volumetric_fog.glsl 9.6 KB

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