ClusteredShadingCommon.glsl 6.2 KB

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  1. // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Shaders/LightFunctions.glsl>
  7. //
  8. // Common uniforms
  9. //
  10. #if defined(CLUSTERED_SHADING_UNIFORMS_BINDING)
  11. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_UNIFORMS_BINDING) uniform b_clusteredShading
  12. {
  13. ClusteredShadingUniforms u_clusteredShading;
  14. };
  15. #endif
  16. //
  17. // Light uniforms (3)
  18. //
  19. #if defined(CLUSTERED_SHADING_LIGHTS_BINDING)
  20. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_LIGHTS_BINDING) uniform b_pointLights
  21. {
  22. PointLight u_pointLights2[MAX_VISIBLE_POINT_LIGHTS];
  23. };
  24. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_LIGHTS_BINDING + 1u) uniform b_spotLights
  25. {
  26. SpotLight u_spotLights[MAX_VISIBLE_SPOT_LIGHTS];
  27. };
  28. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_LIGHTS_BINDING + 2u) uniform texture2D u_shadowAtlasTex;
  29. #endif
  30. //
  31. // Reflection probes (3)
  32. //
  33. #if defined(CLUSTERED_SHADING_REFLECTIONS_BINDING)
  34. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_REFLECTIONS_BINDING) uniform b_reflectionProbes
  35. {
  36. ReflectionProbe u_reflectionProbes[MAX_VISIBLE_REFLECTION_PROBES];
  37. };
  38. layout(set = CLUSTERED_SHADING_SET,
  39. binding = CLUSTERED_SHADING_REFLECTIONS_BINDING + 1u) uniform ANKI_RP textureCubeArray u_reflectionsTex;
  40. #endif
  41. //
  42. // Decal uniforms (3)
  43. //
  44. #if defined(CLUSTERED_SHADING_DECALS_BINDING)
  45. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_DECALS_BINDING) uniform b_decals
  46. {
  47. Decal u_decals2[MAX_VISIBLE_DECALS];
  48. };
  49. layout(set = CLUSTERED_SHADING_SET,
  50. binding = CLUSTERED_SHADING_DECALS_BINDING + 1u) uniform ANKI_RP texture2D u_diffuseDecalTex;
  51. layout(set = CLUSTERED_SHADING_SET,
  52. binding = CLUSTERED_SHADING_DECALS_BINDING + 2u) uniform ANKI_RP texture2D u_specularRoughnessDecalTex;
  53. #endif
  54. //
  55. // Fog density uniforms (1)
  56. //
  57. #if defined(CLUSTERED_SHADING_FOG_BINDING)
  58. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_FOG_BINDING) uniform b_fogDensityVolumes
  59. {
  60. FogDensityVolume u_fogDensityVolumes[MAX_VISIBLE_FOG_DENSITY_VOLUMES];
  61. };
  62. #endif
  63. //
  64. // GI (2)
  65. //
  66. #if defined(CLUSTERED_SHADING_GI_BINDING)
  67. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_GI_BINDING) uniform ANKI_RP texture3D
  68. u_globalIlluminationTextures[MAX_VISIBLE_GLOBAL_ILLUMINATION_PROBES];
  69. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_GI_BINDING + 1u) uniform b_giProbes
  70. {
  71. GlobalIlluminationProbe u_giProbes[MAX_VISIBLE_GLOBAL_ILLUMINATION_PROBES];
  72. };
  73. #endif
  74. //
  75. // Cluster uniforms
  76. //
  77. #if defined(CLUSTERED_SHADING_CLUSTERS_BINDING)
  78. layout(set = CLUSTERED_SHADING_SET, binding = CLUSTERED_SHADING_CLUSTERS_BINDING) readonly buffer b_clusters
  79. {
  80. Cluster u_clusters[];
  81. };
  82. #endif
  83. // Debugging function
  84. Vec3 clusterHeatmap(Cluster cluster, U32 objectTypeMask)
  85. {
  86. U32 maxObjects = 0u;
  87. I32 count = 0;
  88. if((objectTypeMask & (1u << CLUSTER_OBJECT_TYPE_POINT_LIGHT)) != 0u)
  89. {
  90. maxObjects += MAX_VISIBLE_POINT_LIGHTS;
  91. count += I32(bitCount(cluster.m_pointLightsMask));
  92. }
  93. if((objectTypeMask & (1u << CLUSTER_OBJECT_TYPE_SPOT_LIGHT)) != 0u)
  94. {
  95. maxObjects += MAX_VISIBLE_SPOT_LIGHTS;
  96. count += I32(bitCount(cluster.m_spotLightsMask));
  97. }
  98. if((objectTypeMask & (1u << CLUSTER_OBJECT_TYPE_DECAL)) != 0u)
  99. {
  100. maxObjects += MAX_VISIBLE_DECALS;
  101. count += I32(bitCount(cluster.m_decalsMask));
  102. }
  103. if((objectTypeMask & (1u << CLUSTER_OBJECT_TYPE_FOG_DENSITY_VOLUME)) != 0u)
  104. {
  105. maxObjects += MAX_VISIBLE_FOG_DENSITY_VOLUMES;
  106. count += bitCount(cluster.m_fogDensityVolumesMask);
  107. }
  108. if((objectTypeMask & (1u << CLUSTER_OBJECT_TYPE_REFLECTION_PROBE)) != 0u)
  109. {
  110. maxObjects += MAX_VISIBLE_REFLECTION_PROBES;
  111. count += bitCount(cluster.m_reflectionProbesMask);
  112. }
  113. if((objectTypeMask & (1u << CLUSTER_OBJECT_TYPE_GLOBAL_ILLUMINATION_PROBE)) != 0u)
  114. {
  115. maxObjects += MAX_VISIBLE_GLOBAL_ILLUMINATION_PROBES;
  116. count += bitCount(cluster.m_giProbesMask);
  117. }
  118. const F32 factor = min(1.0, F32(count) / F32(maxObjects));
  119. return heatmap(factor);
  120. }
  121. /// Returns the index of the zSplit or linearizeDepth(n, f, depth)*zSplitCount
  122. /// Simplifying this equation is 1/(a+b/depth) where a=(n-f)/(n*zSplitCount) and b=f/(n*zSplitCount)
  123. U32 computeZSplitClusterIndex(F32 depth, U32 zSplitCount, F32 a, F32 b)
  124. {
  125. const F32 fSplitIdx = 1.0 / (a + b / depth);
  126. return min(zSplitCount - 1u, U32(fSplitIdx));
  127. }
  128. /// Return the tile index.
  129. U32 computeTileClusterIndexFragCoord(Vec2 fragCoord, U32 tileSize, U32 tileCountX)
  130. {
  131. const UVec2 tileXY = UVec2(fragCoord / F32(tileSize));
  132. return tileXY.y * tileCountX + tileXY.x;
  133. }
  134. /// Merge the tiles with z splits into a single cluster.
  135. Cluster mergeClusters(Cluster tileCluster, Cluster zCluster)
  136. {
  137. //#define ANKI_OR_MASKS(x) subgroupOr(x)
  138. #define ANKI_OR_MASKS(x) (x)
  139. Cluster outCluster;
  140. outCluster.m_pointLightsMask = ANKI_OR_MASKS(tileCluster.m_pointLightsMask & zCluster.m_pointLightsMask);
  141. outCluster.m_spotLightsMask = ANKI_OR_MASKS(tileCluster.m_spotLightsMask & zCluster.m_spotLightsMask);
  142. outCluster.m_decalsMask = ANKI_OR_MASKS(tileCluster.m_decalsMask & zCluster.m_decalsMask);
  143. outCluster.m_fogDensityVolumesMask =
  144. ANKI_OR_MASKS(tileCluster.m_fogDensityVolumesMask & zCluster.m_fogDensityVolumesMask);
  145. outCluster.m_reflectionProbesMask =
  146. ANKI_OR_MASKS(tileCluster.m_reflectionProbesMask & zCluster.m_reflectionProbesMask);
  147. outCluster.m_giProbesMask = ANKI_OR_MASKS(tileCluster.m_giProbesMask & zCluster.m_giProbesMask);
  148. #undef ANKI_OR_MASKS
  149. return outCluster;
  150. }
  151. #if defined(CLUSTERED_SHADING_CLUSTERS_BINDING)
  152. /// Get the final cluster after ORing and ANDing the masks.
  153. Cluster getClusterFragCoord(Vec3 fragCoord, U32 tileSize, UVec2 tileCounts, U32 zSplitCount, F32 a, F32 b)
  154. {
  155. const Cluster tileCluster = u_clusters[computeTileClusterIndexFragCoord(fragCoord.xy, tileSize, tileCounts.x)];
  156. const Cluster zCluster =
  157. u_clusters[computeZSplitClusterIndex(fragCoord.z, zSplitCount, a, b) + tileCounts.x * tileCounts.y];
  158. return mergeClusters(tileCluster, zCluster);
  159. }
  160. Cluster getClusterFragCoord(Vec3 fragCoord)
  161. {
  162. return getClusterFragCoord(fragCoord, u_clusteredShading.m_tileSize, u_clusteredShading.m_tileCounts,
  163. u_clusteredShading.m_zSplitCount, u_clusteredShading.m_zSplitMagic.x,
  164. u_clusteredShading.m_zSplitMagic.y);
  165. }
  166. #endif