Files
armorpaint/base/shaders/std/conetrace.glsl
T
2024-10-02 23:17:50 +02:00

78 lines
2.7 KiB
GLSL

#ifndef _CONETRACE_GLSL_
#define _CONETRACE_GLSL_
// References
// https://github.com/Friduric/voxel-cone-tracing
// https://github.com/Cigg/Voxel-Cone-Tracing
// https://github.com/GreatBlambo/voxel_cone_tracing/
// http://simonstechblog.blogspot.com/2013/01/implementing-voxel-cone-tracing.html
// http://leifnode.com/2015/05/voxel-cone-traced-global-illumination/
// http://www.seas.upenn.edu/%7Epcozzi/OpenGLInsights/OpenGLInsights-SparseVoxelization.pdf
// https://research.nvidia.com/sites/default/files/publications/GIVoxels-pg2011-authors.pdf
uniform float cone_offset;
uniform float cone_aperture;
const int voxelgi_resolution = 256;
const vec3 voxelgi_half_extents = vec3(1, 1, 1);
const float voxelgi_occ = 1.0;
const float voxelgi_step = 1.0;
const float voxelgi_range = 2.0;
const float MAX_DISTANCE = 1.73205080757 * voxelgi_range;
const float VOXEL_SIZE = (2.0 / voxelgi_resolution.x) * voxelgi_step;
vec3 tangent(const vec3 n) {
vec3 t1 = cross(n, vec3(0, 0, 1));
vec3 t2 = cross(n, vec3(0, 1, 0));
if (length(t1) > length(t2)) return normalize(t1);
else return normalize(t2);
}
float trace_cone_ao(sampler3D voxels, const vec3 origin, vec3 dir, const float aperture, const float max_dist) {
dir = normalize(dir);
float sample_col = 0.0;
float dist = 1.5 * VOXEL_SIZE * cone_offset;
float diam = dist * aperture;
vec3 sample_pos;
while (sample_col < 1.0 && dist < max_dist) {
sample_pos = dir * dist + origin;
float mip = max(log2(diam * voxelgi_resolution.x), 0);
float mip_sample = textureLod(voxels, sample_pos * 0.5 + vec3(0.5, 0.5, 0.5), mip).r;
sample_col += (1 - sample_col) * mip_sample;
dist += max(diam / 2, VOXEL_SIZE);
diam = dist * aperture;
}
return sample_col;
}
float trace_shadow(sampler3D voxels, const vec3 origin, const vec3 dir) {
return trace_cone_ao(voxels, origin, dir, 0.14 * cone_aperture, 2.5 * voxelgi_range);
}
float trace_ao(const vec3 origin, const vec3 normal, sampler3D voxels) {
const float angle_mix = 0.5f;
const float aperture = 0.55785173935;
vec3 o1 = normalize(tangent(normal));
vec3 o2 = normalize(cross(o1, normal));
vec3 c1 = 0.5f * (o1 + o2);
vec3 c2 = 0.5f * (o1 - o2);
#ifdef HLSL
const float factor = voxelgi_occ * 0.93;
#else
const float factor = voxelgi_occ * 0.90;
#endif
float col = trace_cone_ao(voxels, origin, normal, aperture, MAX_DISTANCE);
col += trace_cone_ao(voxels, origin, mix(normal, o1, angle_mix), aperture, MAX_DISTANCE);
col += trace_cone_ao(voxels, origin, mix(normal, o2, angle_mix), aperture, MAX_DISTANCE);
col += trace_cone_ao(voxels, origin, mix(normal, -c1, angle_mix), aperture, MAX_DISTANCE);
col += trace_cone_ao(voxels, origin, mix(normal, -c2, angle_mix), aperture, MAX_DISTANCE);
return (col / 5.0) * factor;
return 0.0;
}
#endif