1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
|
#[compute]
#version 450
#VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
#define SAMPLER_NEAREST_REPEAT 6
#define SAMPLER_LINEAR_REPEAT 7
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
#define DENSITY_SCALE 1024.0
#include "cluster_data_inc.glsl"
#include "light_data_inc.glsl"
#define M_PI 3.14159265359
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
layout(push_constant, binding = 0, std430) uniform Params {
vec3 position;
float pad;
vec3 extents;
float pad2;
ivec3 corner;
uint shape;
mat4 transform;
}
params;
#ifdef MOLTENVK_USED
layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer {
uint emissive_only_map[];
};
#else
layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
#endif
layout(set = 1, binding = 2, std140) uniform SceneParams {
vec2 fog_frustum_size_begin;
vec2 fog_frustum_size_end;
float fog_frustum_end;
float z_near; //
float z_far; //
float time;
ivec3 fog_volume_size;
uint directional_light_count; //
bool use_temporal_reprojection;
uint temporal_frame;
float detail_spread;
float temporal_blend;
mat4 to_prev_view;
mat4 transform;
}
scene_params;
#ifdef MOLTENVK_USED
layout(set = 1, binding = 3) volatile buffer density_only_map_buffer {
uint density_only_map[];
};
layout(set = 1, binding = 4) volatile buffer light_only_map_buffer {
uint light_only_map[];
};
#else
layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
#endif
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
#MATERIAL_UNIFORMS
} material;
#endif
#GLOBALS
float get_depth_at_pos(float cell_depth_size, int z) {
float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
d = pow(d, scene_params.detail_spread);
return scene_params.fog_frustum_end * d;
}
#define TEMPORAL_FRAMES 16
const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.5, 0.33333333, 0.2),
vec3(0.25, 0.66666667, 0.4),
vec3(0.75, 0.11111111, 0.6),
vec3(0.125, 0.44444444, 0.8),
vec3(0.625, 0.77777778, 0.04),
vec3(0.375, 0.22222222, 0.24),
vec3(0.875, 0.55555556, 0.44),
vec3(0.0625, 0.88888889, 0.64),
vec3(0.5625, 0.03703704, 0.84),
vec3(0.3125, 0.37037037, 0.08),
vec3(0.8125, 0.7037037, 0.28),
vec3(0.1875, 0.14814815, 0.48),
vec3(0.6875, 0.48148148, 0.68),
vec3(0.4375, 0.81481481, 0.88),
vec3(0.9375, 0.25925926, 0.12),
vec3(0.03125, 0.59259259, 0.32));
void main() {
vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size);
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner;
if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
return; //do not compute
}
#ifdef MOLTENVK_USED
uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x;
#endif
vec3 posf = vec3(pos);
vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
vec3 view_pos;
view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
if (scene_params.use_temporal_reprojection) {
vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz;
//undo transform into prev view
prev_view.y = -prev_view.y;
//z back to unit size
prev_view.z /= -scene_params.fog_frustum_end;
//xy back to unit size
prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z));
prev_view.xy = prev_view.xy * 0.5 + 0.5;
//z back to unspread value
prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread);
if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
//reprojectinon fits
// Since we can reproject, now we must jitter the current view pos.
// This is done here because cells that can't reproject should not jitter.
fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table
fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
}
}
float density = 0.0;
vec3 emission = vec3(0.0);
vec3 albedo = vec3(0.0);
float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
vec4 world = scene_params.transform * vec4(view_pos, 1.0);
world.xyz /= world.w;
vec3 uvw = fog_unit_pos;
vec4 local_pos = params.transform * world;
local_pos.xyz /= local_pos.w;
float sdf = -1.0;
if (params.shape == 0) {
//Ellipsoid
// https://www.shadertoy.com/view/tdS3DG
float k0 = length(local_pos.xyz / params.extents);
float k1 = length(local_pos.xyz / (params.extents * params.extents));
sdf = k0 * (k0 - 1.0) / k1;
} else if (params.shape == 1) {
// Box
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
vec3 q = abs(local_pos.xyz) - params.extents;
sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
float cull_mask = 1.0; //used to cull cells that do not contribute
if (params.shape <= 1) {
#ifndef SDF_USED
cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
#endif
uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0);
}
if (cull_mask > 0.0) {
{
#CODE : FOG
}
#ifdef DENSITY_USED
density *= cull_mask;
if (abs(density) > 0.001) {
int final_density = int(density * DENSITY_SCALE);
#ifdef MOLTENVK_USED
atomicAdd(density_only_map[lpos], uint(final_density));
#else
imageAtomicAdd(density_only_map, pos, uint(final_density));
#endif
#ifdef EMISSION_USED
{
emission *= clamp(density, 0.0, 1.0);
emission = clamp(emission, vec3(0.0), vec3(4.0));
// Scale to fit into R11G11B10 with a range of 0-4
uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
#ifdef MOLTENVK_USED
uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission);
#else
uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
#endif
// Adding can lead to colors overflowing, so validate
uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
uint add_emission = final_emission + prev_emission;
uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024);
bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u);
if (any(overflowing)) {
uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
#ifdef MOLTENVK_USED
atomicOr(emissive_only_map[lpos], force_max);
#else
imageAtomicOr(emissive_only_map, pos, force_max);
#endif
}
}
#endif
#ifdef ALBEDO_USED
{
vec3 scattering = albedo * clamp(density, 0.0, 1.0);
scattering = clamp(scattering, vec3(0.0), vec3(1.0));
uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
// R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
#ifdef MOLTENVK_USED
uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering);
#else
uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
#endif
// Adding can lead to colors overflowing, so validate
uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
uint add_scattering = final_scattering + prev_scattering;
uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024);
bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u);
if (any(overflowing)) {
uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
#ifdef MOLTENVK_USED
atomicOr(light_only_map[lpos], force_max);
#else
imageAtomicOr(light_only_map, pos, force_max);
#endif
}
}
#endif // ALBEDO_USED
}
#endif // DENSITY_USED
}
}
|