engine/bin/data/shaders/common/vxgi.h
2025-08-01 23:58:25 -05:00

195 lines
7.7 KiB
C

// GI
uint cascadeIndex( vec3 v ) {
float x = max3( abs( v ) );
for ( uint cascade = 0; cascade < CASCADES; ++cascade )
if ( x / cascadePower(cascade) < 1 - voxelInfo.radianceSizeRecip ) return cascade;
return CASCADES - 1;
}
vec4 voxelTrace( inout Ray ray, float aperture, float maxDistance ) {
ray.origin += ray.direction * voxelInfo.radianceSizeRecip * 2 * SQRT2;
#if VXGI_NDC
ray.origin = vec3( ubo.settings.vxgi.matrix * vec4( ray.origin, 1.0 ) );
ray.direction = vec3( ubo.settings.vxgi.matrix * vec4( ray.direction, 0.0 ) );
uint cascade = cascadeIndex(ray.origin);
#else
uint cascade = cascadeIndex( vec3( ubo.settings.vxgi.matrix * vec4( ray.origin, 1.0 ) ) );
#endif
const float granularityRecip = ubo.settings.vxgi.granularity; //2.0; // 0.25f * (CASCADES - cascade);
const float granularity = 1.0f / granularityRecip;
const float occlusionFalloff = ubo.settings.vxgi.occlusionFalloff; //128.0f;
const vec3 voxelBounds = voxelInfo.max - voxelInfo.min;
const vec3 voxelBoundsRecip = 1.0f / voxelBounds;
const float coneCoefficient = 2.0 * tan(aperture * 0.5);
const uint maxSteps = uint(voxelInfo.radianceSize * cascadePower(CASCADES-1) * granularityRecip);
// box
const vec2 rayBoxInfoA = rayBoxDst( voxelInfo.min * cascadePower(cascade), voxelInfo.max * cascadePower(cascade), ray );
const vec2 rayBoxInfoB = rayBoxDst( voxelInfo.min * cascadePower(CASCADES-1), voxelInfo.max * cascadePower(CASCADES-1), ray );
const float tStart = rayBoxInfoA.x;
const float tEnd = maxDistance > 0 ? min(maxDistance, rayBoxInfoB.y) : rayBoxInfoB.y;
const float tDelta = voxelInfo.radianceSizeRecip * granularityRecip;
const uint MIN_VOXEL_MIP_LEVEL = 1;
// marcher
ray.distance = tStart + tDelta * ubo.settings.vxgi.traceStartOffsetFactor;
ray.position = vec3(0);
vec4 radiance = vec4(0);
vec3 uvw = vec3(0);
float coneDiameter = coneCoefficient * ray.distance;
float level = aperture > 0 ? log2( coneDiameter ) : 0;
vec4 color = vec4(0);
float occlusion = 0.0;
uint stepCounter = 0;
while ( color.a < 1.0 && occlusion < 1.0 && ray.distance < tEnd && stepCounter++ < maxSteps ) {
float stepScale = max(1.0, coneDiameter * cascadePower(cascade));
ray.distance += tDelta * stepScale;
// ray.distance += tDelta * cascadePower(cascade) * max(1, coneDiameter);
ray.position = ray.origin + ray.direction * ray.distance;
#if VXGI_NDC
uvw = ray.position;
#else
uvw = vec3( ubo.settings.vxgi.matrix * vec4( ray.position, 1.0 ) );
#endif
cascade = cascadeIndex( uvw );
uvw = (uvw / cascadePower(cascade)) * 0.5 + 0.5;
if ( cascade >= CASCADES || uvw.x < 0.0 || uvw.y < 0.0 || uvw.z < 0.0 || uvw.x >= 1.0 || uvw.y >= 1.0 || uvw.z >= 1.0 ) break;
coneDiameter = coneCoefficient * ray.distance;
level = aperture > 0 ? log2( coneDiameter ) : 0;
// level = clamp(level, MIN_VOXEL_MIP_LEVEL, voxelInfo.mipmapLevels - 1);
if ( level >= voxelInfo.mipmapLevels ) break;
radiance = textureLod(voxelOutput[nonuniformEXT(cascade)], uvw.xzy, level);
color += (1.0 - color.a) * radiance;
occlusion += ((1.0f - occlusion) * radiance.a) / (1.0f + occlusionFalloff * coneDiameter);
}
return maxDistance > 0 ? color : vec4(color.rgb, occlusion);
// return vec4(color.rgb, occlusion);
}
vec4 voxelConeTrace( inout Ray ray, float aperture ) {
return voxelTrace( ray, aperture, 0 );
}
vec4 voxelTrace( inout Ray ray, float maxDistance ) {
return voxelTrace( ray, 0, maxDistance );
}
uint voxelShadowsCount = 0;
float shadowFactorVXGI( const Light light, float def ) {
if ( ubo.settings.vxgi.shadows < ++voxelShadowsCount ) return 1.0;
const float SHADOW_APERTURE = 0.2;
const float DEPTH_BIAS = 0.0;
Ray ray;
ray.direction = normalize( light.position - surface.position.world );
ray.origin = surface.position.world + ray.direction * 0.5;
float z = distance( surface.position.world, light.position ) - DEPTH_BIAS;
return 1.0 - voxelTrace( ray, SHADOW_APERTURE, z ).a;
}
void indirectLightingVXGI() {
voxelInfo.radianceSize = textureSize( voxelOutput[0], 0 ).x;
voxelInfo.radianceSizeRecip = 1.0 / voxelInfo.radianceSize;
voxelInfo.mipmapLevels = log2(voxelInfo.radianceSize) + 1;
#if VXGI_NDC
voxelInfo.min = vec3( -1 );
voxelInfo.max = vec3( 1 );
#else
const mat4 inverseOrtho = inverse( ubo.settings.vxgi.matrix );
voxelInfo.min = vec3( inverseOrtho * vec4( -1, -1, -1, 1 ) );
voxelInfo.max = vec3( inverseOrtho * vec4( 1, 1, 1, 1 ) );
#endif
const vec3 P = surface.position.world;
const vec3 N = surface.normal.world;
#if 1
const vec3 right = normalize(orthogonal(N));
const vec3 up = normalize(cross(right, N));
const uint CONES_COUNT = 6;
const vec3 CONES[] = {
N,
normalize(N + 0.0f * right + 0.866025f * up),
normalize(N + 0.823639f * right + 0.267617f * up),
normalize(N + 0.509037f * right + -0.7006629f * up),
normalize(N + -0.50937f * right + -0.7006629f * up),
normalize(N + -0.823639f * right + 0.267617f * up),
};
#else
const vec3 ortho = normalize(orthogonal(N));
const vec3 ortho2 = normalize(cross(ortho, N));
const vec3 corner = 0.5f * (ortho + ortho2);
const vec3 corner2 = 0.5f * (ortho - ortho2);
const uint CONES_COUNT = 9;
const vec3 CONES[] = {
N,
normalize(mix(N, ortho, 0.5)),
normalize(mix(N, -ortho, 0.5)),
normalize(mix(N, ortho2, 0.5)),
normalize(mix(N, -ortho2, 0.5)),
normalize(mix(N, corner, 0.5)),
normalize(mix(N, -corner, 0.5)),
normalize(mix(N, corner2, 0.5)),
normalize(mix(N, -corner2, 0.5)),
};
#endif
const float DIFFUSE_CONE_APERTURE = 2.0 * 0.57735f;
const float DIFFUSE_INDIRECT_FACTOR = 0; // 1.0f / float(CONES_COUNT) * 0.125f;
const float SPECULAR_CONE_APERTURE = clamp(tan(PI * 0.5f * surface.material.roughness), 0.0174533f, PI); // tan( R * PI * 0.5f * 0.1f );
const float SPECULAR_INDIRECT_FACTOR = (1.0 - surface.material.metallic); // * 0.25; // 1.0f;
vec4 indirectDiffuse = vec4(0);
vec4 indirectSpecular = vec4(0);
// outFragColor.rgb = voxelConeTrace( surface.ray, 0 ).rgb; return;
if ( DIFFUSE_INDIRECT_FACTOR > 0.0f ) {
float weight = PI * 0.25f;
for ( uint i = 0; i < CONES_COUNT; ++i ) {
Ray ray;
ray.direction = CONES[i].xyz;
ray.origin = P; // + ray.direction;
indirectDiffuse += voxelConeTrace( ray, DIFFUSE_CONE_APERTURE ) * weight;
weight = PI * 0.15f;
}
// indirectDiffuse.rgb *= surface.material.albedo.rgb;
surface.material.occlusion += 1.0 - clamp(indirectDiffuse.a, 0.0, 1.0);
// outFragColor.rgb = indirectDiffuse.rgb; return;
// outFragColor.rgb = vec3(surface.material.occlusion); return;
}
if ( SPECULAR_INDIRECT_FACTOR > 0.0f ) {
const vec3 R = reflect( normalize(P - surface.ray.origin), N );
Ray ray;
ray.direction = R;
ray.origin = P; // + ray.direction;
indirectSpecular = voxelConeTrace( ray, SPECULAR_CONE_APERTURE );
// indirectSpecular.rgb *= surface.material.albedo.rgb;
// outFragColor.rgb = indirectSpecular.rgb; return;
}
/*
if ( true ) {
gammaCorrect(indirectDiffuse.rgb, 1.0 / ubo.settings.bloom.gamma);
}
*/
indirectDiffuse *= DIFFUSE_INDIRECT_FACTOR;
indirectSpecular *= SPECULAR_INDIRECT_FACTOR;
surface.material.indirect += indirectDiffuse + indirectSpecular;
// outFragColor.rgb = surface.material.indirect.rgb; return;
// deferred sampling doesn't have a blended albedo buffer
// in place we'll just cone trace behind the window
#if !RT
if ( 0.1 < surface.material.albedo.a && surface.material.albedo.a < 1.0 ) {
Ray ray;
ray.direction = surface.ray.direction;
ray.origin = surface.position.world + ray.direction;
vec4 radiance = voxelConeTrace( ray, surface.material.albedo.a * 0.5 );
surface.fragment.rgb += (1.0 - surface.material.albedo.a) * radiance.rgb;
}
#endif
}