99e1ce0690
Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
489 lines
14 KiB
GLSL
489 lines
14 KiB
GLSL
#[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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#define MAX_CASCADES 8
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layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
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layout(set = 0, binding = 2) uniform sampler linear_sampler;
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layout(set = 0, binding = 3, std430) restrict readonly buffer DispatchData {
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uint x;
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uint y;
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uint z;
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uint total_count;
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}
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dispatch_data;
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struct ProcessVoxel {
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uint position; //xyz 7 bit packed, extra 11 bits for neigbours
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uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
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uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
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uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
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//total neighbours: 26
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};
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#ifdef MODE_PROCESS_STATIC
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layout(set = 0, binding = 4, std430) restrict buffer ProcessVoxels {
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#else
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layout(set = 0, binding = 4, std430) restrict buffer readonly ProcessVoxels {
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#endif
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ProcessVoxel data[];
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}
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process_voxels;
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layout(r32ui, set = 0, binding = 5) uniform restrict uimage3D dst_light;
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layout(rgba8, set = 0, binding = 6) uniform restrict image3D dst_aniso0;
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layout(rg8, set = 0, binding = 7) uniform restrict image3D dst_aniso1;
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struct CascadeData {
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vec3 offset; //offset of (0,0,0) in world coordinates
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float to_cell; // 1/bounds * grid_size
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ivec3 probe_world_offset;
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uint pad;
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};
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layout(set = 0, binding = 8, std140) uniform Cascades {
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CascadeData data[MAX_CASCADES];
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}
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cascades;
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#define LIGHT_TYPE_DIRECTIONAL 0
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#define LIGHT_TYPE_OMNI 1
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#define LIGHT_TYPE_SPOT 2
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struct Light {
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vec3 color;
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float energy;
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vec3 direction;
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bool has_shadow;
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vec3 position;
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float attenuation;
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uint type;
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float cos_spot_angle;
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float inv_spot_attenuation;
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float radius;
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vec4 shadow_color;
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};
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layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
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Light data[];
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}
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lights;
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layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
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layout(push_constant, binding = 0, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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uint cascade;
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uint light_count;
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uint process_offset;
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uint process_increment;
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int probe_axis_size;
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bool multibounce;
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float y_mult;
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uint pad;
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}
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params;
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vec2 octahedron_wrap(vec2 v) {
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vec2 signVal;
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signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
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signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
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return (1.0 - abs(v.yx)) * signVal;
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}
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vec2 octahedron_encode(vec3 n) {
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// https://twitter.com/Stubbesaurus/status/937994790553227264
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
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n.xy = n.xy * 0.5 + 0.5;
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return n.xy;
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}
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float get_omni_attenuation(float distance, float inv_range, float decay) {
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float nd = distance * inv_range;
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nd *= nd;
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nd *= nd; // nd^4
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nd = max(1.0 - nd, 0.0);
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nd *= nd; // nd^2
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return nd * pow(max(distance, 0.0001), -decay);
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}
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void main() {
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uint voxel_index = uint(gl_GlobalInvocationID.x);
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//used for skipping voxels every N frames
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if (params.process_increment > 1) {
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voxel_index *= params.process_increment;
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voxel_index += params.process_offset;
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}
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if (voxel_index >= dispatch_data.total_count) {
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return;
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}
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uint voxel_position = process_voxels.data[voxel_index].position;
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//keep for storing to texture
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ivec3 positioni = ivec3((uvec3(voxel_position, voxel_position, voxel_position) >> uvec3(0, 7, 14)) & uvec3(0x7F));
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vec3 position = vec3(positioni) + vec3(0.5);
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position /= cascades.data[params.cascade].to_cell;
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position += cascades.data[params.cascade].offset;
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uint voxel_albedo = process_voxels.data[voxel_index].albedo;
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vec3 albedo = vec3(uvec3(voxel_albedo >> 10, voxel_albedo >> 5, voxel_albedo) & uvec3(0x1F)) / float(0x1F);
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vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
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uint valid_aniso = (voxel_albedo >> 15) & 0x3F;
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const vec3 aniso_dir[6] = vec3[](
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vec3(1, 0, 0),
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vec3(0, 1, 0),
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vec3(0, 0, 1),
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vec3(-1, 0, 0),
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vec3(0, -1, 0),
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vec3(0, 0, -1));
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// Add indirect light first, in order to save computation resources
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#ifdef MODE_PROCESS_DYNAMIC
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if (params.multibounce) {
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vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
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ivec3 probe_base_pos = ivec3(pos);
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float weight_accum[6] = float[](0, 0, 0, 0, 0, 0);
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ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade));
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tex_pos.x += probe_base_pos.z * int(params.probe_axis_size);
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tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1);
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vec3 base_tex_posf = vec3(tex_pos);
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vec2 tex_pixel_size = 1.0 / vec2(ivec2((OCT_SIZE + 2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE + 2) * params.probe_axis_size));
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vec3 probe_uv_offset = (ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
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for (uint j = 0; j < 8; j++) {
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ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
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ivec3 probe_posi = probe_base_pos;
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probe_posi += offset;
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// Compute weight
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vec3 probe_pos = vec3(probe_posi);
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vec3 probe_to_pos = pos - probe_pos;
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vec3 probe_dir = normalize(-probe_to_pos);
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// Compute lightprobe texture position
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vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
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for (uint k = 0; k < 6; k++) {
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if (bool(valid_aniso & (1 << k))) {
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vec3 n = aniso_dir[k];
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float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(n, probe_dir));
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vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
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tex_posf.xy *= tex_pixel_size;
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vec3 pos_uvw = tex_posf;
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pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
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pos_uvw.x += float(offset.z) * probe_uv_offset.z;
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vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
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light_accum[k] += indirect_light * weight;
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weight_accum[k] += weight;
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}
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}
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}
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for (uint k = 0; k < 6; k++) {
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if (weight_accum[k] > 0.0) {
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light_accum[k] /= weight_accum[k];
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light_accum[k] *= albedo;
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}
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}
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}
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#endif
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{
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uint rgbe = process_voxels.data[voxel_index].light;
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//read rgbe8985
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float r = float((rgbe & 0xff) << 1);
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float g = float((rgbe >> 8) & 0x1ff);
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float b = float(((rgbe >> 17) & 0xff) << 1);
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float e = float((rgbe >> 25) & 0x1F);
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float m = pow(2.0, e - 15.0 - 9.0);
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vec3 l = vec3(r, g, b) * m;
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uint aniso = process_voxels.data[voxel_index].light_aniso;
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for (uint i = 0; i < 6; i++) {
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float strength = ((aniso >> (i * 5)) & 0x1F) / float(0x1F);
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light_accum[i] += l * strength;
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}
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}
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// Raytrace light
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vec3 pos_to_uvw = 1.0 / params.grid_size;
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vec3 uvw_ofs = pos_to_uvw * 0.5;
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for (uint i = 0; i < params.light_count; i++) {
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float attenuation = 1.0;
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vec3 direction;
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float light_distance = 1e20;
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switch (lights.data[i].type) {
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case LIGHT_TYPE_DIRECTIONAL: {
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direction = -lights.data[i].direction;
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} break;
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case LIGHT_TYPE_OMNI: {
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vec3 rel_vec = lights.data[i].position - position;
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direction = normalize(rel_vec);
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light_distance = length(rel_vec);
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rel_vec.y /= params.y_mult;
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attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
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} break;
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case LIGHT_TYPE_SPOT: {
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vec3 rel_vec = lights.data[i].position - position;
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direction = normalize(rel_vec);
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light_distance = length(rel_vec);
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rel_vec.y /= params.y_mult;
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attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
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float cos_spot_angle = lights.data[i].cos_spot_angle;
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float cos_angle = dot(-direction, lights.data[i].direction);
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if (cos_angle < cos_spot_angle) {
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continue;
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}
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float scos = max(cos_angle, cos_spot_angle);
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float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
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attenuation *= 1.0 - pow(spot_rim, lights.data[i].inv_spot_attenuation);
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} break;
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}
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if (attenuation < 0.001) {
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continue;
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}
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bool hit = false;
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vec3 ray_pos = position;
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vec3 ray_dir = direction;
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vec3 inv_dir = 1.0 / ray_dir;
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//this is how to properly bias outgoing rays
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float cell_size = 1.0 / cascades.data[params.cascade].to_cell;
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ray_pos += sign(direction) * cell_size * 0.48; // go almost to the box edge but remain inside
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ray_pos += ray_dir * 0.4 * cell_size; //apply a small bias from there
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for (uint j = params.cascade; j < params.max_cascades; j++) {
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//convert to local bounds
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vec3 pos = ray_pos - cascades.data[j].offset;
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pos *= cascades.data[j].to_cell;
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float local_distance = light_distance * cascades.data[j].to_cell;
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if (any(lessThan(pos, vec3(0.0))) || any(greaterThanEqual(pos, params.grid_size))) {
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continue; //already past bounds for this cascade, goto next
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}
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//find maximum advance distance (until reaching bounds)
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vec3 t0 = -pos * inv_dir;
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vec3 t1 = (params.grid_size - pos) * inv_dir;
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vec3 tmax = max(t0, t1);
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float max_advance = min(tmax.x, min(tmax.y, tmax.z));
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max_advance = min(local_distance, max_advance);
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float advance = 0.0;
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float occlusion = 1.0;
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while (advance < max_advance) {
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//read how much to advance from SDF
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vec3 uvw = (pos + ray_dir * advance) * pos_to_uvw;
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float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
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if (distance < 0.001) {
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//consider hit
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hit = true;
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break;
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}
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occlusion = min(occlusion, distance);
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advance += distance;
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}
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if (hit) {
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attenuation *= occlusion;
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break;
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}
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if (advance >= local_distance) {
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break; //past light distance, abandon search
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}
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//change ray origin to collision with bounds
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pos += ray_dir * max_advance;
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pos /= cascades.data[j].to_cell;
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pos += cascades.data[j].offset;
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light_distance -= max_advance / cascades.data[j].to_cell;
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ray_pos = pos;
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}
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if (!hit) {
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vec3 light = albedo * lights.data[i].color.rgb * lights.data[i].energy * attenuation;
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for (int j = 0; j < 6; j++) {
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if (bool(valid_aniso & (1 << j))) {
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light_accum[j] += max(0.0, dot(aniso_dir[j], direction)) * light;
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}
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}
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}
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}
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// Store the light in the light texture
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float lumas[6];
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vec3 light_total = vec3(0);
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for (int i = 0; i < 6; i++) {
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light_total += light_accum[i];
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lumas[i] = max(light_accum[i].r, max(light_accum[i].g, light_accum[i].b));
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}
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float luma_total = max(light_total.r, max(light_total.g, light_total.b));
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uint light_total_rgbe;
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{
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//compress to RGBE9995 to save space
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const float pow2to9 = 512.0f;
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const float B = 15.0f;
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const float N = 9.0f;
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const float LN2 = 0.6931471805599453094172321215;
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float cRed = clamp(light_total.r, 0.0, 65408.0);
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float cGreen = clamp(light_total.g, 0.0, 65408.0);
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float cBlue = clamp(light_total.b, 0.0, 65408.0);
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float cMax = max(cRed, max(cGreen, cBlue));
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float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
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float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
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float exps = expp + 1.0f;
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if (0.0 <= sMax && sMax < pow2to9) {
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exps = expp;
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}
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float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
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float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
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float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
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#ifdef MODE_PROCESS_STATIC
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//since its self-save, use RGBE8985
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light_total_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
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#else
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light_total_rgbe = (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27);
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#endif
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}
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#ifdef MODE_PROCESS_DYNAMIC
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vec4 aniso0;
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aniso0.r = lumas[0] / luma_total;
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aniso0.g = lumas[1] / luma_total;
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aniso0.b = lumas[2] / luma_total;
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aniso0.a = lumas[3] / luma_total;
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vec2 aniso1;
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aniso1.r = lumas[4] / luma_total;
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aniso1.g = lumas[5] / luma_total;
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//save to 3D textures
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imageStore(dst_aniso0, positioni, aniso0);
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imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0));
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imageStore(dst_light, positioni, uvec4(light_total_rgbe));
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//also fill neighbours, so light interpolation during the indirect pass works
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//recover the neighbour list from the leftover bits
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uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
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const uint max_neighbours = 26;
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const ivec3 neighbour_positions[max_neighbours] = ivec3[](
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ivec3(-1, -1, -1),
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ivec3(-1, -1, 0),
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ivec3(-1, -1, 1),
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ivec3(-1, 0, -1),
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ivec3(-1, 0, 0),
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ivec3(-1, 0, 1),
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ivec3(-1, 1, -1),
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ivec3(-1, 1, 0),
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ivec3(-1, 1, 1),
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ivec3(0, -1, -1),
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ivec3(0, -1, 0),
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ivec3(0, -1, 1),
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ivec3(0, 0, -1),
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ivec3(0, 0, 1),
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ivec3(0, 1, -1),
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ivec3(0, 1, 0),
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ivec3(0, 1, 1),
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ivec3(1, -1, -1),
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ivec3(1, -1, 0),
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ivec3(1, -1, 1),
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ivec3(1, 0, -1),
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ivec3(1, 0, 0),
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ivec3(1, 0, 1),
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ivec3(1, 1, -1),
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ivec3(1, 1, 0),
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ivec3(1, 1, 1));
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|
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for (uint i = 0; i < max_neighbours; i++) {
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|
if (bool(neighbours & (1 << i))) {
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|
ivec3 neighbour_pos = positioni + neighbour_positions[i];
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|
imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe));
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|
imageStore(dst_aniso0, neighbour_pos, aniso0);
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|
imageStore(dst_aniso1, neighbour_pos, vec4(aniso1, 0.0, 0.0));
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|
}
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|
}
|
|
|
|
#endif
|
|
|
|
#ifdef MODE_PROCESS_STATIC
|
|
|
|
//save back the anisotropic
|
|
|
|
uint light = process_voxels.data[voxel_index].light & (3 << 30);
|
|
light |= light_total_rgbe;
|
|
process_voxels.data[voxel_index].light = light; //replace
|
|
|
|
uint light_aniso = process_voxels.data[voxel_index].light_aniso & (3 << 30);
|
|
for (int i = 0; i < 6; i++) {
|
|
light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
|
|
}
|
|
|
|
process_voxels.data[voxel_index].light_aniso = light_aniso;
|
|
|
|
#endif
|
|
}
|