d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
181 lines
4.6 KiB
GLSL
181 lines
4.6 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 MAX_DISTANCE 100000
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#define NO_CHILDREN 0xFFFFFFFF
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#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
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struct CellChildren {
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uint children[8];
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};
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layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
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CellChildren data[];
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}
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cell_children;
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struct CellData {
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uint position; // xyz 10 bits
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uint albedo; //rgb albedo
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uint emission; //rgb normalized with e as multiplier
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uint normal; //RGB normal encoded
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};
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layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
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CellData data[];
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}
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cell_data;
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layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
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layout(push_constant, binding = 0, std430) uniform Params {
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uint offset;
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uint end;
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uint pad0;
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uint pad1;
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}
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params;
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void main() {
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vec3 pos = vec3(gl_GlobalInvocationID);
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float closest_dist = 100000.0;
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for (uint i = params.offset; i < params.end; i++) {
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vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
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float dist = length(pos - posu);
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if (dist < closest_dist) {
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closest_dist = dist;
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}
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}
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uint dist_8;
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if (closest_dist < 0.0001) { // same cell
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dist_8 = 0; //equals to -1
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} else {
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dist_8 = clamp(uint(closest_dist), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
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}
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imageStore(sdf_tex, ivec3(gl_GlobalInvocationID), uvec4(dist_8));
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//imageStore(sdf_tex,pos,uvec4(pos*2,0));
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}
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#if 0
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layout(push_constant, binding = 0, std430) uniform Params {
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ivec3 limits;
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uint stack_size;
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}
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params;
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float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
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vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
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return length(delta);
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}
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void main() {
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ivec3 pos = ivec3(gl_GlobalInvocationID);
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uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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uint stack_indices[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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ivec3 stack_positions[10] = ivec3[](ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0));
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const uint cell_orders[8] = uint[](
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0x11f58d1,
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0xe2e70a,
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0xd47463,
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0xbb829c,
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0x8d11f5,
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0x70ae2e,
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0x463d47,
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0x29cbb8);
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bool cell_found = false;
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bool cell_found_exact = false;
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ivec3 closest_cell_pos;
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float closest_distance = MAX_DISTANCE;
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int stack_pos = 0;
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while (true) {
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uint index = stack_indices[stack_pos] >> 24;
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if (index == 8) {
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//go up
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if (stack_pos == 0) {
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break; //done going through octree
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}
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stack_pos--;
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continue;
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}
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stack_indices[stack_pos] = (stack_indices[stack_pos] & ((1 << 24) - 1)) | ((index + 1) << 24);
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uint cell_index = (stack_indices[stack_pos] >> (index * 3)) & 0x7;
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uint child_cell = cell_children.data[stack[stack_pos]].children[cell_index];
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if (child_cell == NO_CHILDREN) {
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continue;
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}
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ivec3 child_cell_size = params.limits >> (stack_pos + 1);
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ivec3 child_cell_pos = stack_positions[stack_pos];
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child_cell_pos += mix(ivec3(0), child_cell_size, bvec3(uvec3(index & 1, index & 2, index & 4) != uvec3(0)));
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bool is_leaf = stack_pos == (params.stack_size - 2);
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if (child_cell_pos == pos && is_leaf) {
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//we may actually end up in the exact cell.
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//if this happens, just abort
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cell_found_exact = true;
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break;
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}
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if (cell_found) {
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//discard by distance
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float distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
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if (distance >= closest_distance) {
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continue; //pointless, just test next child
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} else if (is_leaf) {
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//closer than what we have AND end of stack, save and continue
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closest_cell_pos = child_cell_pos;
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closest_distance = distance;
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continue;
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}
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} else if (is_leaf) {
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//first solid cell we find, save and continue
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closest_distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
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closest_cell_pos = child_cell_pos;
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cell_found = true;
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continue;
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}
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bvec3 direction = greaterThan((pos - (child_cell_pos + (child_cell_size >> 1))), ivec3(0));
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uint cell_order = 0;
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cell_order |= mix(0, 1, direction.x);
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cell_order |= mix(0, 2, direction.y);
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cell_order |= mix(0, 4, direction.z);
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stack[stack_pos + 1] = child_cell;
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stack_indices[stack_pos + 1] = cell_orders[cell_order]; //start counting
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stack_positions[stack_pos + 1] = child_cell_pos;
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stack_pos++; //go up stack
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}
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uint dist_8;
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if (cell_found_exact) {
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dist_8 = 0; //equals to -1
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} else {
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float closest_distance = length(vec3(pos - closest_cell_pos));
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dist_8 = clamp(uint(closest_distance), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
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}
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imageStore(sdf_tex, pos, uvec4(dist_8));
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}
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#endif
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