godot/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl

327 lines
10 KiB
GLSL

// Copyright 2016 Activision Publishing, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the "Software"),
// to deal in the Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
// and/or sell copies of the Software, and to permit persons to whom the Software
// is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#[compute]
#version 450
VERSION_DEFINES
#define GROUP_SIZE 64
layout(local_size_x = GROUP_SIZE, local_size_y = 1, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly imageCube dest_cubemap0;
layout(rgba16f, set = 2, binding = 1) uniform restrict writeonly imageCube dest_cubemap1;
layout(rgba16f, set = 2, binding = 2) uniform restrict writeonly imageCube dest_cubemap2;
layout(rgba16f, set = 2, binding = 3) uniform restrict writeonly imageCube dest_cubemap3;
layout(rgba16f, set = 2, binding = 4) uniform restrict writeonly imageCube dest_cubemap4;
layout(rgba16f, set = 2, binding = 5) uniform restrict writeonly imageCube dest_cubemap5;
layout(rgba16f, set = 2, binding = 6) uniform restrict writeonly imageCube dest_cubemap6;
#ifdef USE_HIGH_QUALITY
#define NUM_TAPS 32
#else
#define NUM_TAPS 8
#endif
#define BASE_RESOLUTION 128
#ifdef USE_HIGH_QUALITY
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
vec4[7][5][3][24] coeffs;
}
data;
#else
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
vec4[7][5][6] coeffs;
}
data;
#endif
void get_dir(out vec3 dir, in vec2 uv, in uint face) {
switch (face) {
case 0:
dir = vec3(1.0, uv[1], -uv[0]);
break;
case 1:
dir = vec3(-1.0, uv[1], uv[0]);
break;
case 2:
dir = vec3(uv[0], 1.0, -uv[1]);
break;
case 3:
dir = vec3(uv[0], -1.0, uv[1]);
break;
case 4:
dir = vec3(uv[0], uv[1], 1.0);
break;
default:
dir = vec3(-uv[0], uv[1], -1.0);
break;
}
}
void main() {
// INPUT:
// id.x = the linear address of the texel (ignoring face)
// id.y = the face
// -> use to index output texture
// id.x = texel x
// id.y = texel y
// id.z = face
uvec3 id = gl_GlobalInvocationID;
// determine which texel this is
#ifndef USE_TEXTURE_ARRAY
// NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
int mip_level = 0;
if (id.x < (128 * 128)) {
mip_level = 0;
} else if (id.x < (128 * 128 + 64 * 64)) {
mip_level = 1;
id.x -= (128 * 128);
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32)) {
mip_level = 2;
id.x -= (128 * 128 + 64 * 64);
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16)) {
mip_level = 3;
id.x -= (128 * 128 + 64 * 64 + 32 * 32);
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8)) {
mip_level = 4;
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16);
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4)) {
mip_level = 5;
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8);
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2)) {
mip_level = 6;
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4);
} else {
return;
}
int res = BASE_RESOLUTION >> mip_level;
#else // Using Texture Arrays so all levels are the same resolution
int res = BASE_RESOLUTION;
int mip_level = int(id.x / (BASE_RESOLUTION * BASE_RESOLUTION));
id.x -= mip_level * BASE_RESOLUTION * BASE_RESOLUTION;
#endif
// determine dir / pos for the texel
vec3 dir, adir, frameZ;
{
id.z = id.y;
id.y = id.x / res;
id.x -= id.y * res;
vec2 uv;
uv.x = (float(id.x) * 2.0 + 1.0) / float(res) - 1.0;
uv.y = -(float(id.y) * 2.0 + 1.0) / float(res) + 1.0;
get_dir(dir, uv, id.z);
frameZ = normalize(dir);
adir = abs(dir);
}
// GGX gather colors
vec4 color = vec4(0.0);
for (int axis = 0; axis < 3; axis++) {
const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
const int otherAxis1 = 2 - (axis >> 1);
float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
if (frameweight > 0.0) {
// determine frame
vec3 UpVector;
switch (axis) {
case 0:
UpVector = vec3(1, 0, 0);
break;
case 1:
UpVector = vec3(0, 1, 0);
break;
default:
UpVector = vec3(0, 0, 1);
break;
}
vec3 frameX = normalize(cross(UpVector, frameZ));
vec3 frameY = cross(frameZ, frameX);
// calculate parametrization for polynomial
float Nx = dir[otherAxis0];
float Ny = dir[otherAxis1];
float Nz = adir[axis];
float NmaxXY = max(abs(Ny), abs(Nx));
Nx /= NmaxXY;
Ny /= NmaxXY;
float theta;
if (Ny < Nx) {
if (Ny <= -0.999)
theta = Nx;
else
theta = Ny;
} else {
if (Ny >= 0.999)
theta = -Nx;
else
theta = -Ny;
}
float phi;
if (Nz <= -0.999)
phi = -NmaxXY;
else if (Nz >= 0.999)
phi = NmaxXY;
else
phi = Nz;
float theta2 = theta * theta;
float phi2 = phi * phi;
// sample
for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
const int index = (NUM_TAPS / 4) * axis + iSuperTap;
#ifdef USE_HIGH_QUALITY
vec4 coeffsDir0[3];
vec4 coeffsDir1[3];
vec4 coeffsDir2[3];
vec4 coeffsLevel[3];
vec4 coeffsWeight[3];
for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
}
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
// determine sample attributes (dir, weight, mip_level)
vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
#else
vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
vec4 coeffsLevel = data.coeffs[mip_level][3][index];
vec4 coeffsWeight = data.coeffs[mip_level][4][index];
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
// determine sample attributes (dir, weight, mip_level)
vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
float sample_level = coeffsLevel[iSubTap];
float sample_weight = coeffsWeight[iSubTap];
#endif
sample_weight *= frameweight;
// adjust for jacobian
sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
#ifndef USE_TEXTURE_ARRAY
sample_level += float(mip_level) / 6.0; // Hack to increase the perceived roughness and reduce upscaling artifacts
#endif
// sample cubemap
color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
color.w += sample_weight;
}
}
}
}
color /= color.w;
// write color
color.xyz = max(vec3(0.0), color.xyz);
color.w = 1.0;
#ifdef USE_TEXTURE_ARRAY
id.xy *= uvec2(2, 2);
#endif
switch (mip_level) {
case 0:
imageStore(dest_cubemap0, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap0, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
case 1:
imageStore(dest_cubemap1, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap1, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
case 2:
imageStore(dest_cubemap2, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap2, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
case 3:
imageStore(dest_cubemap3, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap3, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
case 4:
imageStore(dest_cubemap4, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap4, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
case 5:
imageStore(dest_cubemap5, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap5, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
default:
imageStore(dest_cubemap6, ivec3(id), color);
#ifdef USE_TEXTURE_ARRAY
imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
imageStore(dest_cubemap6, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
#endif
break;
}
}