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

183 lines
5.7 KiB
GLSL

/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
/* clang-format on */
#define MAX_CASCADES 8
layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
ayout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
struct CascadeData {
vec3 offset; //offset of (0,0,0) in world coordinates
float to_cell; // 1/bounds * grid_size
};
layout(set = 0, binding = 5, std140) uniform Cascades {
CascadeData data[MAX_CASCADES];
}
cascades;
#define DEPTH_HISTORY_BITS 24
#define IRRADIANCE_HISTORY_BITS 16
layout(push_constant, binding = 0, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
uint probe_axis_size;
uint cascade;
uint history_size;
uint pad0;
ivec3 scroll; //scroll in probes
uint pad1;
}
params;
void main() {
ivec2 local = ivec2(gl_LocalInvocationID.xy);
ivec2 probe = ivec2(gl_WorkGroupID.xy);
ivec3 probe_cell;
probe_cell.x = probe.x % int(params.probe_axis_size);
probe_cell.y = probe.y;
probe_cell.z = probe.x / int(params.probe_axis_size);
#ifdef MODE_SCROLL_BEGIN
ivec3 read_cell = probe_cell - params.scroll;
uint src_layer = (params.history_size + 1) * params.cascade;
uint dst_layer = (params.history_size + 1) * params.max_cascades;
for (uint i = 0; i <= params.history_size; i++) {
ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
// nowhere to read from for scrolling, try finding the value from upper probes
#ifdef MODE_IRRADIANCE
imageStore(irradiance_history_texture, write_pos, uvec4(0));
#endif
#ifdef MODE_DEPTH
imageStore(depth_history_texture, write_pos, uvec4(0));
#endif
} else {
ivec3 read_pos;
read_pos.xy = read_cell.xy;
read_pos.x += read_cell.z * params.probe_axis_size;
read_pos.xy = read_pos.xy * OCT_RES + local;
read_pos.z = int(i);
#ifdef MODE_IRRADIANCE
uvec4 value = imageLoad(irradiance_history_texture, read_pos);
imageStore(irradiance_history_texture, write_pos, value);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
imageStore(depth_history_texture, write_pos, value);
#endif
}
}
#endif // MODE_SCROLL_BEGIN
#ifdef MODE_SCROLL_END
uint src_layer = (params.history_size + 1) * params.max_cascades;
uint dst_layer = (params.history_size + 1) * params.cascade;
for (uint i = 0; i <= params.history_size; i++) {
ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
#ifdef MODE_IRRADIANCE
uvec4 value = imageLoad(irradiance_history_texture, read_pos);
imageStore(irradiance_history_texture, write_pos, value);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
imageStore(depth_history_texture, write_pos, value);
#endif
}
#endif //MODE_SCROLL_END
#ifdef MODE_STORE
uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
#ifdef MODE_IRRADIANCE
uvec4 average = imageLoad(irradiance_history_texture, read_pos);
vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
max_depth /= probe_cell_size;
depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
#endif
/* Fill the border if required */
if (local == ivec2(0, 0)) {
copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
} else if (local == ivec2(OCT_RES - 1, 0)) {
copy_to[1] = texture_pos + ivec3(0, -1, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
} else if (local == ivec2(0, OCT_RES - 1)) {
copy_to[1] = texture_pos + ivec3(-1, 0, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
} else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
copy_to[3] = texture_pos + ivec3(-1, -1, 0);
} else if (local.y == 0) {
copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
} else if (local.x == 0) {
copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
} else if (local.y == OCT_RES - 1) {
copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
} else if (local.x == OCT_RES - 1) {
copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
}
for (int i = 0; i < 4; i++) {
if (copy_to[i] == ivec3(-2, -2, -2)) {
continue;
}
#ifdef MODE_IRRADIANCE
imageStore(irradiance_texture, copy_to[i], light_accum);
#endif
#ifdef MODE_DEPTH
imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
#endif
}
#endif // MODE_STORE
}