#[compute] #version 450 VERSION_DEFINES layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define MAX_CASCADES 8 layout(set = 0, binding = 1) uniform texture3D sdf_cascades[MAX_CASCADES]; layout(set = 0, binding = 2) uniform sampler linear_sampler; layout(set = 0, binding = 3, std430) restrict readonly buffer DispatchData { uint x; uint y; uint z; uint total_count; } dispatch_data; struct ProcessVoxel { uint position; //xyz 7 bit packed, extra 11 bits for neigbours uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 }; #ifdef MODE_PROCESS_STATIC layout(set = 0, binding = 4, std430) restrict buffer ProcessVoxels { #else layout(set = 0, binding = 4, std430) restrict buffer readonly ProcessVoxels { #endif ProcessVoxel data[]; } process_voxels; layout(r32ui, set = 0, binding = 5) uniform restrict uimage3D dst_light; layout(rgba8, set = 0, binding = 6) uniform restrict image3D dst_aniso0; layout(rg8, set = 0, binding = 7) uniform restrict image3D dst_aniso1; struct CascadeData { vec3 offset; //offset of (0,0,0) in world coordinates float to_cell; // 1/bounds * grid_size ivec3 probe_world_offset; uint pad; }; layout(set = 0, binding = 8, std140) uniform Cascades { CascadeData data[MAX_CASCADES]; } cascades; #define LIGHT_TYPE_DIRECTIONAL 0 #define LIGHT_TYPE_OMNI 1 #define LIGHT_TYPE_SPOT 2 struct Light { vec3 color; float energy; vec3 direction; bool has_shadow; vec3 position; float attenuation; uint type; float spot_angle; float spot_attenuation; float radius; vec4 shadow_color; }; layout(set = 0, binding = 9, std140) buffer restrict readonly Lights { Light data[]; } lights; layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture; layout(push_constant, binding = 0, std430) uniform Params { vec3 grid_size; uint max_cascades; uint cascade; uint light_count; uint process_offset; uint process_increment; int probe_axis_size; bool multibounce; float y_mult; uint pad; } params; vec2 octahedron_wrap(vec2 v) { vec2 signVal; signVal.x = v.x >= 0.0 ? 1.0 : -1.0; signVal.y = v.y >= 0.0 ? 1.0 : -1.0; return (1.0 - abs(v.yx)) * signVal; } vec2 octahedron_encode(vec3 n) { // https://twitter.com/Stubbesaurus/status/937994790553227264 n /= (abs(n.x) + abs(n.y) + abs(n.z)); n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy); n.xy = n.xy * 0.5 + 0.5; return n.xy; } float get_omni_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; nd *= nd; nd *= nd; // nd^4 nd = max(1.0 - nd, 0.0); nd *= nd; // nd^2 return nd * pow(max(distance, 0.0001), -decay); } void main() { uint voxel_index = uint(gl_GlobalInvocationID.x); //used for skipping voxels every N frames voxel_index = params.process_offset + voxel_index * params.process_increment; if (voxel_index >= dispatch_data.total_count) { return; } uint voxel_position = process_voxels.data[voxel_index].position; //keep for storing to texture ivec3 positioni = ivec3((uvec3(voxel_position, voxel_position, voxel_position) >> uvec3(0, 7, 14)) & uvec3(0x7F)); vec3 position = vec3(positioni) + vec3(0.5); position /= cascades.data[params.cascade].to_cell; position += cascades.data[params.cascade].offset; uint voxel_albedo = process_voxels.data[voxel_index].albedo; vec3 albedo = vec3(uvec3(voxel_albedo >> 10, voxel_albedo >> 5, voxel_albedo) & uvec3(0x1F)) / float(0x1F); vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); uint valid_aniso = (voxel_albedo >> 15) & 0x3F; const vec3 aniso_dir[6] = vec3[]( vec3(1, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), vec3(-1, 0, 0), vec3(0, -1, 0), vec3(0, 0, -1)); // Add indirect light first, in order to save computation resources #ifdef MODE_PROCESS_DYNAMIC if (params.multibounce) { vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size; ivec3 probe_base_pos = ivec3(pos); float weight_accum[6] = float[](0, 0, 0, 0, 0, 0); ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade)); tex_pos.x += probe_base_pos.z * int(params.probe_axis_size); tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1); vec3 base_tex_posf = vec3(tex_pos); vec2 tex_pixel_size = 1.0 / vec2(ivec2((OCT_SIZE + 2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE + 2) * params.probe_axis_size)); vec3 probe_uv_offset = (ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx; for (uint j = 0; j < 8; j++) { ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); ivec3 probe_posi = probe_base_pos; probe_posi += offset; // Compute weight vec3 probe_pos = vec3(probe_posi); vec3 probe_to_pos = pos - probe_pos; vec3 probe_dir = normalize(-probe_to_pos); // Compute lightprobe texture position vec3 trilinear = vec3(1.0) - abs(probe_to_pos); for (uint k = 0; k < 6; k++) { if (bool(valid_aniso & (1 << k))) { vec3 n = aniso_dir[k]; float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(n, probe_dir)); vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0); tex_posf.xy *= tex_pixel_size; vec3 pos_uvw = tex_posf; pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy; pos_uvw.x += float(offset.z) * probe_uv_offset.z; vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb; light_accum[k] += indirect_light * weight; weight_accum[k] += weight; } } } for (uint k = 0; k < 6; k++) { if (weight_accum[k] > 0.0) { light_accum[k] /= weight_accum[k]; light_accum[k] *= albedo; } } } #endif { uint rgbe = process_voxels.data[voxel_index].light; //read rgbe8985 float r = float((rgbe & 0xff) << 1); float g = float((rgbe >> 8) & 0x1ff); float b = float(((rgbe >> 17) & 0xff) << 1); float e = float((rgbe >> 25) & 0x1F); float m = pow(2.0, e - 15.0 - 9.0); vec3 l = vec3(r, g, b) * m; uint aniso = process_voxels.data[voxel_index].light_aniso; for (uint i = 0; i < 6; i++) { float strength = ((aniso >> (i * 5)) & 0x1F) / float(0x1F); light_accum[i] += l * strength; } } // Raytrace light vec3 pos_to_uvw = 1.0 / params.grid_size; vec3 uvw_ofs = pos_to_uvw * 0.5; for (uint i = 0; i < params.light_count; i++) { float attenuation = 1.0; vec3 direction; float light_distance = 1e20; switch (lights.data[i].type) { case LIGHT_TYPE_DIRECTIONAL: { direction = -lights.data[i].direction; } break; case LIGHT_TYPE_OMNI: { vec3 rel_vec = lights.data[i].position - position; direction = normalize(rel_vec); light_distance = length(rel_vec); rel_vec.y /= params.y_mult; attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation); } break; case LIGHT_TYPE_SPOT: { vec3 rel_vec = lights.data[i].position - position; direction = normalize(rel_vec); light_distance = length(rel_vec); rel_vec.y /= params.y_mult; attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation); float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction)); if (angle > lights.data[i].spot_angle) { attenuation = 0.0; } else { float d = clamp(angle / lights.data[i].spot_angle, 0, 1); attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation); } } break; } if (attenuation < 0.001) { continue; } bool hit = false; vec3 ray_pos = position; vec3 ray_dir = direction; vec3 inv_dir = 1.0 / ray_dir; //this is how to properly bias outgoing rays float cell_size = 1.0 / cascades.data[params.cascade].to_cell; ray_pos += sign(direction) * cell_size * 0.48; // go almost to the box edge but remain inside ray_pos += ray_dir * 0.4 * cell_size; //apply a small bias from there for (uint j = params.cascade; j < params.max_cascades; j++) { //convert to local bounds vec3 pos = ray_pos - cascades.data[j].offset; pos *= cascades.data[j].to_cell; float local_distance = light_distance * cascades.data[j].to_cell; if (any(lessThan(pos, vec3(0.0))) || any(greaterThanEqual(pos, params.grid_size))) { continue; //already past bounds for this cascade, goto next } //find maximum advance distance (until reaching bounds) vec3 t0 = -pos * inv_dir; vec3 t1 = (params.grid_size - pos) * inv_dir; vec3 tmax = max(t0, t1); float max_advance = min(tmax.x, min(tmax.y, tmax.z)); max_advance = min(local_distance, max_advance); float advance = 0.0; float occlusion = 1.0; while (advance < max_advance) { //read how much to advance from SDF vec3 uvw = (pos + ray_dir * advance) * pos_to_uvw; float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0; if (distance < 0.001) { //consider hit hit = true; break; } occlusion = min(occlusion, distance); advance += distance; } if (hit) { attenuation *= occlusion; break; } if (advance >= local_distance) { break; //past light distance, abandon search } //change ray origin to collision with bounds pos += ray_dir * max_advance; pos /= cascades.data[j].to_cell; pos += cascades.data[j].offset; light_distance -= max_advance / cascades.data[j].to_cell; ray_pos = pos; } if (!hit) { vec3 light = albedo * lights.data[i].color.rgb * lights.data[i].energy * attenuation; for (int j = 0; j < 6; j++) { if (bool(valid_aniso & (1 << j))) { light_accum[j] += max(0.0, dot(aniso_dir[j], direction)) * light; } } } } // Store the light in the light texture float lumas[6]; vec3 light_total = vec3(0); for (int i = 0; i < 6; i++) { light_total += light_accum[i]; lumas[i] = max(light_accum[i].r, max(light_accum[i].g, light_accum[i].b)); } float luma_total = max(light_total.r, max(light_total.g, light_total.b)); uint light_total_rgbe; { //compress to RGBE9995 to save space const float pow2to9 = 512.0f; const float B = 15.0f; const float N = 9.0f; const float LN2 = 0.6931471805599453094172321215; float cRed = clamp(light_total.r, 0.0, 65408.0); float cGreen = clamp(light_total.g, 0.0, 65408.0); float cBlue = clamp(light_total.b, 0.0, 65408.0); float cMax = max(cRed, max(cGreen, cBlue)); float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B; float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f); float exps = expp + 1.0f; if (0.0 <= sMax && sMax < pow2to9) { exps = expp; } float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f); float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); #ifdef MODE_PROCESS_STATIC //since its self-save, use RGBE8985 light_total_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25); #else light_total_rgbe = (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27); #endif } #ifdef MODE_PROCESS_DYNAMIC vec4 aniso0; aniso0.r = lumas[0] / luma_total; aniso0.g = lumas[1] / luma_total; aniso0.b = lumas[2] / luma_total; aniso0.a = lumas[3] / luma_total; vec2 aniso1; aniso1.r = lumas[4] / luma_total; aniso1.g = lumas[5] / luma_total; //save to 3D textures imageStore(dst_aniso0, positioni, aniso0); imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0)); imageStore(dst_light, positioni, uvec4(light_total_rgbe)); //also fill neighbours, so light interpolation during the indirect pass works //recover the neighbour list from the leftover bits uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24); const uint max_neighbours = 26; const ivec3 neighbour_positions[max_neighbours] = ivec3[]( ivec3(-1, -1, -1), ivec3(-1, -1, 0), ivec3(-1, -1, 1), ivec3(-1, 0, -1), ivec3(-1, 0, 0), ivec3(-1, 0, 1), ivec3(-1, 1, -1), ivec3(-1, 1, 0), ivec3(-1, 1, 1), ivec3(0, -1, -1), ivec3(0, -1, 0), ivec3(0, -1, 1), ivec3(0, 0, -1), ivec3(0, 0, 1), ivec3(0, 1, -1), ivec3(0, 1, 0), ivec3(0, 1, 1), ivec3(1, -1, -1), ivec3(1, -1, 0), ivec3(1, -1, 1), ivec3(1, 0, -1), ivec3(1, 0, 0), ivec3(1, 0, 1), ivec3(1, 1, -1), ivec3(1, 1, 0), ivec3(1, 1, 1)); for (uint i = 0; i < max_neighbours; i++) { if (bool(neighbours & (1 << i))) { ivec3 neighbour_pos = positioni + neighbour_positions[i]; imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe)); imageStore(dst_aniso0, neighbour_pos, aniso0); imageStore(dst_aniso1, neighbour_pos, vec4(aniso1, 0.0, 0.0)); } } #endif #ifdef MODE_PROCESS_STATIC //save back the anisotropic uint light = process_voxels.data[voxel_index].light & (3 << 30); light |= light_total_rgbe; process_voxels.data[voxel_index].light = light; //replace uint light_aniso = process_voxels.data[voxel_index].light_aniso & (3 << 30); for (int i = 0; i < 6; i++) { light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5); } process_voxels.data[voxel_index].light_aniso = light_aniso; #endif }