virtualx-engine/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

324 lines
8.2 KiB
GLSL

/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
/* clang-format on */
#define NO_CHILDREN 0xFFFFFFFF
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
};
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
CellChildren data[];
}
cell_children;
struct CellData {
uint position; // xyz 10 bits
uint albedo; //rgb albedo
uint emission; //rgb normalized with e as multiplier
uint normal; //RGB normal encoded
};
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
CellData data[];
}
cell_data;
#define LIGHT_TYPE_DIRECTIONAL 0
#define LIGHT_TYPE_OMNI 1
#define LIGHT_TYPE_SPOT 2
#ifdef MODE_COMPUTE_LIGHT
struct Light {
uint type;
float energy;
float radius;
float attenuation;
vec3 color;
float spot_angle_radians;
vec3 position;
float spot_attenuation;
vec3 direction;
bool has_shadow;
};
layout(set = 0, binding = 3, std140) uniform Lights {
Light data[MAX_LIGHTS];
}
lights;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
ivec3 limits;
uint stack_size;
float emission_scale;
float propagation;
float dynamic_range;
uint light_count;
uint cell_offset;
uint cell_count;
uint pad[2];
}
params;
layout(set = 0, binding = 4, std140) uniform Outputs {
vec4 data[];
}
output;
#ifdef MODE_COMPUTE_LIGHT
uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
uint result = NO_CHILDREN;
ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
while (distance > -distance_adv) { //use this to avoid precision errors
uint cell = 0;
ivec3 pos = ivec3(from);
if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
ivec3 ofs = ivec3(0);
ivec3 half_size = size / 2;
for (int i = 0; i < params.stack_size - 1; i++) {
bvec3 greater = greaterThanEqual(pos, ofs + half_size);
ofs += mix(ivec3(0), half_size, greater);
uint child = 0; //wonder if this can be done faster
if (greater.x) {
child |= 1;
}
if (greater.y) {
child |= 2;
}
if (greater.z) {
child |= 4;
}
cell = cell_children.data[cell].children[child];
if (cell == NO_CHILDREN)
break;
half_size >>= ivec3(1);
}
if (cell != NO_CHILDREN) {
return cell; //found cell!
}
}
from += direction * distance_adv;
distance -= distance_adv;
}
return NO_CHILDREN;
}
bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
} else {
light_pos = lights.data[light].position;
float distance = length(pos - light_pos);
if (distance >= lights.data[light].radius) {
return false;
}
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
float angle = acos(dot(rel, lights.data[light].direction));
if (angle > lights.data[light].spot_angle_radians) {
return false;
}
float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
}
}
return true;
}
float get_normal_advance(vec3 p_normal) {
vec3 normal = p_normal;
vec3 unorm = abs(normal);
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
// x code
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
// y code
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
// z code
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
// oh-no we messed up code
// has to be
unorm = vec3(1.0, 0.0, 0.0);
}
return 1.0 / dot(normal, unorm);
}
#endif
void main() {
uint cell_index = gl_GlobalInvocationID.x;
if (cell_index >= params.cell_count) {
return;
}
cell_index += params.cell_offset;
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
#ifdef MODE_COMPUTE_LIGHT
vec3 pos = vec3(posu) + vec3(0.5);
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
#ifdef MODE_ANISOTROPIC
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
#else
vec3 accum = vec3(0.0);
#endif
for (uint i = 0; i < params.light_count; i++) {
float attenuation;
vec3 light_pos;
if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
continue;
}
vec3 light_dir = pos - light_pos;
float distance = length(light_dir);
light_dir = normalize(light_dir);
if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
continue; //not facing the light
}
if (lights.data[i].has_shadow) {
float distance_adv = get_normal_advance(light_dir);
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
vec3 from = pos - light_dir * distance; //approximate
from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
uint result = raymarch(distance, distance_adv, from, light_dir);
if (result != cell_index) {
continue; //was occluded
}
}
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
}
#else
if (length(normal.xyz) > 0.2) {
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
} else {
//all directions
accum += light + emission;
}
#endif
}
#ifdef MODE_ANISOTROPIC
output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
#else
output.data[cell_index] = vec4(accum, 0.0);
#endif
#endif //MODE_COMPUTE_LIGHT
#ifdef MODE_UPDATE_MIPMAPS
{
#ifdef MODE_ANISOTROPIC
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
#else
vec3 light_accum = vec3(0.0);
#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
#ifdef MODE_ANISOTROPIC
light_accum[1] += output.data[child_index * 6 + 0].rgb;
light_accum[2] += output.data[child_index * 6 + 1].rgb;
light_accum[3] += output.data[child_index * 6 + 2].rgb;
light_accum[4] += output.data[child_index * 6 + 3].rgb;
light_accum[5] += output.data[child_index * 6 + 4].rgb;
light_accum[6] += output.data[child_index * 6 + 5].rgb;
#else
light_accum += output.data[child_index].rgb;
#endif
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
#ifdef MODE_ANISOTROPIC
output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
#else
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
#endif
}
#endif
#ifdef MODE_WRITE_TEXTURE
{
}
#endif
}