297 lines
9.6 KiB
GLSL
297 lines
9.6 KiB
GLSL
#[compute]
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#version 450
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#VERSION_DEFINES
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layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
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#define DENSITY_SCALE 1024.0
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#include "../cluster_data_inc.glsl"
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#include "../light_data_inc.glsl"
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#define M_PI 3.14159265359
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#include "../samplers_inc.glsl"
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layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_shader_uniforms;
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layout(push_constant, std430) uniform Params {
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vec3 position;
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float pad;
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vec3 size;
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float pad2;
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ivec3 corner;
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uint shape;
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mat4 transform;
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}
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params;
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#ifdef NO_IMAGE_ATOMICS
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layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer {
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uint emissive_only_map[];
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};
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#else
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layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
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#endif
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layout(set = 1, binding = 2, std140) uniform SceneParams {
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vec2 fog_frustum_size_begin;
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vec2 fog_frustum_size_end;
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float fog_frustum_end;
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float z_near; //
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float z_far; //
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float time;
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ivec3 fog_volume_size;
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uint directional_light_count; //
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bool use_temporal_reprojection;
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uint temporal_frame;
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float detail_spread;
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float temporal_blend;
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mat4 to_prev_view;
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mat4 transform;
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}
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scene_params;
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#ifdef NO_IMAGE_ATOMICS
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layout(set = 1, binding = 3) volatile buffer density_only_map_buffer {
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uint density_only_map[];
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};
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layout(set = 1, binding = 4) volatile buffer light_only_map_buffer {
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uint light_only_map[];
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};
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#else
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layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
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layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
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#endif
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#ifdef MATERIAL_UNIFORMS_USED
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layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
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#MATERIAL_UNIFORMS
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} material;
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#endif
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#GLOBALS
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float get_depth_at_pos(float cell_depth_size, int z) {
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float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
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d = pow(d, scene_params.detail_spread);
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return scene_params.fog_frustum_end * d;
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}
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#define TEMPORAL_FRAMES 16
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const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
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vec3(0.5, 0.33333333, 0.2),
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vec3(0.25, 0.66666667, 0.4),
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vec3(0.75, 0.11111111, 0.6),
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vec3(0.125, 0.44444444, 0.8),
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vec3(0.625, 0.77777778, 0.04),
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vec3(0.375, 0.22222222, 0.24),
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vec3(0.875, 0.55555556, 0.44),
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vec3(0.0625, 0.88888889, 0.64),
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vec3(0.5625, 0.03703704, 0.84),
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vec3(0.3125, 0.37037037, 0.08),
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vec3(0.8125, 0.7037037, 0.28),
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vec3(0.1875, 0.14814815, 0.48),
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vec3(0.6875, 0.48148148, 0.68),
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vec3(0.4375, 0.81481481, 0.88),
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vec3(0.9375, 0.25925926, 0.12),
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vec3(0.03125, 0.59259259, 0.32));
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void main() {
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vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size);
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ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner;
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if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
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return; //do not compute
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}
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#ifdef NO_IMAGE_ATOMICS
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uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x;
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#endif
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vec3 posf = vec3(pos);
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vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
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fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
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vec3 view_pos;
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view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
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view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
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view_pos.y = -view_pos.y;
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if (scene_params.use_temporal_reprojection) {
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vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz;
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//undo transform into prev view
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prev_view.y = -prev_view.y;
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//z back to unit size
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prev_view.z /= -scene_params.fog_frustum_end;
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//xy back to unit size
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prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z));
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prev_view.xy = prev_view.xy * 0.5 + 0.5;
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//z back to unspread value
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prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread);
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if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
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//reprojectinon fits
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// Since we can reproject, now we must jitter the current view pos.
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// This is done here because cells that can't reproject should not jitter.
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fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table
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fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
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view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
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view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
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view_pos.y = -view_pos.y;
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}
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}
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float density = 0.0;
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vec3 emission = vec3(0.0);
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vec3 albedo = vec3(0.0);
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float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
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vec4 world = scene_params.transform * vec4(view_pos, 1.0);
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world.xyz /= world.w;
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vec3 uvw = fog_unit_pos;
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vec4 local_pos = params.transform * world;
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local_pos.xyz /= local_pos.w;
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vec3 half_size = params.size / 2.0;
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float sdf = -1.0;
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if (params.shape == 0) {
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// Ellipsoid
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// https://www.shadertoy.com/view/tdS3DG
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float k0 = length(local_pos.xyz / half_size);
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float k1 = length(local_pos.xyz / (half_size * half_size));
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sdf = k0 * (k0 - 1.0) / k1;
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} else if (params.shape == 1) {
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// Cone
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// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
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// Compute the cone angle automatically to fit within the volume's size.
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float inv_height = 1.0 / max(0.001, half_size.y);
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float radius = 1.0 / max(0.001, (min(half_size.x, half_size.z) * 0.5));
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float hypotenuse = sqrt(radius * radius + inv_height * inv_height);
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float rsin = radius / hypotenuse;
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float rcos = inv_height / hypotenuse;
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vec2 c = vec2(rsin, rcos);
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float q = length(local_pos.xz);
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sdf = max(dot(c, vec2(q, local_pos.y - half_size.y)), -half_size.y - local_pos.y);
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} else if (params.shape == 2) {
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// Cylinder
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// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
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vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(half_size.x, half_size.z), half_size.y);
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sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
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} else if (params.shape == 3) {
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// Box
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// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
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vec3 q = abs(local_pos.xyz) - half_size;
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sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
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}
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float cull_mask = 1.0; //used to cull cells that do not contribute
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if (params.shape <= 3) {
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#ifndef SDF_USED
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cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
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#endif
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uvw = clamp((local_pos.xyz + half_size) / params.size, 0.0, 1.0);
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}
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if (cull_mask > 0.0) {
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{
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#CODE : FOG
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}
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#ifdef DENSITY_USED
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density *= cull_mask;
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if (abs(density) > 0.001) {
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int final_density = int(density * DENSITY_SCALE);
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#ifdef NO_IMAGE_ATOMICS
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atomicAdd(density_only_map[lpos], uint(final_density));
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#else
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imageAtomicAdd(density_only_map, pos, uint(final_density));
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#endif
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#ifdef EMISSION_USED
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{
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emission *= clamp(density, 0.0, 1.0);
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emission = clamp(emission, vec3(0.0), vec3(4.0));
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// Scale to fit into R11G11B10 with a range of 0-4
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uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
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// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
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uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
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#ifdef NO_IMAGE_ATOMICS
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uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission);
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#else
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uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
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#endif
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// Adding can lead to colors overflowing, so validate
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uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
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uint add_emission = final_emission + prev_emission;
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uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024);
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bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u);
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if (any(overflowing)) {
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uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
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uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
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#ifdef NO_IMAGE_ATOMICS
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atomicOr(emissive_only_map[lpos], force_max);
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#else
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imageAtomicOr(emissive_only_map, pos, force_max);
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#endif
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}
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}
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#endif
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#ifdef ALBEDO_USED
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{
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vec3 scattering = albedo * clamp(density, 0.0, 1.0);
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scattering = clamp(scattering, vec3(0.0), vec3(1.0));
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uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
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// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
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uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
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#ifdef NO_IMAGE_ATOMICS
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uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering);
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#else
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uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
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#endif
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// Adding can lead to colors overflowing, so validate
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uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
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uint add_scattering = final_scattering + prev_scattering;
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uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024);
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bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u);
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if (any(overflowing)) {
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uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
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uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
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#ifdef NO_IMAGE_ATOMICS
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atomicOr(light_only_map[lpos], force_max);
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#else
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imageAtomicOr(light_only_map, pos, force_max);
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#endif
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}
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}
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#endif // ALBEDO_USED
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}
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#endif // DENSITY_USED
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}
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}
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