diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl')
-rw-r--r-- | servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl new file mode 100644 index 0000000000..08da283dad --- /dev/null +++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl @@ -0,0 +1,231 @@ +#[vertex] + +#version 450 + +VERSION_DEFINES + +#define MAX_CASCADES 8 + +layout(push_constant, binding = 0, std430) uniform Params { + mat4 projection; + + uint band_power; + uint sections_in_band; + uint band_mask; + float section_arc; + + vec3 grid_size; + uint cascade; + + uint pad; + float y_mult; + uint probe_debug_index; + int probe_axis_size; +} +params; + +// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm + +vec3 get_sphere_vertex(uint p_vertex_id) { + float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power); + + float y_angle = + float((p_vertex_id & params.band_mask) >> 1) + ((p_vertex_id >> params.band_power) * params.sections_in_band); + + x_angle *= params.section_arc * 0.5f; // remember - 180AA x rot not 360 + y_angle *= -params.section_arc; + + vec3 point = vec3(sin(x_angle) * sin(y_angle), cos(x_angle), sin(x_angle) * cos(y_angle)); + + return point; +} + +#ifdef MODE_PROBES + +layout(location = 0) out vec3 normal_interp; +layout(location = 1) out flat uint probe_index; + +#endif + +#ifdef MODE_VISIBILITY + +layout(location = 0) out float visibility; + +#endif + +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 = 1, std140) uniform Cascades { + CascadeData data[MAX_CASCADES]; +} +cascades; + +layout(set = 0, binding = 4) uniform texture3D occlusion_texture; +layout(set = 0, binding = 3) uniform sampler linear_sampler; + +void main() { +#ifdef MODE_PROBES + probe_index = gl_InstanceIndex; + + normal_interp = get_sphere_vertex(gl_VertexIndex); + + vec3 vertex = normal_interp * 0.2; + + float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell; + + ivec3 probe_cell; + probe_cell.x = int(probe_index % params.probe_axis_size); + probe_cell.y = int(probe_index / (params.probe_axis_size * params.probe_axis_size)); + probe_cell.z = int((probe_index / params.probe_axis_size) % params.probe_axis_size); + + vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0); + + gl_Position = params.projection * vec4(vertex, 1.0); +#endif + +#ifdef MODE_VISIBILITY + + int probe_index = int(params.probe_debug_index); + + vec3 vertex = get_sphere_vertex(gl_VertexIndex) * 0.01; + + float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell; + + ivec3 probe_cell; + probe_cell.x = int(probe_index % params.probe_axis_size); + probe_cell.y = int((probe_index % (params.probe_axis_size * params.probe_axis_size)) / params.probe_axis_size); + probe_cell.z = int(probe_index / (params.probe_axis_size * params.probe_axis_size)); + + vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0); + + int probe_voxels = int(params.grid_size.x) / int(params.probe_axis_size - 1); + int occluder_index = int(gl_InstanceIndex); + + int diameter = probe_voxels * 2; + ivec3 occluder_pos; + occluder_pos.x = int(occluder_index % diameter); + occluder_pos.y = int(occluder_index / (diameter * diameter)); + occluder_pos.z = int((occluder_index / diameter) % diameter); + + float cell_size = 1.0 / cascades.data[params.cascade].to_cell; + + ivec3 occluder_offset = occluder_pos - ivec3(diameter / 2); + vertex += ((vec3(occluder_offset) + vec3(0.5)) * cell_size) / vec3(1.0, params.y_mult, 1.0); + + ivec3 global_cell = probe_cell + cascades.data[params.cascade].probe_world_offset; + uint occlusion_layer = 0; + if ((global_cell.x & 1) != 0) { + occlusion_layer |= 1; + } + if ((global_cell.y & 1) != 0) { + occlusion_layer |= 2; + } + if ((global_cell.z & 1) != 0) { + occlusion_layer |= 4; + } + ivec3 tex_pos = probe_cell * probe_voxels + occluder_offset; + + const vec4 layer_axis[4] = vec4[]( + vec4(1, 0, 0, 0), + vec4(0, 1, 0, 0), + vec4(0, 0, 1, 0), + vec4(0, 0, 0, 1)); + + tex_pos.z += int(params.cascade) * int(params.grid_size); + if (occlusion_layer >= 4) { + tex_pos.x += int(params.grid_size.x); + occlusion_layer &= 3; + } + + visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]); + + gl_Position = params.projection * vec4(vertex, 1.0); + +#endif +} + +#[fragment] + +#version 450 + +VERSION_DEFINES + +layout(location = 0) out vec4 frag_color; + +layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture; +layout(set = 0, binding = 3) uniform sampler linear_sampler; + +layout(push_constant, binding = 0, std430) uniform Params { + mat4 projection; + + uint band_power; + uint sections_in_band; + uint band_mask; + float section_arc; + + vec3 grid_size; + uint cascade; + + uint pad; + float y_mult; + uint probe_debug_index; + int probe_axis_size; +} +params; + +#ifdef MODE_PROBES + +layout(location = 0) in vec3 normal_interp; +layout(location = 1) in flat uint probe_index; + +#endif + +#ifdef MODE_VISIBILITY +layout(location = 0) in float visibility; +#endif + +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() { +#ifdef MODE_PROBES + + ivec3 tex_pos; + tex_pos.x = int(probe_index) % params.probe_axis_size; //x + tex_pos.y = int(probe_index) / (params.probe_axis_size * params.probe_axis_size); + tex_pos.x += params.probe_axis_size * ((int(probe_index) / params.probe_axis_size) % params.probe_axis_size); //z + tex_pos.z = int(params.cascade); + + vec3 tex_pos_ofs = vec3(octahedron_encode(normal_interp) * float(OCT_SIZE), 0.0); + vec3 tex_posf = vec3(vec2(tex_pos.xy * (OCT_SIZE + 2) + ivec2(1)), float(tex_pos.z)) + tex_pos_ofs; + + tex_posf.xy /= vec2(ivec2(params.probe_axis_size * params.probe_axis_size * (OCT_SIZE + 2), params.probe_axis_size * (OCT_SIZE + 2))); + + vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), tex_posf, 0.0); + + frag_color = indirect_light; + +#endif + +#ifdef MODE_VISIBILITY + + frag_color = vec4(vec3(1, visibility, visibility), 1.0); +#endif +} |