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			7.4 KiB
		
	
	
	
		
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			240 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
|  | /* | ||
|  | 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. | ||
|  |  */ | ||
|  | #version 450 | ||
|  | 
 | ||
|  | #include "compiled.inc" | ||
|  | #include "std/math.glsl" | ||
|  | #include "std/gbuffer.glsl" | ||
|  | #include "std/shadows.glsl" | ||
|  | #include "std/imageatomic.glsl" | ||
|  | #include "std/conetrace.glsl" | ||
|  | #include "std/brdf.glsl" | ||
|  | 
 | ||
|  | #ifdef _VoxelGI | ||
|  | uniform vec3 lightPos; | ||
|  | uniform vec3 lightColor; | ||
|  | uniform int lightType; | ||
|  | uniform vec3 lightDir; | ||
|  | uniform vec2 spotData; | ||
|  | #ifdef _ShadowMap | ||
|  | uniform int lightShadow; | ||
|  | uniform vec2 lightProj; | ||
|  | uniform float shadowsBias; | ||
|  | uniform mat4 LVP; | ||
|  | #endif | ||
|  | uniform sampler3D voxelsSampler; | ||
|  | uniform layout(r32ui) uimage3D voxels; | ||
|  | uniform layout(r32ui) uimage3D voxelsLight; | ||
|  | uniform layout(rgba8) image3D voxelsB; | ||
|  | uniform layout(rgba8) image3D voxelsOut; | ||
|  | uniform layout(r16) image3D SDF; | ||
|  | #else | ||
|  | #ifdef _VoxelAOvar | ||
|  | #ifdef _VoxelShadow | ||
|  | uniform layout(r16) image3D SDF; | ||
|  | #endif | ||
|  | uniform layout(r32ui) uimage3D voxels; | ||
|  | uniform layout(r16) image3D voxelsB; | ||
|  | uniform layout(r16) image3D voxelsOut; | ||
|  | #endif | ||
|  | #endif | ||
|  | 
 | ||
|  | uniform int clipmapLevel; | ||
|  | uniform float clipmaps[voxelgiClipmapCount * 10]; | ||
|  | 
 | ||
|  | layout (local_size_x = 8, local_size_y = 8, local_size_z = 8) in; | ||
|  | 
 | ||
|  | void main() { | ||
|  | 	int res = voxelgiResolution.x; | ||
|  | 
 | ||
|  | 	#ifdef _VoxelGI | ||
|  | 	float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res; | ||
|  | 	#else | ||
|  | 	#ifdef _VoxelShadow | ||
|  | 	float sdf = float(clipmaps[int(clipmapLevel * 10)]) * 2.0 * res; | ||
|  | 	#endif | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	ivec3 src = ivec3(gl_GlobalInvocationID.xyz); | ||
|  | 	#ifdef _VoxelGI | ||
|  | 	vec3 light = vec3(0.0); | ||
|  | 	light.r = float(imageLoad(voxelsLight, src)) / 255; | ||
|  | 	light.g = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x))) / 255; | ||
|  | 	light.b = float(imageLoad(voxelsLight, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255; | ||
|  | 	light /= 3; | ||
|  | 	#endif | ||
|  | 
 | ||
|  | 	for (int i = 0; i < 6 + DIFFUSE_CONE_COUNT; i++) | ||
|  | 	{ | ||
|  | 		#ifdef _VoxelGI | ||
|  | 		vec4 aniso_colors[6]; | ||
|  | 		#else | ||
|  | 		float aniso_colors[6]; | ||
|  | 		#endif | ||
|  | 
 | ||
|  | 		src = ivec3(gl_GlobalInvocationID.xyz); | ||
|  | 		src.x += i * res; | ||
|  | 		ivec3 dst = src; | ||
|  | 		dst.y += clipmapLevel * res; | ||
|  | 		#ifdef _VoxelGI | ||
|  | 		vec4 radiance = vec4(0.0); | ||
|  | 		vec4 bounce = vec4(0.0); | ||
|  | 		#else | ||
|  | 		float opac = 0.0; | ||
|  | 		#endif | ||
|  | 
 | ||
|  | 		if (i < 6) { | ||
|  | 			#ifdef _VoxelGI | ||
|  | 			vec4 basecol = vec4(0.0); | ||
|  | 			basecol.r = float(imageLoad(voxels, src)) / 255; | ||
|  | 			basecol.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x))) / 255; | ||
|  | 			basecol.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 2))) / 255; | ||
|  | 			basecol.a = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 3))) / 255; | ||
|  | 			basecol /= 4; | ||
|  | 			vec3 emission = vec3(0.0); | ||
|  | 			emission.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 4))) / 255; | ||
|  | 			emission.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 5))) / 255; | ||
|  | 			emission.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 6))) / 255; | ||
|  | 			emission /= 3; | ||
|  | 			vec3 N = vec3(0.0); | ||
|  | 			N.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 7))) / 255; | ||
|  | 			N.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 8))) / 255; | ||
|  | 			N /= 2; | ||
|  | 			vec3 wnormal = decode_oct(N.rg * 2 - 1); | ||
|  | 			vec3 envl = vec3(0.0); | ||
|  | 			envl.r = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 9))) / 255; | ||
|  | 			envl.g = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 10))) / 255; | ||
|  | 			envl.b = float(imageLoad(voxels, src + ivec3(0, 0, voxelgiResolution.x * 11))) / 255; | ||
|  | 			envl /= 3; | ||
|  | 			envl *= 100; | ||
|  | 
 | ||
|  | 			//clipmap to world | ||
|  | 			vec3 wposition = (gl_GlobalInvocationID.xyz + 0.5) / voxelgiResolution.x; | ||
|  | 			wposition = wposition * 2.0 - 1.0; | ||
|  | 			wposition *= float(clipmaps[int(clipmapLevel * 10)]); | ||
|  | 			wposition *= voxelgiResolution.x; | ||
|  | 			wposition += vec3(clipmaps[clipmapLevel * 10 + 4], clipmaps[clipmapLevel * 10 + 5], clipmaps[clipmapLevel * 10 + 6]); | ||
|  | 
 | ||
|  | 			radiance = basecol; | ||
|  | 			vec4 trace = traceDiffuse(wposition, wnormal, voxelsSampler, clipmaps); | ||
|  | 			vec3 indirect = trace.rgb + envl.rgb * (1.0 - trace.a); | ||
|  | 			radiance.rgb *= light + indirect; | ||
|  | 			radiance.rgb += emission.rgb; | ||
|  | 
 | ||
|  | 			#else | ||
|  | 			opac = float(imageLoad(voxels, src)) / 255; | ||
|  | 			#endif | ||
|  | 
 | ||
|  | 			#ifdef _VoxelGI | ||
|  | 			if (radiance.a > 0) | ||
|  | 			#else | ||
|  | 			if (opac > 0) | ||
|  | 			#endif | ||
|  | 			{ | ||
|  | 				if (any(notEqual(vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9]), vec3(0.0)))) | ||
|  | 				{ | ||
|  | 					ivec3 coords = ivec3(dst - vec3(clipmaps[clipmapLevel * 10 + 7], clipmaps[clipmapLevel * 10 + 8], clipmaps[clipmapLevel * 10 + 9])); | ||
|  | 					int aniso_face_start_x = i * res; | ||
|  | 					int aniso_face_end_x = aniso_face_start_x + res; | ||
|  | 					int clipmap_face_start_y = clipmapLevel * res; | ||
|  | 					int clipmap_face_end_y = clipmap_face_start_y + res; | ||
|  | 					if ( | ||
|  | 						coords.x >= aniso_face_start_x && coords.x < aniso_face_end_x && | ||
|  | 						coords.y >= clipmap_face_start_y && coords.y < clipmap_face_end_y && | ||
|  | 						coords.z >= 0 && coords.z < res | ||
|  | 					) | ||
|  | 						#ifdef _VoxelGI | ||
|  | 						radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5); | ||
|  | 						#else | ||
|  | 						opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5); | ||
|  | 						#endif | ||
|  | 				} | ||
|  | 				else | ||
|  | 					#ifdef _VoxelGI | ||
|  | 					radiance = mix(imageLoad(voxelsB, dst), radiance, 0.5); | ||
|  | 					#else | ||
|  | 					opac = mix(imageLoad(voxelsB, dst).r, opac, 0.5); | ||
|  | 					#endif | ||
|  | 			} | ||
|  | 			else | ||
|  | 				#ifdef _VoxelGI | ||
|  | 				radiance = vec4(0.0); | ||
|  | 				#else | ||
|  | 				opac = 0.0; | ||
|  | 				#endif | ||
|  | 			#ifdef _VoxelGI | ||
|  | 			aniso_colors[i] = radiance; | ||
|  | 			if (radiance.a > 0) | ||
|  | 				sdf = 0.0; | ||
|  | 			#else | ||
|  | 			aniso_colors[i] = opac; | ||
|  | 			#ifdef _VoxelShadow | ||
|  | 			if (opac > 0) | ||
|  | 				sdf = 0.0; | ||
|  | 			#endif | ||
|  | 			#endif | ||
|  | 		} | ||
|  | 		else { | ||
|  | 			// precompute cone sampling: | ||
|  | 			vec3 coneDirection = DIFFUSE_CONE_DIRECTIONS[i - 6]; | ||
|  | 			vec3 aniso_direction = -coneDirection; | ||
|  | 			uvec3 face_offsets = uvec3( | ||
|  | 				aniso_direction.x > 0 ? 0 : 1, | ||
|  | 				aniso_direction.y > 0 ? 2 : 3, | ||
|  | 				aniso_direction.z > 0 ? 4 : 5 | ||
|  | 			); | ||
|  | 			vec3 direction_weights = abs(coneDirection); | ||
|  | 			#ifdef _VoxelGI | ||
|  | 			vec4 sam = | ||
|  | 				aniso_colors[face_offsets.x] * direction_weights.x + | ||
|  | 				aniso_colors[face_offsets.y] * direction_weights.y + | ||
|  | 				aniso_colors[face_offsets.z] * direction_weights.z | ||
|  | 				; | ||
|  | 			radiance = sam; | ||
|  | 			#else | ||
|  | 			float sam = | ||
|  | 				aniso_colors[face_offsets.x] * direction_weights.x + | ||
|  | 				aniso_colors[face_offsets.y] * direction_weights.y + | ||
|  | 				aniso_colors[face_offsets.z] * direction_weights.z | ||
|  | 				; | ||
|  | 			opac = sam; | ||
|  | 			#endif | ||
|  | 		} | ||
|  | 		#ifdef _VoxelGI | ||
|  | 		imageStore(voxelsOut, dst, radiance); | ||
|  | 		#else | ||
|  | 		imageStore(voxelsOut, dst, vec4(opac)); | ||
|  | 		#endif | ||
|  | 	} | ||
|  | 	#ifdef _VoxelGI | ||
|  | 	ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz); | ||
|  | 	dst_sdf.y += clipmapLevel * res; | ||
|  | 	imageStore(SDF, dst_sdf, vec4(sdf)); | ||
|  | 	#else | ||
|  | 	#ifdef _VoxelShadow | ||
|  | 	ivec3 dst_sdf = ivec3(gl_GlobalInvocationID.xyz); | ||
|  | 	dst_sdf.y += clipmapLevel * res; | ||
|  | 	imageStore(SDF, dst_sdf, vec4(sdf)); | ||
|  | 	#endif | ||
|  | 	#endif | ||
|  | } |