LNXSDK/leenkx/Shaders/std/conetrace.glsl

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2025-01-22 16:18:30 +01:00
/*
Copyright (c) 2024 Turánszki János
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
*/
#ifndef _CONETRACE_GLSL_
#define _CONETRACE_GLSL_
#include "std/voxels_constants.glsl"
// References
// https://github.com/Friduric/voxel-cone-tracing
// https://github.com/Cigg/Voxel-Cone-Tracing
// https://github.com/GreatBlambo/voxel_cone_tracing/
// http://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html
// http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/
// http://www.seas.upenn.edu/%7Epcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf
// https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
const float MAX_DISTANCE = voxelgiRange;
#ifdef _VoxelGI
uniform sampler3D dummy;
vec4 sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapCount * 10], const float clipmap_index, const float step_dist, const int precomputed_direction, const vec3 face_offset, const vec3 direction_weight) {
vec4 col = vec4(0.0);
vec3 tc = (P - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
vec3 half_texel = vec3(0.5) / voxelgiResolution;
tc = tc * 0.5 + 0.5;
tc = clamp(tc, half_texel, 1.0 - half_texel);
tc.x = (tc.x + precomputed_direction) / (6 + DIFFUSE_CONE_COUNT);
tc.y = (tc.y + clipmap_index) / voxelgiClipmapCount;
if (precomputed_direction == 0) {
col = direction_weight.x * textureLod(voxels, vec3(tc.x + face_offset.x, tc.y, tc.z), 0)
+ direction_weight.y * textureLod(voxels, vec3(tc.x + face_offset.y, tc.y, tc.z), 0)
+ direction_weight.z * textureLod(voxels, vec3(tc.x + face_offset.z, tc.y, tc.z), 0);
}
else
col = textureLod(voxels, tc, 0);
col *= step_dist / float(clipmaps[int(clipmap_index * 10)]);
return col;
}
#endif
#ifdef _VoxelAOvar
float sampleVoxel(sampler3D voxels, vec3 P, const float clipmaps[voxelgiClipmapCount * 10], const float clipmap_index, const float step_dist, const int precomputed_direction, const vec3 face_offset, const vec3 direction_weight) {
float opac = 0.0;
vec3 tc = (P - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
vec3 half_texel = vec3(0.5) / voxelgiResolution;
tc = tc * 0.5 + 0.5;
tc = clamp(tc, half_texel, 1.0 - half_texel);
tc.x = (tc.x + precomputed_direction) / (6 + DIFFUSE_CONE_COUNT);
tc.y = (tc.y + clipmap_index) / voxelgiClipmapCount;
if (precomputed_direction == 0) {
opac = direction_weight.x * textureLod(voxels, vec3(tc.x + face_offset.x, tc.y, tc.z), 0).r
+ direction_weight.y * textureLod(voxels, vec3(tc.x + face_offset.y, tc.y, tc.z), 0).r
+ direction_weight.z * textureLod(voxels, vec3(tc.x + face_offset.z, tc.y, tc.z), 0).r;
}
else
opac = textureLod(voxels, tc, 0).r;
opac *= step_dist / float(clipmaps[int(clipmap_index * 10)]);
return opac;
}
#endif
#ifdef _VoxelGI
vec4 traceCone(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 origin, const vec3 n, const vec3 dir, const int precomputed_direction, const bool use_sdf, const float aperture, const float step_size, const float clipmaps[voxelgiClipmapCount * 10]) {
vec4 sampleCol = vec4(0.0);
float voxelSize0 = float(clipmaps[0]) * 2.0;
float dist = voxelSize0;
float step_dist = dist;
vec3 samplePos;
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
int clipmap_index0 = 0;
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
) / (6 + DIFFUSE_CONE_COUNT);
vec3 direction_weight = abs(dir);
float coneCoefficient = 2.0 * tan(aperture * 0.5);
while (sampleCol.a < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount) {
vec4 mipSample = vec4(0.0);
float diam = max(voxelSize0, dist * coneCoefficient);
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
float clipmap_index = floor(lod);
float clipmap_blend = fract(lod);
vec3 p0 = start_pos + dir * dist;
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution);
samplePos = samplePos * 0.5 + 0.5;
if (any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0)))) {
clipmap_index0++;
continue;
}
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
vec4 mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
mipSample = mix(mipSample, mipSampleNext, smoothstep(0.0, 1.0, clipmap_blend));
}
sampleCol += (1.0 - sampleCol.a) * mipSample;
float stepSizeCurrent = step_size;
if (use_sdf) {
// half texel correction is applied to avoid sampling over current clipmap:
const vec3 half_texel = vec3(0.5) / voxelgiResolution;
vec3 tc0 = clamp(samplePos, half_texel, 1 - half_texel);
tc0.y = (tc0.y + clipmap_index) / voxelgiClipmapCount; // remap into clipmap
float sdf = textureLod(voxelsSDF, tc0, 0).r;
stepSizeCurrent = max(step_size, sdf - diam);
}
step_dist = diam * stepSizeCurrent;
dist += step_dist;
}
return sampleCol;
}
vec4 traceDiffuse(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
float sum = 0.0;
vec4 amount = vec4(0.0);
for (int i = 0; i < DIFFUSE_CONE_COUNT; ++i) {
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
const float cosTheta = dot(normal, coneDir);
if (cosTheta <= 0)
continue;
int precomputed_direction = 6 + i;
amount += traceCone(voxels, dummy, origin, normal, coneDir, precomputed_direction, false, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
sum += cosTheta;
}
amount /= sum;
amount.rgb = max(amount.rgb, vec3(0.0));
amount.a = clamp(amount.a, 0.0, 1.0);
return amount * voxelgiOcc;
}
vec4 traceSpecular(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 viewDir, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
vec3 specularDir = reflect(-viewDir, normal);
vec3 P = origin + specularDir * ((BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5)) * voxelgiStep;
vec4 amount = traceCone(voxels, voxelsSDF, P, normal, specularDir, 0, true, roughness, voxelgiStep, clipmaps);
amount.rgb = max(vec3(0.0), amount.rgb);
amount.a = clamp(amount.a, 0.0, 1.0);
return amount * voxelgiOcc;
}
vec4 traceRefraction(const vec3 origin, const vec3 normal, sampler3D voxels, sampler3D voxelsSDF, const vec3 viewDir, const float ior, const float roughness, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel, const vec2 velocity) {
const float transmittance = 1.0;
vec3 refractionDir = refract(-viewDir, normal, 1.0 / ior);
vec3 P = origin + refractionDir * (BayerMatrix8[int(pixel.x + velocity.x) % 8][int(pixel.y + velocity.y) % 8] - 0.5) * voxelgiStep;
vec4 amount = transmittance * traceCone(voxels, voxelsSDF, P, normal, refractionDir, 0, true, roughness, voxelgiStep, clipmaps);
amount.rgb = max(vec3(0.0), amount.rgb);
amount.a = clamp(amount.a, 0.0, 1.0);
return amount * voxelgiOcc;
}
#endif
#ifdef _VoxelAOvar
float traceConeAO(const sampler3D voxels, const vec3 origin, const vec3 n, const vec3 dir, const int precomputed_direction, const float aperture, const float step_size, const float clipmaps[voxelgiClipmapCount * 10]) {
float sampleCol = 0.0;
float voxelSize0 = float(clipmaps[0]) * 2.0;
float dist = voxelSize0;
float step_dist = dist;
vec3 samplePos;
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
int clipmap_index0 = 0;
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
) / (6 + DIFFUSE_CONE_COUNT);
vec3 direction_weight = abs(dir);
float coneCoefficient = 2.0 * tan(aperture * 0.5);
while (sampleCol < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount) {
float mipSample = 0.0;
float diam = max(voxelSize0, dist * coneCoefficient);
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
float clipmap_index = floor(lod);
float clipmap_blend = fract(lod);
vec3 p0 = start_pos + dir * dist;
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
samplePos = samplePos * 0.5 + 0.5;
if ((any(notEqual(clamp(samplePos, 0.0, 1.0), samplePos)))) {
clipmap_index0++;
continue;
}
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, precomputed_direction, face_offset, direction_weight);
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, precomputed_direction, face_offset, direction_weight);
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
}
sampleCol += (1.0 - sampleCol) * mipSample;
step_dist = diam * step_size;
dist += step_dist;
}
return sampleCol;
}
float traceAO(const vec3 origin, const vec3 normal, const sampler3D voxels, const float clipmaps[voxelgiClipmapCount * 10]) {
float sum = 0.0;
float amount = 0.0;
for (int i = 0; i < DIFFUSE_CONE_COUNT; i++) {
vec3 coneDir = DIFFUSE_CONE_DIRECTIONS[i];
int precomputed_direction = 6 + i;
const float cosTheta = dot(normal, coneDir);
if (cosTheta <= 0)
continue;
amount += traceConeAO(voxels, origin, normal, coneDir, precomputed_direction, DIFFUSE_CONE_APERTURE, 1.0, clipmaps) * cosTheta;
sum += cosTheta;
}
amount /= sum;
amount = clamp(amount, 0.0, 1.0);
return amount * voxelgiOcc;
}
#endif
#ifdef _VoxelShadow
float traceConeShadow(const sampler3D voxels, const sampler3D voxelsSDF, const vec3 origin, const vec3 n, const vec3 dir, const float aperture, const float step_size, const float clipmaps[voxelgiClipmapCount * 10]) {
float sampleCol = 0.0;
float voxelSize0 = float(clipmaps[0]) * 2.0;
float dist = voxelSize0;
float step_dist = dist;
vec3 samplePos;
vec3 start_pos = origin + n * voxelSize0 * voxelgiOffset;
int clipmap_index0 = 0;
vec3 aniso_direction = -dir;
vec3 face_offset = vec3(
aniso_direction.x > 0.0 ? 0 : 1,
aniso_direction.y > 0.0 ? 2 : 3,
aniso_direction.z > 0.0 ? 4 : 5
) / (6 + DIFFUSE_CONE_COUNT);
vec3 direction_weight = abs(dir);
float coneCoefficient = 2.0 * tan(aperture * 0.5);
while (sampleCol < 1.0 && dist < MAX_DISTANCE && clipmap_index0 < voxelgiClipmapCount) {
float mipSample = 0.0;
float diam = max(voxelSize0, dist * coneCoefficient);
float lod = clamp(log2(diam / voxelSize0), clipmap_index0, voxelgiClipmapCount - 1);
float clipmap_index = floor(lod);
float clipmap_blend = fract(lod);
vec3 p0 = start_pos + dir * dist;
samplePos = (p0 - vec3(clipmaps[int(clipmap_index * 10 + 4)], clipmaps[int(clipmap_index * 10 + 5)], clipmaps[int(clipmap_index * 10 + 6)])) / (float(clipmaps[int(clipmap_index * 10)]) * voxelgiResolution.x);
samplePos = samplePos * 0.5 + 0.5;
if ((any(notEqual(samplePos, clamp(samplePos, 0.0, 1.0))))) {
clipmap_index0++;
continue;
}
#ifdef _VoxelAOvar
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight);
#else
mipSample = sampleVoxel(voxels, p0, clipmaps, clipmap_index, step_dist, 0, face_offset, direction_weight).a;
#endif
if(clipmap_blend > 0.0 && clipmap_index < voxelgiClipmapCount - 1) {
#ifdef _VoxelAOvar
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight);
#else
float mipSampleNext = sampleVoxel(voxels, p0, clipmaps, clipmap_index + 1.0, step_dist, 0, face_offset, direction_weight).a;
#endif
mipSample = mix(mipSample, mipSampleNext, clipmap_blend);
}
sampleCol += (1.0 - sampleCol) * mipSample;
float stepSizeCurrent = step_size;
// half texel correction is applied to avoid sampling over current clipmap:
const vec3 half_texel = vec3(0.5) / voxelgiResolution;
vec3 tc0 = clamp(samplePos, half_texel, 1 - half_texel);
tc0.y = (tc0.y + clipmap_index) / voxelgiClipmapCount; // remap into clipmap
float sdf = textureLod(voxelsSDF, tc0, 0.0).r;
stepSizeCurrent = max(step_size, sdf - diam);
step_dist = diam * stepSizeCurrent;
dist += step_dist;
}
return sampleCol;
}
float traceShadow(const vec3 origin, const vec3 normal, const sampler3D voxels, const sampler3D voxelsSDF, const vec3 dir, const float clipmaps[voxelgiClipmapCount * 10], const vec2 pixel) {
vec3 P = origin + dir * (BayerMatrix8[int(pixel.x) % 8][int(pixel.y) % 8] - 0.5) * voxelgiStep;
float amount = traceConeShadow(voxels, voxelsSDF, P, normal, dir, DIFFUSE_CONE_APERTURE, voxelgiStep, clipmaps);
amount = clamp(amount, 0.0, 1.0);
return amount * voxelgiOcc;
}
#endif
#endif // _CONETRACE_GLSL_