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-rw-r--r--servers/visual/rasterizer_rd/shaders/giprobe_write.glsl353
1 files changed, 353 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/giprobe_write.glsl b/servers/visual/rasterizer_rd/shaders/giprobe_write.glsl
new file mode 100644
index 0000000000..01d33c28de
--- /dev/null
+++ b/servers/visual/rasterizer_rd/shaders/giprobe_write.glsl
@@ -0,0 +1,353 @@
+[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
+}