- 8 cosine-weighted hemisphere rays per pixel (inline ray queries, SM 6.5) - Distance-weighted AO: quadratic falloff (1-hitT/aoRadius)² instead of binary hit/miss - World-space hash seed: voxel coord + tangent-plane frac position (stable, no flicker) - Bilateral blur pipeline: 2-pass separable (H+V), radius 6, depth+normal edge-stopping - 4-pass dispatch: shadow+rawAO → blur H → blur V → apply - AO written to separate R8_UNORM texture, blurred, then applied to color buffer - Debug mode (F5 x3): grayscale AO visualization
187 lines
7.1 KiB
HLSL
187 lines
7.1 KiB
HLSL
// BVLE Voxels - RT Shadow + AO Compute Shader (Phase 6.2 + 6.3)
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// Per-pixel: traces 1 shadow ray toward sun + N hemisphere rays for AO.
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// Modulates voxelRT_ in-place via RWTexture2D.
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#include "voxelCommon.hlsli"
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// SRV bindings
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Texture2D<float> depthTexture : register(t0); // voxelDepth_ (D32_FLOAT as R32_FLOAT SRV)
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Texture2D<float4> normalTexture : register(t1); // voxelNormalRT_ (R16G16B16A16_SNORM)
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RaytracingAccelerationStructure tlas : register(t2); // TLAS with blocky + smooth instances
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// UAV outputs
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RWTexture2D<float4> colorOutput : register(u0); // voxelRT_ (shadow applied in-place)
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RWTexture2D<float> aoOutput : register(u1); // raw AO factor (blurred separately)
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// Push constants
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struct ShadowPush {
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uint width;
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uint height;
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float normalBias;
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float shadowMaxDist;
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uint debugMode; // 0=normal, 1=debug shadows, 2=debug AO
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float aoRadius; // max distance for AO rays (e.g. 8.0 voxels)
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uint aoRayCount; // number of hemisphere rays (e.g. 6)
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float aoStrength; // how dark full occlusion is (e.g. 0.35 = 65% darkening)
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uint pad[4];
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};
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[[vk::push_constant]] ConstantBuffer<ShadowPush> push : register(b999);
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// ── Hash-based pseudo-random for AO ray directions ──────────────
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// Golden ratio hash: deterministic, no texture lookup, good distribution
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float hashF(uint x) {
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x ^= x >> 16;
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x *= 0x45d9f3bu;
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x ^= x >> 16;
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return float(x & 0xFFFFFF) / float(0xFFFFFF);
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}
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uint hashU(uint a, uint b) {
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a ^= b * 0x9E3779B9u;
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a ^= a >> 16;
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a *= 0x45d9f3bu;
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return a;
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}
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// Build orthonormal basis from normal (Frisvad's method, robust for all N)
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void buildBasis(float3 N, out float3 T, out float3 B) {
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if (N.z < -0.9999) {
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T = float3(0, -1, 0);
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B = float3(-1, 0, 0);
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} else {
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float a = 1.0 / (1.0 + N.z);
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float b = -N.x * N.y * a;
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T = float3(1.0 - N.x * N.x * a, b, -N.x);
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B = float3(b, 1.0 - N.y * N.y * a, -N.y);
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}
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}
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// Cosine-weighted hemisphere sample (probability ∝ cos(θ))
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float3 cosineSampleHemisphere(float u1, float u2, float3 N, float3 T, float3 B) {
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float r = sqrt(u1);
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float phi = 6.28318530718 * u2;
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float x = r * cos(phi);
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float y = r * sin(phi);
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float z = sqrt(max(0.0, 1.0 - u1));
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return normalize(x * T + y * B + z * N);
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}
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[RootSignature(VOXEL_ROOTSIG)]
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[numthreads(8, 8, 1)]
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void main(uint3 DTid : SV_DispatchThreadID) {
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if (DTid.x >= push.width || DTid.y >= push.height) return;
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float depth = depthTexture[DTid.xy];
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if (depth == 0.0) {
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if (push.debugMode > 0) colorOutput[DTid.xy] = float4(0.1, 0.1, 0.1, 1);
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return;
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}
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// Reconstruct world position from depth via inverse VP
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float2 uv = (float2(DTid.xy) + 0.5) / float2(push.width, push.height);
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float2 ndc = float2(uv.x * 2.0 - 1.0, (1.0 - uv.y) * 2.0 - 1.0);
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float4 clipPos = float4(ndc, depth, 1.0);
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float4 worldPos4 = mul(inverseViewProjection, clipPos);
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float3 worldPos = worldPos4.xyz / worldPos4.w;
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float3 N = normalTexture[DTid.xy].xyz;
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float3 origin = worldPos + N * push.normalBias;
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// ── Shadow ray toward sun ──────────────────────────────────
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float3 L = normalize(-sunDirection.xyz);
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float NdotL = dot(N, L);
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float shadowFactor = 1.0;
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if (NdotL <= 0.0) {
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shadowFactor = 0.3; // back-facing = fully in shadow
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} else {
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RayDesc ray;
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ray.Origin = origin;
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ray.Direction = L;
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ray.TMin = 0.01;
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ray.TMax = push.shadowMaxDist;
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RayQuery<RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> q;
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q.TraceRayInline(tlas, 0, 0xFF, ray);
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[loop] while (q.Proceed()) {}
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if (q.CommittedStatus() == COMMITTED_TRIANGLE_HIT) {
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shadowFactor = 0.3;
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}
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}
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// ── AO: hemisphere rays ────────────────────────────────────
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float aoFactor = 1.0;
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uint rayCount = push.aoRayCount;
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if (rayCount > 0) {
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float3 T, B;
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buildBasis(N, T, B);
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// Fully world-space seed: solid voxel coord + tangent-plane frac position
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// vc: offset by -N*0.5 → inside the solid voxel (stable per face)
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// Sub-voxel: only use the 2 tangent axes (T,B), NOT the normal axis.
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// The normal axis sits at an integer boundary (e.g. face +Y → y=5.0000)
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// where frac() oscillates between ~0 and ~1 due to depth precision → flicker.
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// Tangent axes vary smoothly across the face → always stable.
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int3 vc = int3(floor(worldPos - N * 0.5));
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float tFrac = frac(dot(worldPos, T));
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float bFrac = frac(dot(worldPos, B));
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uint st = uint(tFrac * 256.0);
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uint sb = uint(bFrac * 256.0);
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uint baseSeed = hashU(hashU((uint)(vc.x + 32768), (uint)(vc.y + 32768)), (uint)(vc.z + 32768));
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uint pixelSeed = hashU(baseSeed, hashU(st, sb));
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float totalOcclusion = 0.0;
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[loop]
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for (uint i = 0; i < rayCount; i++) {
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// Per-ray random: hash(pixelSeed, rayIndex)
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uint seed = hashU(pixelSeed, i);
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float u1 = hashF(seed);
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float u2 = hashF(seed ^ 0xA5A5A5A5u);
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float3 dir = cosineSampleHemisphere(u1, u2, N, T, B);
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RayDesc aoRay;
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aoRay.Origin = origin;
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aoRay.Direction = dir;
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aoRay.TMin = 0.05; // larger TMin for AO to avoid edge self-intersection
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aoRay.TMax = push.aoRadius;
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RayQuery<RAY_FLAG_SKIP_PROCEDURAL_PRIMITIVES | RAY_FLAG_ACCEPT_FIRST_HIT_AND_END_SEARCH> aoQ;
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aoQ.TraceRayInline(tlas, 0, 0xFF, aoRay);
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[loop] while (aoQ.Proceed()) {}
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if (aoQ.CommittedStatus() == COMMITTED_TRIANGLE_HIT) {
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// Distance-weighted: close hits = strong occlusion, far hits = weak
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float hitT = aoQ.CommittedRayT();
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float falloff = 1.0 - saturate(hitT / push.aoRadius);
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totalOcclusion += falloff * falloff; // quadratic for natural falloff
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}
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}
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float occlusionRatio = totalOcclusion / float(rayCount);
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aoFactor = 1.0 - occlusionRatio * push.aoStrength;
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}
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// ── Write AO to separate buffer (will be blurred), apply shadow in-place ──
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aoOutput[DTid.xy] = aoFactor;
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if (push.debugMode == 1) {
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// Debug shadows: red=shadow, green=lit, blue=backface
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if (NdotL <= 0.0)
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colorOutput[DTid.xy] = float4(0, 0, 0.5, 1);
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else if (shadowFactor < 1.0)
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colorOutput[DTid.xy] = float4(1, 0, 0, 1);
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else
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colorOutput[DTid.xy] = float4(0, 1, 0, 1);
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} else if (push.debugMode == 2) {
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// Debug AO: raw AO written to aoOutput, will be visualized after blur
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// Write white to color so blur apply pass shows AO only
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colorOutput[DTid.xy] = float4(1, 1, 1, 1);
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} else {
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// Apply shadow only — AO applied after blur in a separate pass
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float4 color = colorOutput[DTid.xy];
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color.rgb *= shadowFactor;
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colorOutput[DTid.xy] = color;
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}
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}
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