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UnrealEngine/Engine/Shaders/Private/PathTracing/Light/PathTracingLightGrid.ush
2025-05-18 13:04:45 +08:00

169 lines
4.6 KiB
HLSL

// Copyright Epic Games, Inc. All Rights Reserved.
#ifndef USE_PATH_TRACING_LIGHT_GRID
#define USE_PATH_TRACING_LIGHT_GRID 0
#endif
#include "/Engine/Shared/PathTracingDefinitions.h"
#if USE_PATH_TRACING_LIGHT_GRID
#include "../../Visualization.ush"
// extra shader parameters that must be defined when using the light grid
uint SceneInfiniteLightCount;
float3 SceneLightsTranslatedBoundMin;
float3 SceneLightsTranslatedBoundMax;
Texture2DArray<uint> LightGrid;
Buffer<uint> LightGridData;
uint LightGridResolution;
uint LightGridMaxCount;
uint LightGridAxis;
#endif
struct FLightLoopCount {
uint NumLights;
uint NumMISLights;
#if USE_PATH_TRACING_LIGHT_GRID
uint LightGridOffset;
#endif
};
#if USE_PATH_TRACING_LIGHT_GRID
FLightLoopCount LightGridLookup(float3 TranslatedWorldPos)
{
FLightLoopCount Result;
Result.NumLights = SceneInfiniteLightCount;
Result.NumMISLights = SceneInfiniteLightCount;
Result.LightGridOffset = ~0u;
if (all(SceneLightsTranslatedBoundMin <= TranslatedWorldPos) && all(TranslatedWorldPos <= SceneLightsTranslatedBoundMax))
{
float3 P = TranslatedWorldPos - SceneLightsTranslatedBoundMin;
float3 D = SceneLightsTranslatedBoundMax - SceneLightsTranslatedBoundMin;
int2 UVx = int2(floor(LightGridResolution * P.yz / D.yz));
int2 UVy = int2(floor(LightGridResolution * P.xz / D.xz));
int2 UVz = int2(floor(LightGridResolution * P.xy / D.xy));
uint LightGridNx = LightGrid.Load(int4(UVx, 0, 0));
uint LightGridNy = LightGrid.Load(int4(UVy, 1, 0));
uint LightGridNz = LightGrid.Load(int4(UVz, 2, 0));
uint LightGridN = LightGridNx;
uint LightGridOffset = LightGridMaxCount * (0 + 3 * (UVx.x + UVx.y * LightGridResolution));
if ((LightGridAxis >= 3 && (LightGridNy & PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK) < (LightGridN & PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK)) || LightGridAxis == 1)
{
LightGridN = LightGridNy;
LightGridOffset = LightGridMaxCount * (1 + 3 * (UVy.x + UVy.y * LightGridResolution));
}
if ((LightGridAxis >= 3 && (LightGridNz & PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK) < (LightGridN & PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK)) || LightGridAxis == 2)
{
LightGridN = LightGridNz;
LightGridOffset = LightGridMaxCount * (2 + 3 * (UVz.x + UVz.y * LightGridResolution));
}
Result.LightGridOffset = LightGridOffset;
Result.NumLights += LightGridN & PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK;
if ((LightGridN & PATHTRACER_LIGHT_GRID_SINGULAR_MASK) == 0)
{
// at least some area lights, enable MIS for this cell
Result.NumMISLights = Result.NumLights;
}
}
return Result;
}
float3 LightGridVisualize(FLightLoopCount LoopCount, int VisualizeMode)
{
const float3 OutsideColor = 0.18;
const float3 EmptyColor = 0.36;
if (LoopCount.LightGridOffset != ~0u)
{
switch (VisualizeMode)
{
case 2:
{
// color by unique light list
uint H = 0;
for (int Index = 0, Num = LoopCount.NumLights - SceneInfiniteLightCount; Index < Num; Index++)
{
H = StrongIntegerHash(H + LightGridData[LoopCount.LightGridOffset + Index]);
}
return HUEtoRGB((H & 0xFFFFFF) * 5.96046447754e-08);
}
case 3:
{
// color by presence of singular lights
if (LoopCount.NumLights == SceneInfiniteLightCount)
{
return EmptyColor;
}
else if (LoopCount.NumLights == LoopCount.NumMISLights)
{
return float3(0.2, 0.2, 1); // blue - some area lights
}
else
{
return float3(0.2, 1, 0.2); // green - only point lights
}
}
case 4:
{
// color by chosen axis
int Axis = (LoopCount.LightGridOffset / LightGridMaxCount) % 3;
if (Axis == 0) return float3(0.9, 0.2, 0.2);
if (Axis == 1) return float3(0.2, 0.9, 0.2);
if (Axis == 2) return float3(0.2, 0.2, 0.9);
return float3(0.8, 0.2, 0.8);
}
default:
{
// default mode - color by light count
uint N = LoopCount.NumLights - SceneInfiniteLightCount;
if (N < 1)
{
return EmptyColor;
}
float Max = LightGridMaxCount;
float t = saturate(float(N) / Max);
return BlueGreenRedColorMap(t);
}
}
}
// outside light grid bounds
return OutsideColor;
}
uint GetLightId(uint Index, FLightLoopCount LoopCount)
{
if (Index >= SceneInfiniteLightCount)
{
return LightGridData[LoopCount.LightGridOffset + Index - SceneInfiniteLightCount];
}
return Index;
}
#else
FLightLoopCount LightGridLookup(float3 TranslatedWorldPos)
{
uint NumLights = min(SceneLightCount, RAY_TRACING_LIGHT_COUNT_MAXIMUM);
FLightLoopCount Result;
Result.NumLights = Result.NumMISLights = NumLights;
return Result;
}
float3 LightGridVisualize(FLightLoopCount LoopCount, int VisualizeMode)
{
return 0.5;
}
uint GetLightId(uint Index, FLightLoopCount LoopCount)
{
return Index;
}
#endif