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-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl181
1 files changed, 181 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
new file mode 100644
index 0000000000..5b3dec0ee7
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
@@ -0,0 +1,181 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#define MAX_DISTANCE 100000
+
+#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;
+
+layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint offset;
+ uint end;
+ uint pad0;
+ uint pad1;
+}
+params;
+
+void main() {
+ vec3 pos = vec3(gl_GlobalInvocationID);
+ float closest_dist = 100000.0;
+
+ for (uint i = params.offset; i < params.end; i++) {
+ vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
+ float dist = length(pos - posu);
+ if (dist < closest_dist) {
+ closest_dist = dist;
+ }
+ }
+
+ uint dist_8;
+
+ if (closest_dist < 0.0001) { // same cell
+ dist_8 = 0; //equals to -1
+ } else {
+ dist_8 = clamp(uint(closest_dist), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
+ }
+
+ imageStore(sdf_tex, ivec3(gl_GlobalInvocationID), uvec4(dist_8));
+ //imageStore(sdf_tex,pos,uvec4(pos*2,0));
+}
+
+#if 0
+layout(push_constant, binding = 0, std430) uniform Params {
+ ivec3 limits;
+ uint stack_size;
+}
+params;
+
+float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
+ vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
+ return length(delta);
+}
+
+void main() {
+ ivec3 pos = ivec3(gl_GlobalInvocationID);
+
+ uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ uint stack_indices[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ ivec3 stack_positions[10] = ivec3[](ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0));
+
+ const uint cell_orders[8] = uint[](
+ 0x11f58d1,
+ 0xe2e70a,
+ 0xd47463,
+ 0xbb829c,
+ 0x8d11f5,
+ 0x70ae2e,
+ 0x463d47,
+ 0x29cbb8);
+
+ bool cell_found = false;
+ bool cell_found_exact = false;
+ ivec3 closest_cell_pos;
+ float closest_distance = MAX_DISTANCE;
+ int stack_pos = 0;
+
+ while (true) {
+ uint index = stack_indices[stack_pos] >> 24;
+
+ if (index == 8) {
+ //go up
+ if (stack_pos == 0) {
+ break; //done going through octree
+ }
+ stack_pos--;
+ continue;
+ }
+
+ stack_indices[stack_pos] = (stack_indices[stack_pos] & ((1 << 24) - 1)) | ((index + 1) << 24);
+
+ uint cell_index = (stack_indices[stack_pos] >> (index * 3)) & 0x7;
+ uint child_cell = cell_children.data[stack[stack_pos]].children[cell_index];
+
+ if (child_cell == NO_CHILDREN) {
+ continue;
+ }
+
+ ivec3 child_cell_size = params.limits >> (stack_pos + 1);
+ ivec3 child_cell_pos = stack_positions[stack_pos];
+
+ child_cell_pos += mix(ivec3(0), child_cell_size, bvec3(uvec3(index & 1, index & 2, index & 4) != uvec3(0)));
+
+ bool is_leaf = stack_pos == (params.stack_size - 2);
+
+ if (child_cell_pos == pos && is_leaf) {
+ //we may actually end up in the exact cell.
+ //if this happens, just abort
+ cell_found_exact = true;
+ break;
+ }
+
+ if (cell_found) {
+ //discard by distance
+ float distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
+ if (distance >= closest_distance) {
+ continue; //pointless, just test next child
+ } else if (is_leaf) {
+ //closer than what we have AND end of stack, save and continue
+ closest_cell_pos = child_cell_pos;
+ closest_distance = distance;
+ continue;
+ }
+ } else if (is_leaf) {
+ //first solid cell we find, save and continue
+ closest_distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
+ closest_cell_pos = child_cell_pos;
+ cell_found = true;
+ continue;
+ }
+
+ bvec3 direction = greaterThan((pos - (child_cell_pos + (child_cell_size >> 1))), ivec3(0));
+ uint cell_order = 0;
+ cell_order |= mix(0, 1, direction.x);
+ cell_order |= mix(0, 2, direction.y);
+ cell_order |= mix(0, 4, direction.z);
+
+ stack[stack_pos + 1] = child_cell;
+ stack_indices[stack_pos + 1] = cell_orders[cell_order]; //start counting
+ stack_positions[stack_pos + 1] = child_cell_pos;
+ stack_pos++; //go up stack
+ }
+
+ uint dist_8;
+
+ if (cell_found_exact) {
+ dist_8 = 0; //equals to -1
+ } else {
+ float closest_distance = length(vec3(pos - closest_cell_pos));
+ dist_8 = clamp(uint(closest_distance), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
+ }
+
+ imageStore(sdf_tex, pos, uvec4(dist_8));
+}
+#endif