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Addition of SDFGI for open world global illumination
Move GI to a deferred pass
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182
servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl
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182
servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl
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/* clang-format off */
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[compute]
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#version 450
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VERSION_DEFINES
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layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
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/* clang-format on */
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#define MAX_CASCADES 8
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layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
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layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
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ayout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
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layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
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struct CascadeData {
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vec3 offset; //offset of (0,0,0) in world coordinates
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float to_cell; // 1/bounds * grid_size
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};
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layout(set = 0, binding = 5, std140) uniform Cascades {
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CascadeData data[MAX_CASCADES];
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}
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cascades;
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#define DEPTH_HISTORY_BITS 24
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#define IRRADIANCE_HISTORY_BITS 16
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layout(push_constant, binding = 0, std430) uniform Params {
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vec3 grid_size;
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uint max_cascades;
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uint probe_axis_size;
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uint cascade;
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uint history_size;
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uint pad0;
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ivec3 scroll; //scroll in probes
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uint pad1;
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}
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params;
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void main() {
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ivec2 local = ivec2(gl_LocalInvocationID.xy);
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ivec2 probe = ivec2(gl_WorkGroupID.xy);
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ivec3 probe_cell;
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probe_cell.x = probe.x % int(params.probe_axis_size);
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probe_cell.y = probe.y;
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probe_cell.z = probe.x / int(params.probe_axis_size);
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#ifdef MODE_SCROLL_BEGIN
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ivec3 read_cell = probe_cell - params.scroll;
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uint src_layer = (params.history_size + 1) * params.cascade;
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uint dst_layer = (params.history_size + 1) * params.max_cascades;
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for (uint i = 0; i <= params.history_size; i++) {
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ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
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if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
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// nowhere to read from for scrolling, try finding the value from upper probes
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#ifdef MODE_IRRADIANCE
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imageStore(irradiance_history_texture, write_pos, uvec4(0));
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#endif
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#ifdef MODE_DEPTH
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imageStore(depth_history_texture, write_pos, uvec4(0));
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#endif
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} else {
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ivec3 read_pos;
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read_pos.xy = read_cell.xy;
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read_pos.x += read_cell.z * params.probe_axis_size;
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read_pos.xy = read_pos.xy * OCT_RES + local;
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read_pos.z = int(i);
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#ifdef MODE_IRRADIANCE
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uvec4 value = imageLoad(irradiance_history_texture, read_pos);
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imageStore(irradiance_history_texture, write_pos, value);
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#endif
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#ifdef MODE_DEPTH
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uvec2 value = imageLoad(depth_history_texture, read_pos);
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imageStore(depth_history_texture, write_pos, value);
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#endif
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}
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}
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#endif // MODE_SCROLL_BEGIN
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#ifdef MODE_SCROLL_END
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uint src_layer = (params.history_size + 1) * params.max_cascades;
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uint dst_layer = (params.history_size + 1) * params.cascade;
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for (uint i = 0; i <= params.history_size; i++) {
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ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
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#ifdef MODE_IRRADIANCE
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uvec4 value = imageLoad(irradiance_history_texture, read_pos);
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imageStore(irradiance_history_texture, write_pos, value);
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#endif
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#ifdef MODE_DEPTH
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uvec2 value = imageLoad(depth_history_texture, read_pos);
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imageStore(depth_history_texture, write_pos, value);
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#endif
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}
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#endif //MODE_SCROLL_END
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#ifdef MODE_STORE
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uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
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ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
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ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
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ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
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#ifdef MODE_IRRADIANCE
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uvec4 average = imageLoad(irradiance_history_texture, read_pos);
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vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
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#endif
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#ifdef MODE_DEPTH
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uvec2 value = imageLoad(depth_history_texture, read_pos);
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vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
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float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
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float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
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max_depth /= probe_cell_size;
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depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
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#endif
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/* Fill the border if required */
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if (local == ivec2(0, 0)) {
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copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
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copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
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copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
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} else if (local == ivec2(OCT_RES - 1, 0)) {
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copy_to[1] = texture_pos + ivec3(0, -1, 0);
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copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
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copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
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} else if (local == ivec2(0, OCT_RES - 1)) {
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copy_to[1] = texture_pos + ivec3(-1, 0, 0);
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copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
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copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
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} else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
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copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
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copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
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copy_to[3] = texture_pos + ivec3(-1, -1, 0);
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} else if (local.y == 0) {
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copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
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} else if (local.x == 0) {
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copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
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} else if (local.y == OCT_RES - 1) {
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copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
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} else if (local.x == OCT_RES - 1) {
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copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
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}
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for (int i = 0; i < 4; i++) {
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if (copy_to[i] == ivec3(-2, -2, -2)) {
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continue;
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}
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#ifdef MODE_IRRADIANCE
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imageStore(irradiance_texture, copy_to[i], light_accum);
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#endif
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#ifdef MODE_DEPTH
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imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
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#endif
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}
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#endif // MODE_STORE
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}
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