL_SDF_RASTERIZE_CHUNK_MARGIN / data.Resolution; // Size of the chunk margin in SDF distance (0-1)
float nextIntersectionStart = 0.0f;
float traceMaxDistance = min(trace.MaxDistance, data.CascadePosDistance[3].w * 2);
float3 traceEndPosition = trace.WorldPosition + trace.WorldDirection * traceMaxDistance;
UNROLL
for (uint cascade = minCascade; cascade < 4 && hit.HitTime < 0.0f; cascade++)
{
float4 cascadePosDistance = data.CascadePosDistance[cascade];
float cascadeMaxDistance = cascadePosDistance.w * 2;
float voxelSize = data.CascadeVoxelSize[cascade];
float voxelExtent = voxelSize * 0.5f;
float cascadeMinStep = voxelSize;
// Hit the cascade bounds to find the intersection points
float2 intersections = LineHitBox(trace.WorldPosition, traceEndPosition, cascadePosDistance.xyz - cascadePosDistance.www, cascadePosDistance.xyz + cascadePosDistance.www);
intersections.xy *= traceMaxDistance;
intersections.x = max(intersections.x, nextIntersectionStart);
if (intersections.x >= intersections.y)
break;
// Skip the current cascade tracing on the next cascade
nextIntersectionStart = intersections.y;
// Walk over the cascade SDF
uint step = 0;
float stepTime = intersections.x;
LOOP
for (; step < 250 && stepTime < intersections.y; step++)
{
float3 stepPosition = trace.WorldPosition + trace.WorldDirection * stepTime;
// Sample SDF
float3 posInCascade = stepPosition - cascadePosDistance.xyz;
float3 cascadeUV = posInCascade / cascadeMaxDistance + 0.5f;
float stepDistance = mips[cascade].SampleLevel(SamplerLinearClamp, cascadeUV, 0);
if (stepDistance < chunkSizeDistance)
{
float stepDistanceTex = tex[cascade].SampleLevel(SamplerLinearClamp, cascadeUV, 0);
if (stepDistanceTex < chunkMarginDistance * 2)
{
stepDistance = stepDistanceTex;
}
}
else
{
// Assume no SDF nearby so perform a jump
stepDistance = chunkSizeDistance;
}
stepDistance *= cascadeMaxDistance;
// Detect surface hit
float minSurfaceThickness = voxelExtent * saturate(stepTime / (voxelExtent * 2.0f));
if (stepDistance < minSurfaceThickness)
{
// Surface hit
hit.HitTime = max(stepTime + stepDistance - minSurfaceThickness, 0.0f);
hit.HitCascade = cascade;
break;
}
// Move forward
stepTime += max(stepDistance * trace.StepScale, cascadeMinStep);
}
hit.StepsCount += step;
}
return hit;
}