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-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl275
1 files changed, 275 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
new file mode 100644
index 0000000000..813ea29fa1
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -0,0 +1,275 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#define MAX_CASCADES 8
+
+layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES];
+layout(set = 0, binding = 2) uniform texture3D light_cascades[MAX_CASCADES];
+layout(set = 0, binding = 3) uniform texture3D aniso0_cascades[MAX_CASCADES];
+layout(set = 0, binding = 4) uniform texture3D aniso1_cascades[MAX_CASCADES];
+layout(set = 0, binding = 5) uniform texture3D occlusion_texture;
+
+layout(set = 0, binding = 8) uniform sampler linear_sampler;
+
+struct CascadeData {
+ vec3 offset; //offset of (0,0,0) in world coordinates
+ float to_cell; // 1/bounds * grid_size
+ ivec3 probe_world_offset;
+ uint pad;
+};
+
+layout(set = 0, binding = 9, std140) uniform Cascades {
+ CascadeData data[MAX_CASCADES];
+}
+cascades;
+
+layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen_buffer;
+
+layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 grid_size;
+ uint max_cascades;
+
+ ivec2 screen_size;
+ bool use_occlusion;
+ float y_mult;
+
+ vec3 cam_extent;
+ int probe_axis_size;
+
+ mat4 cam_transform;
+}
+params;
+
+vec3 linear_to_srgb(vec3 color) {
+ //if going to srgb, clamp from 0 to 1.
+ color = clamp(color, vec3(0.0), vec3(1.0));
+ const vec3 a = vec3(0.055f);
+ return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
+}
+
+vec2 octahedron_wrap(vec2 v) {
+ vec2 signVal;
+ signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
+ signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
+ return (1.0 - abs(v.yx)) * signVal;
+}
+
+vec2 octahedron_encode(vec3 n) {
+ // https://twitter.com/Stubbesaurus/status/937994790553227264
+ n /= (abs(n.x) + abs(n.y) + abs(n.z));
+ n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
+ n.xy = n.xy * 0.5 + 0.5;
+ return n.xy;
+}
+
+void main() {
+ // Pixel being shaded
+ ivec2 screen_pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(screen_pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec3 ray_pos;
+ vec3 ray_dir;
+ {
+ ray_pos = params.cam_transform[3].xyz;
+
+ ray_dir.xy = params.cam_extent.xy * ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
+ ray_dir.z = params.cam_extent.z;
+
+ ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
+ }
+
+ ray_pos.y *= params.y_mult;
+ ray_dir.y *= params.y_mult;
+ ray_dir = normalize(ray_dir);
+
+ vec3 pos_to_uvw = 1.0 / params.grid_size;
+
+ vec3 light = vec3(0.0);
+ float blend = 0.0;
+
+#if 1
+ vec3 inv_dir = 1.0 / ray_dir;
+
+ float rough = 0.5;
+ bool hit = false;
+
+ for (uint i = 0; i < params.max_cascades; i++) {
+ //convert to local bounds
+ vec3 pos = ray_pos - cascades.data[i].offset;
+ pos *= cascades.data[i].to_cell;
+
+ // Should never happen for debug, since we start mostly at the bounds center,
+ // but add anyway.
+ //if (any(lessThan(pos,vec3(0.0))) || any(greaterThanEqual(pos,params.grid_size))) {
+ // continue; //already past bounds for this cascade, goto next
+ //}
+
+ //find maximum advance distance (until reaching bounds)
+ vec3 t0 = -pos * inv_dir;
+ vec3 t1 = (params.grid_size - pos) * inv_dir;
+ vec3 tmax = max(t0, t1);
+ float max_advance = min(tmax.x, min(tmax.y, tmax.z));
+
+ float advance = 0.0;
+ vec3 uvw;
+ hit = false;
+
+ while (advance < max_advance) {
+ //read how much to advance from SDF
+ uvw = (pos + ray_dir * advance) * pos_to_uvw;
+
+ float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), uvw).r * 255.0 - 1.7;
+
+ if (distance < 0.001) {
+ //consider hit
+ hit = true;
+ break;
+ }
+
+ advance += distance;
+ }
+
+ if (!hit) {
+ pos += ray_dir * min(advance, max_advance);
+ pos /= cascades.data[i].to_cell;
+ pos += cascades.data[i].offset;
+ ray_pos = pos;
+ continue;
+ }
+
+ //compute albedo, emission and normal at hit point
+
+ const float EPSILON = 0.001;
+ vec3 hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[i], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[i], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ vec3 hit_light = texture(sampler3D(light_cascades[i], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[i], linear_sampler), uvw);
+ vec3 hit_aniso0 = aniso0.rgb;
+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[i], linear_sampler), uvw).rg);
+
+ hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
+
+ if (blend > 0.0) {
+ light = mix(light, hit_light, blend);
+ blend = 0.0;
+ } else {
+ light = hit_light;
+
+ //process blend
+ float blend_from = (float(params.probe_axis_size - 1) / 2.0) - 2.5;
+ float blend_to = blend_from + 2.0;
+
+ vec3 cam_pos = params.cam_transform[3].xyz - cascades.data[i].offset;
+ cam_pos *= cascades.data[i].to_cell;
+
+ pos += ray_dir * min(advance, max_advance);
+ vec3 inner_pos = pos - cam_pos;
+
+ inner_pos = inner_pos * float(params.probe_axis_size - 1) / params.grid_size.x;
+
+ float len = length(inner_pos);
+
+ inner_pos = abs(normalize(inner_pos));
+ len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ if (len >= blend_from) {
+ blend = smoothstep(blend_from, blend_to, len);
+
+ pos /= cascades.data[i].to_cell;
+ pos += cascades.data[i].offset;
+ ray_pos = pos;
+ hit = false; //continue trace for blend
+
+ continue;
+ }
+ }
+
+ break;
+ }
+
+ light = mix(light, vec3(0.0), blend);
+
+#else
+
+ vec3 inv_dir = 1.0 / ray_dir;
+
+ bool hit = false;
+ vec4 light_accum = vec4(0.0);
+
+ float blend_size = (params.grid_size.x / float(params.probe_axis_size - 1)) * 0.5;
+
+ float radius_sizes[MAX_CASCADES];
+ for (uint i = 0; i < params.max_cascades; i++) {
+ radius_sizes[i] = (1.0 / cascades.data[i].to_cell) * (params.grid_size.x * 0.5 - blend_size);
+ }
+
+ float max_distance = radius_sizes[params.max_cascades - 1];
+ float advance = 0;
+ while (advance < max_distance) {
+ for (uint i = 0; i < params.max_cascades; i++) {
+ if (advance < radius_sizes[i]) {
+ vec3 pos = (ray_pos + ray_dir * advance) - cascades.data[i].offset;
+ pos *= cascades.data[i].to_cell * pos_to_uvw;
+
+ float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.0;
+
+ vec4 hit_light = vec4(0.0);
+ if (distance < 1.0) {
+ hit_light.a = max(0.0, 1.0 - distance);
+ hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
+ hit_light.rgb *= hit_light.a;
+ }
+
+ distance /= cascades.data[i].to_cell;
+
+ if (i < (params.max_cascades - 1)) {
+ pos = (ray_pos + ray_dir * advance) - cascades.data[i + 1].offset;
+ pos *= cascades.data[i + 1].to_cell * pos_to_uvw;
+
+ float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.0;
+
+ vec4 hit_light2 = vec4(0.0);
+ if (distance2 < 1.0) {
+ hit_light2.a = max(0.0, 1.0 - distance2);
+ hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
+ hit_light2.rgb *= hit_light2.a;
+ }
+
+ float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
+ float blend = (advance - prev_radius) / (radius_sizes[i] - prev_radius);
+
+ distance2 /= cascades.data[i + 1].to_cell;
+
+ hit_light = mix(hit_light, hit_light2, blend);
+ distance = mix(distance, distance2, blend);
+ }
+
+ light_accum += hit_light;
+ advance += distance;
+ break;
+ }
+ }
+
+ if (light_accum.a > 0.98) {
+ break;
+ }
+ }
+
+ light = light_accum.rgb / light_accum.a;
+
+#endif
+
+ imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
+}