diff options
author | reduz <reduzio@gmail.com> | 2020-12-04 15:26:24 -0300 |
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committer | reduz <reduzio@gmail.com> | 2020-12-04 18:39:46 -0300 |
commit | 2787ad65be12a8ac84b7cc8536749686e9fe80dc (patch) | |
tree | 2f2cfbc02bddd77ba217797a5206767881184913 /servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl | |
parent | 3dc8aaaccc642cddbd8d5c1841fef079db5c7edf (diff) |
RenderingServer reorganization
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl | 321 |
1 files changed, 0 insertions, 321 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl deleted file mode 100644 index 9c794f1bcc..0000000000 --- a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl +++ /dev/null @@ -1,321 +0,0 @@ -#[compute] - -#version 450 - -VERSION_DEFINES - -layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; - -#define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) - -struct CellChildren { - uint children[8]; -}; - -layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer { - CellChildren data[]; -} -cell_children; - -struct CellData { - uint position; // xyz 10 bits - uint albedo; //rgb albedo - uint emission; //rgb normalized with e as multiplier - uint normal; //RGB normal encoded -}; - -layout(set = 0, binding = 2, std430) buffer CellDataBuffer { - CellData data[]; -} -cell_data; - -#define LIGHT_TYPE_DIRECTIONAL 0 -#define LIGHT_TYPE_OMNI 1 -#define LIGHT_TYPE_SPOT 2 - -#ifdef MODE_COMPUTE_LIGHT - -struct Light { - uint type; - float energy; - float radius; - float attenuation; - - vec3 color; - float spot_angle_radians; - - vec3 position; - float spot_attenuation; - - vec3 direction; - bool has_shadow; -}; - -layout(set = 0, binding = 3, std140) uniform Lights { - Light data[MAX_LIGHTS]; -} -lights; - -#endif - -layout(push_constant, binding = 0, std430) uniform Params { - ivec3 limits; - uint stack_size; - - float emission_scale; - float propagation; - float dynamic_range; - - uint light_count; - uint cell_offset; - uint cell_count; - uint pad[2]; -} -params; - -layout(set = 0, binding = 4, std140) uniform Outputs { - vec4 data[]; -} -output; - -#ifdef MODE_COMPUTE_LIGHT - -uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) { - uint result = NO_CHILDREN; - - ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z)); - - while (distance > -distance_adv) { //use this to avoid precision errors - uint cell = 0; - - ivec3 pos = ivec3(from); - - if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) { - ivec3 ofs = ivec3(0); - ivec3 half_size = size / 2; - - for (int i = 0; i < params.stack_size - 1; i++) { - bvec3 greater = greaterThanEqual(pos, ofs + half_size); - - ofs += mix(ivec3(0), half_size, greater); - - uint child = 0; //wonder if this can be done faster - if (greater.x) { - child |= 1; - } - if (greater.y) { - child |= 2; - } - if (greater.z) { - child |= 4; - } - - cell = cell_children.data[cell].children[child]; - if (cell == NO_CHILDREN) { - break; - } - - half_size >>= ivec3(1); - } - - if (cell != NO_CHILDREN) { - return cell; //found cell! - } - } - - from += direction * distance_adv; - distance -= distance_adv; - } - - return NO_CHILDREN; -} - -bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) { - if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) { - light_pos = pos - lights.data[light].direction * length(vec3(params.limits)); - attenuation = 1.0; - } else { - light_pos = lights.data[light].position; - float distance = length(pos - light_pos); - if (distance >= lights.data[light].radius) { - return false; - } - - attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation); - - if (lights.data[light].type == LIGHT_TYPE_SPOT) { - vec3 rel = normalize(pos - light_pos); - float angle = acos(dot(rel, lights.data[light].direction)); - if (angle > lights.data[light].spot_angle_radians) { - return false; - } - - float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1); - attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation); - } - } - - return true; -} - -float get_normal_advance(vec3 p_normal) { - vec3 normal = p_normal; - vec3 unorm = abs(normal); - - if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) { - // x code - unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0); - } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) { - // y code - unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0); - } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) { - // z code - unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0); - } else { - // oh-no we messed up code - // has to be - unorm = vec3(1.0, 0.0, 0.0); - } - - return 1.0 / dot(normal, unorm); -} - -#endif - -void main() { - uint cell_index = gl_GlobalInvocationID.x; - if (cell_index >= params.cell_count) { - return; - } - cell_index += params.cell_offset; - - uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21); - vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo); - -#ifdef MODE_COMPUTE_LIGHT - - vec3 pos = vec3(posu) + vec3(0.5); - - vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale; - vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal); - -#ifdef MODE_ANISOTROPIC - vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); -#else - vec3 accum = vec3(0.0); -#endif - - for (uint i = 0; i < params.light_count; i++) { - float attenuation; - vec3 light_pos; - - if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) { - continue; - } - - vec3 light_dir = pos - light_pos; - float distance = length(light_dir); - light_dir = normalize(light_dir); - - if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) { - continue; //not facing the light - } - - if (lights.data[i].has_shadow) { - float distance_adv = get_normal_advance(light_dir); - - distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always - - vec3 from = pos - light_dir * distance; //approximate - from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion - - uint result = raymarch(distance, distance_adv, from, light_dir); - - if (result != cell_index) { - continue; //was occluded - } - } - - vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy; - -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission; - } -#else - if (length(normal.xyz) > 0.2) { - accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission; - } else { - //all directions - accum += light + emission; - } -#endif - } - -#ifdef MODE_ANISOTROPIC - - output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0); - output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0); - output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0); - output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0); - output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0); - output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0); -#else - output.data[cell_index] = vec4(accum, 0.0); - -#endif - -#endif //MODE_COMPUTE_LIGHT - -#ifdef MODE_UPDATE_MIPMAPS - - { -#ifdef MODE_ANISOTROPIC - vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); -#else - vec3 light_accum = vec3(0.0); -#endif - float count = 0.0; - for (uint i = 0; i < 8; i++) { - uint child_index = cell_children.data[cell_index].children[i]; - if (child_index == NO_CHILDREN) { - continue; - } -#ifdef MODE_ANISOTROPIC - light_accum[1] += output.data[child_index * 6 + 0].rgb; - light_accum[2] += output.data[child_index * 6 + 1].rgb; - light_accum[3] += output.data[child_index * 6 + 2].rgb; - light_accum[4] += output.data[child_index * 6 + 3].rgb; - light_accum[5] += output.data[child_index * 6 + 4].rgb; - light_accum[6] += output.data[child_index * 6 + 5].rgb; - -#else - light_accum += output.data[child_index].rgb; - -#endif - - count += 1.0; - } - - float divisor = mix(8.0, count, params.propagation); -#ifdef MODE_ANISOTROPIC - output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0); - output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0); - output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0); - output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0); - output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0); - output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0); - -#else - output.data[cell_index] = vec4(light_accum / divisor, 0.0); -#endif - } -#endif - -#ifdef MODE_WRITE_TEXTURE - { - } -#endif -} |