Files
Seele/res/shaders/terrain/LEB.slang
T
2024-10-30 10:28:10 +01:00

327 lines
11 KiB
Plaintext

import Parameters;
import CBT;
import Bisector;
static const uint32_t WORKGROUP_SIZE = 64;
// Resolution of the cache
#define LEB_TABLE_DEPTH 5ULL
// Cache in shared memory
groupshared float3x3 g_MatrixCache[2ULL << LEB_TABLE_DEPTH];
void load_leb_matrix_cache_to_shared_memory(uint groupIndex)
{
if (groupIndex < (2ULL << LEB_TABLE_DEPTH))
g_MatrixCache[groupIndex] = pParams.lebMatrixCache[groupIndex];
GroupMemoryBarrierWithGroupSync();
}
uint leb_depth(uint64_t heapID)
{
uint depth = 0;
while (heapID > 0u)
{
++depth;
heapID >>= 1u;
}
return depth - 1;
}
/*******************************************************************************
* GetBitValue -- Returns the value of a bit stored in a 64-bit word
*
*/
uint64_t leb__GetBitValue(uint64_t bitField, int64_t bitID)
{
return ((bitField >> bitID) & 1L);
}
/*******************************************************************************
* IdentityMatrix3x3 -- Sets a 3x3 matrix to identity
*
*/
void leb__IdentityMatrix3x3(out float3x3 m)
{
m[0][0] = 1.0f; m[0][1] = 0.0f; m[0][2] = 0.0f;
m[1][0] = 0.0f; m[1][1] = 1.0f; m[1][2] = 0.0f;
m[2][0] = 0.0f; m[2][1] = 0.0f; m[2][2] = 1.0f;
}
/*******************************************************************************
* SplittingMatrix -- Computes a LEB splitting matrix from a split bit
*
*/
void leb__SplittingMatrix(inout float3x3 mat, uint64_t bitValue)
{
float b = (float)bitValue;
float c = 1.0f - b;
const float3x3 splitMatrix = {
{0.0f, b, c},
{0.5f, 0.0f, 0.5f},
{b, c, 0.0f}
};
mat = mul(splitMatrix, mat);
}
/*******************************************************************************
* SplittingMatrix -- Computes a LEB splitting matrix from a split bit
*
*/
float3x3 leb__SplittingMatrix_out(float3x3 mat, uint64_t bitValue)
{
float b = (float)bitValue;
float c = 1.0 - b;
float3x3 splitMatrix = {
{0.0, b, c},
{0.5, 0.0, 0.5},
{b, c, 0.0}
};
return mul(splitMatrix, mat);
}
/*******************************************************************************
* DecodeTransformationMatrix -- Computes the matrix associated to a LEB
* node
*
*/
void leb__DecodeTransformationMatrix(uint64_t heapID, out float3x3 mat)
{
int depth = leb_depth(heapID);
leb__IdentityMatrix3x3(mat);
for (int bitID = depth - 1; bitID >= 0; --bitID)
leb__SplittingMatrix(mat, leb__GetBitValue(heapID, bitID));
}
#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
void leb__DecodeTransformationMatrix_Tabulated(uint64_t heapID, out float3x3 mat)
{
leb__IdentityMatrix3x3(mat);
const uint64_t msb = (1ULL << LEB_TABLE_DEPTH);
const uint64_t mask = ~(~0ULL << LEB_TABLE_DEPTH);
while (heapID > mask)
{
uint32_t index = uint32_t((heapID & mask) | msb);
mat = mul(mat, g_MatrixCache[index]);
heapID >>= LEB_TABLE_DEPTH;
}
mat = mul(mat, g_MatrixCache[uint32_t(heapID)]);
}
#endif
/*******************************************************************************
* DecodeTransformationMatrix -- Computes the matrix associated to a LEB
* node
*
*/
void leb__DecodeTransformationMatrix_parent_child(uint64_t heapID, out float3x3 parent, out float3x3 child)
{
int depth = leb_depth(heapID);
leb__IdentityMatrix3x3(parent);
// Evaluate the parent matrix
int bitID;
for (bitID = depth - 1; bitID > 0; --bitID)
leb__SplittingMatrix(parent, leb__GetBitValue(heapID, bitID));
// Evaluate the child
if (depth > 0)
child = leb__SplittingMatrix_out(parent, leb__GetBitValue(heapID, bitID));
else
child = parent;
}
#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
void leb__DecodeTransformationMatrix_parent_child_Tabulated(uint64_t heapID, out float3x3 parent, out float3x3 child)
{
int depth = leb_depth(heapID);
leb__IdentityMatrix3x3(parent);
const uint64_t msb = (1ULL << LEB_TABLE_DEPTH);
const uint64_t mask = ~(~0ULL << LEB_TABLE_DEPTH);
uint64_t parentHeapID = heapID / 2;
while (parentHeapID > mask)
{
uint32_t index = uint32_t((parentHeapID & mask) | msb);
parent = mul(parent, g_MatrixCache[index]);
parentHeapID >>= LEB_TABLE_DEPTH;
}
if (parentHeapID != 0)
parent = mul(parent, g_MatrixCache[uint32_t(parentHeapID)]);
// Evaluate the child
if (depth > 0)
child = leb__SplittingMatrix_out(parent, leb__GetBitValue(heapID, 0));
else
child = parent;
}
#endif
/*******************************************************************************
* DecodeNodeAttributeArray -- Compute the triangle attributes at the input node
*
*/
void leb_DecodeNodeAttributeArray(uint64_t heapID, inout float3 attributeArray[2])
{
float3x3 m;
leb__DecodeTransformationMatrix(heapID, m);
for (int i = 0; i < 2; ++i)
{
float3 attributeVector = attributeArray[i];
attributeArray[i][0] = dot(m[0], attributeVector);
attributeArray[i][1] = dot(m[1], attributeVector);
attributeArray[i][2] = dot(m[2], attributeVector);
}
}
void leb_DecodeNodeAttributeArray(uint64_t heapID, inout float3 attributeArray[3])
{
float3x3 m;
#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
leb__DecodeTransformationMatrix_Tabulated(heapID, m);
#else
leb__DecodeTransformationMatrix(heapID, m);
#endif
for (int i = 0; i < 3; ++i)
{
float3 attributeVector = attributeArray[i];
attributeArray[i][0] = dot(m[0], attributeVector);
attributeArray[i][1] = dot(m[1], attributeVector);
attributeArray[i][2] = dot(m[2], attributeVector);
}
}
/*******************************************************************************
* DecodeNodeAttributeArray -- Compute the triangle attributes at the input node
*
*/
void leb_DecodeNodeAttributeArray_parent_child(uint64_t heapID, inout float3 childAttribute[3], out float3 parentAttribute[3])
{
float3x3 child, parent;
#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
leb__DecodeTransformationMatrix_parent_child_Tabulated(heapID, parent, child);
#else
leb__DecodeTransformationMatrix_parent_child(heapID, parent, child);
#endif
int i;
for (i = 0; i < 3; ++i)
{
float3 attributeVector = childAttribute[i];
parentAttribute[i][0] = dot(parent[0], attributeVector);
parentAttribute[i][1] = dot(parent[1], attributeVector);
parentAttribute[i][2] = dot(parent[2], attributeVector);
}
for (i = 0; i < 3; ++i)
{
float3 attributeVector = childAttribute[i];
childAttribute[i][0] = dot(child[0], attributeVector);
childAttribute[i][1] = dot(child[1], attributeVector);
childAttribute[i][2] = dot(child[2], attributeVector);
}
}
[numthreads(WORKGROUP_SIZE, 1, 1)]
void ClearBuffer(uint currentID : SV_DispatchThreadID)
{
// This thread doesn't have any work to do, we're done
if (currentID >= pParams.geometry.totalNumVertices)
return;
pParams.lebPositionBuffer[currentID] = float4(0.0, 0.0, 0.0, 1.0);
}
[[vk::push_constant]]
ConstantBuffer<uint> preRendering;
struct Triangle
{
float3 p[3];
};
void EvaluateElementPosition(uint64_t heapID, uint32_t vertexDataOffset, uint minDepth, RWStructuredBuffer<float4> vertexBuffer, out Triangle parentTri, out Triangle childTri)
{
// Get the depth of the element
uint depth = HeapIDDepth(heapID);
// Compute the required shift to find the original vertices
uint64_t subTreeDepth = depth - minDepth;
// Compute the base heapID
uint64_t baseHeapID = 1u << (minDepth - 1);
uint primitiveID = uint((heapID >> subTreeDepth) - baseHeapID);
// Grab the base positions of the element
float3 p0 = float3(vertexBuffer[3 * primitiveID + vertexDataOffset].xyz);
float3 p1 = float3(vertexBuffer[3 * primitiveID + 1 + vertexDataOffset].xyz);
float3 p2 = float3(vertexBuffer[3 * primitiveID + 2 + vertexDataOffset].xyz);
// Heap ID in the sub triangle
uint64_t mask = subTreeDepth != 0uL ? 0xFFFFFFFFFFFFFFFFull >> (64ull - subTreeDepth) : 0ull;
uint64_t baseHeap = (1ull << subTreeDepth);
uint64_t baseMask = (mask & heapID);
uint64_t subHeapID = baseMask + baseHeap;
// Generate the triangle positions
float3 childArray[3] = {{p0.x, p1.x, p2.x}, {p0.y, p1.y, p2.y}, {p0.z, p1.z, p2.z}};
float3 parentArray[3];
// Decode
leb_DecodeNodeAttributeArray_parent_child(subHeapID, childArray, parentArray);
// Fill the parent triangle
parentTri.p[0] = float3(parentArray[0][0], parentArray[1][0], parentArray[2][0]);
parentTri.p[1] = float3(parentArray[0][1], parentArray[1][1], parentArray[2][1]);
parentTri.p[2] = float3(parentArray[0][2], parentArray[1][2], parentArray[2][2]);
// Fill the child triangle
Triangle child;
childTri.p[0] = float3(childArray[0][0], childArray[1][0], childArray[2][0]);
childTri.p[1] = float3(childArray[0][1], childArray[1][1], childArray[2][1]);
childTri.p[2] = float3(childArray[0][2], childArray[1][2], childArray[2][2]);
}
[numthreads(WORKGROUP_SIZE, 1, 1)]
void EvaluateLEB(uint currentID : SV_DispatchThreadID, uint groupIndex: SV_GroupIndex)
{
#if defined(LEB_MATRIX_CACHE_BINDING_SLOT)
// Make sure these are loaded to the shared memory
load_leb_matrix_cache_to_shared_memory(groupIndex);
#endif
// This thread doesn't have any work to do, we're done
uint32_t numBisectors = bool(preRendering) ? (pParams.indirectDrawBuffer[9]) : (pParams.indirectDrawBuffer[8] / 4);
if (currentID >= numBisectors)
return;
// Load the bisector for this element
currentID = pParams.indexedBisectorBuffer[currentID];
// Evaluate the depth of the element
uint64_t cHeapID = pParams.heapIDBuffer[currentID];
uint depth = HeapIDDepth(cHeapID);
// Evaluate the positions of the current element
Triangle parentTri, childTri;
EvaluateElementPosition(cHeapID, 0, pParams.geometry.baseDepth, pParams.currentVertexBuffer, parentTri, childTri);
// Export the child
pParams.lebPositionBuffer[3 * currentID + 0] = float4(normalize(childTri.p[0]), 1.0f);
pParams.lebPositionBuffer[3 * currentID + 1] = float4(normalize(childTri.p[1]), 1.0f);
pParams.lebPositionBuffer[3 * currentID + 2] = float4(normalize(childTri.p[2]), 1.0f);
// Export the fourth element
if (pParams.geometry.baseDepth < depth)
{
// Offset for the parent buffer
const uint parentOffset = 3 * pParams.geometry.totalNumElements;
// Transform the coordinate to planet space
pParams.lebPositionBuffer[parentOffset + currentID] = float4(normalize(cHeapID % 2 == 0 ? parentTri.p[0] : parentTri.p[2]), 1.0f);
}
}