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VDIGenerator.comp
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VDIGenerator.comp
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uniform vec2 viewportSize;
uniform vec2 dsp;
uniform float fwnw;
uniform float nw;
// -- comes from CacheSpec -----
uniform vec3 blockSize;
uniform vec3 paddedBlockSize;
uniform vec3 cachePadOffset;
// -- comes from TextureCache --
uniform vec3 cacheSize; // TODO: get from texture!?
uniform mat4 transform;
uniform bool doGeneration;
#pragma scenery verbatim
layout(set = 0, binding = 0) uniform VRParameters {
mat4 projectionMatrices[2];
mat4 inverseProjectionMatrices[2];
mat4 headShift;
float IPD;
int stereoEnabled;
} vrParameters;
const int MAX_NUM_LIGHTS = 1024;
layout(set = 1, binding = 0) uniform LightParameters {
mat4 ViewMatrices[2];
mat4 InverseViewMatrices[2];
mat4 ProjectionMatrix;
mat4 InverseProjectionMatrix;
vec3 CamPosition;
};
layout(push_constant) uniform currentEye_t {
int eye;
} currentEye;
#define SEPARATE_DEPTH 1
#define WORLD_ABS 0
#define INT_DEPTHS 0
#define USE_PRINTF 0
#define RLE_INFO 0
#if USE_PRINTF
#extension GL_EXT_debug_printf : enable
#endif
layout(local_size_x = 15, local_size_y = 15) in; //TODO: change to 16x16
layout(set = 2, binding = 0) uniform sampler3D volumeCache;
layout(set = 3, binding = 0, rgba32f) uniform image3D OutputSubVDIColor;
layout(set = 4, binding = 0, r32f) uniform image3D OutputSubVDIDepth;
layout (set = 8, binding = 0, r32ui) uniform uimage3D OctreeCells;
#if RLE_INFO
layout (set = 9, binding = 0, r32f) uniform image2D Thresholds;
layout (set = 10, binding = 0, r32i) uniform iimage2D SupersegmentsGenerated;
#endif
#pragma scenery endverbatim
ivec2 debug_pixel = ivec2(640, 360);
// intersect ray with a box
// http://www.siggraph.org/education/materials/HyperGraph/raytrace/rtinter3.htm
void intersectBox( vec3 r_o, vec3 r_d, vec3 boxmin, vec3 boxmax, out float tnear, out float tfar )
{
// compute intersection of ray with all six bbox planes
vec3 invR = 1 / r_d;
vec3 tbot = invR * ( boxmin - r_o );
vec3 ttop = invR * ( boxmax - r_o );
// re-order intersections to find smallest and largest on each axis
vec3 tmin = min(ttop, tbot);
vec3 tmax = max(ttop, tbot);
// find the largest tmin and the smallest tmax
tnear = max( max( tmin.x, tmin.y ), max( tmin.x, tmin.z ) );
tfar = min( min( tmax.x, tmax.y ), min( tmax.x, tmax.z ) );
}
float adjustOpacity(float a, float modifiedStepLength) {
return 1.0 - pow((1.0 - a), modifiedStepLength);
}
float diffPremultiplied(vec4 a, vec4 b) {
a.rgb = a.rgb * a.a;
b.rgb = b.rgb * b.a;
return length(a.rgb-b.rgb);
}
vec4 diffComponentWise(vec4 a, vec4 b) {
a.rgb = a.rgb * a.a;
b.rgb = b.rgb * b.a;
vec4 diff = abs(a - b);
diff /= a;
return diff;
}
float diffRelative(vec4 supseg, vec4 new_sample) {
supseg.rgb = supseg.rgb * supseg.a;
new_sample.rgb = new_sample.rgb * new_sample.a;
return (length(supseg.rgb-new_sample.rgb) / length(supseg.rgb));
}
const vec4 bitEnc = vec4(1.,255.,65025.,16581375.);
vec4 EncodeFloatRGBA (float v) {
vec4 enc = bitEnc * v;
enc = fract(enc);
enc -= enc.yzww * vec2(1./255., 0.).xxxy;
return enc;
}
vec4 encode(float x, float y){
vec4 rgba;
x += 128.;
y += 128.;
int ix = int( x * 256. ); // convert to int to split accurately
int v1x = ix / 256; // hi
int v1y = ix - v1x * 256; // lo
rgba.r = float( v1x + 1 ) / 255.; // normalize
rgba.g = float( v1y + 1 ) / 255.;
int iy = int( y * 256. );
int v2x = iy / 256; // hi
int v2y = iy - v2x * 256; // lo
rgba.b = float( v2x + 1 ) / 255.;
rgba.a = float( v2y + 1 ) / 255.;
return rgba - 1./256.;
}
vec4 supsegs_accumulated = vec4(0);
int windowWidthG = 0;
int windowHeightG = 0;
mat4 pvG;
mat4 ipvG;
void accumulateSupseg(vec4 color, float depthHere, float depthEnd) {
vec3 newColor = color.rgb;
float newAlpha = color.a;
float ndc_x = (float(gl_GlobalInvocationID.x) / float(windowWidthG)) * 2.0 - 1.0;
float ndc_y = (float(gl_GlobalInvocationID.y) / float(windowHeightG)) * 2.0 - 1.0;
vec4 supseg_start_w = ipvG * vec4(ndc_x, ndc_y, depthHere, 1);
supseg_start_w *= 1. / supseg_start_w.w;
vec4 supseg_end_w = ipvG * vec4(ndc_x, ndc_y, depthEnd, 1);
supseg_end_w *= 1. / supseg_end_w.w;
float length_in_supseg = distance(supseg_start_w, supseg_end_w);
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("NDC start point: (%f, %f, %f, %f) and NDC end point: (%f, %f, %f, %f).", vec4(ndc_x, ndc_y, depthHere, 1), vec4(ndc_x, ndc_y, depthEnd, 1));
// debugPrintfEXT("World start point: (%f, %f, %f, %f) and end point: (%f, %f, %f, %f). Length: %f", supseg_start_w.xyzw, supseg_end_w.xyzw, length_in_supseg);
// }
// #endif
float adj_alpha = adjustOpacity(newAlpha, length_in_supseg);
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("Supseg: %d. Color is: (%f, %f, %f). Opacity: %f and adj opacity: %f. Supseg length: %f", i, newColor.rgb, newAlpha, adj_alpha, distance(supseg_start_w, supseg_end_w));
// }
// #endif
supsegs_accumulated.rgb = supsegs_accumulated.rgb + (1.0f - supsegs_accumulated.a) * newColor * adj_alpha;
supsegs_accumulated.a = supsegs_accumulated.a + (1.0f - supsegs_accumulated.a) * adj_alpha;
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("Supersegment accumulated so far: (%f, %f, %f, %f)", supsegs_accumulated.rgba);
// }
}
#if INT_DEPTHS
void writeSupersegment(int index, uint start, uint end, vec4 color) {
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("Writing supseg: %d. Start: %u, end: %u, color: (%f, %f, %f, %f)", index, start, end, color.rgba);
// }
// #endif
#if SEPARATE_DEPTH
imageStore(OutputSubVDIDepth, ivec3(index, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), uvec4(start, end, 0, 0));
imageStore(OutputSubVDIColor, ivec3(index, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), color);
#endif
}
#else
void writeSupersegment(int index, float start, float end, vec4 color) {
#if USE_PRINTF
if(gl_GlobalInvocationID.xy == debug_pixel) {
debugPrintfEXT("Writing supseg: %d. Start: %f, end: %f, color: (%f, %f, %f, %f)", index, start, end, color.rgba);
}
if(isnan(color.r) || isnan(color.a) || isnan(start) || isnan(end) || isnan(index)) {
debugPrintfEXT("Error! Wrong supersegment written by: (%d, %d)", gl_GlobalInvocationID.xy);
}
#endif
#if SEPARATE_DEPTH
imageStore(OutputSubVDIDepth, ivec3(2 * index, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(start, 0, 0, 0));
imageStore(OutputSubVDIDepth, ivec3(2 * index + 1, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(end, 0, 0, 0));
imageStore(OutputSubVDIColor, ivec3(index, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), color);
// imageStore(OutputSubVDIColor, ivec3(index * 4, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(color.r));
// imageStore(OutputSubVDIColor, ivec3(index * 4 + 1, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(color.g));
// imageStore(OutputSubVDIColor, ivec3(index * 4 + 2, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(color.b));
// imageStore(OutputSubVDIColor, ivec3(index * 4 + 3, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(color.a));
#endif
// accumulateSupseg(color, start, end);
}
#endif
//void writeThreshold(float threshold) {
// imageStore(Thresholds, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y), vec4(threshold, 0, 0, 0));
//}
void update_cell_count(ivec3 cell) {
uint ret = imageAtomicAdd(OctreeCells, cell, 1);
}
ivec3 num_cells;
float near_plane = 0.1; //TODO: generalize
float far_plane = 20.0;
int findZInterval_view(float z_view) {
float dist_from_front = abs(z_view - (-1 * near_plane));
float interval_size = ((far_plane - near_plane) / num_cells.z);
int interval_num = int(floor(dist_from_front / interval_size));
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("for z_view: %f, dist_from_front: %f, interval size: %f, interval found is: %d", z_view, dist_from_front, interval_size, interval_num);
// }
return interval_num;
}
bool thresh_found = false;
// ---------------------
// $insert{Convert}
// $insert{SampleVolume}
// ---------------------
void main()
{
if(!doGeneration) {
return;
}
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("Model matrix is: (%f, %f, %f, %f)", im_x_13_x_[0][0], im_x_13_x_[0][1], im_x_13_x_[0][2], im_x_13_x_[0][3]);
// debugPrintfEXT("Model matrix is: (%f, %f, %f, %f)", im_x_13_x_[1][0], im_x_13_x_[1][1], im_x_13_x_[1][2], im_x_13_x_[1][3]);
// debugPrintfEXT("Model matrix is: (%f, %f, %f, %f)", im_x_13_x_[2][0], im_x_13_x_[2][1], im_x_13_x_[2][2], im_x_13_x_[2][3]);
// debugPrintfEXT("Model matrix is: (%f, %f, %f, %f)", im_x_13_x_[3][0], im_x_13_x_[3][1], im_x_13_x_[3][2], im_x_13_x_[3][3]);
// }
// #endif
ivec3 imageCoords = imageSize(OutputSubVDIColor);
int windowWidth = imageCoords.b;
int windowHeight = imageCoords.g;
num_cells = imageSize(OctreeCells).xyz;
ivec3 grid_cell = ivec3(0);
grid_cell.x = int(floor((float(gl_GlobalInvocationID.x) / windowWidth) * num_cells.x));
grid_cell.y = int(floor((float(gl_GlobalInvocationID.y) / windowHeight) * num_cells.y));
mat4 ipv = InverseViewMatrices[0] * InverseProjectionMatrix;
mat4 pv = ProjectionMatrix * ViewMatrices[0];
ipvG = ipv;
pvG = pv;
windowWidthG = windowWidth;
windowHeightG = windowHeight;
// frag coord in NDC
// TODO: Re-introduce dithering
// vec2 fragCoord = (vrParameters.stereoEnabled ^ 1) * gl_FragCoord.xy + vrParameters.stereoEnabled * vec2((gl_FragCoord.x/2.0 + currentEye.eye * gl_FragCoord.x/2.0), gl_FragCoord.y);
// vec2 viewportSizeActual = (vrParameters.stereoEnabled ^ 1) * viewportSize + vrParameters.stereoEnabled * vec2(viewportSize.x/2.0, viewportSize.y);
// vec2 uv = 2 * ( gl_FragCoord.xy + dsp ) / viewportSizeActual - 1;
// float newSupSegThresh = 0.00014;
float newSupSegThresh = 0.04555;
vec2 texcoord = gl_GlobalInvocationID.xy/vec2(imageCoords.b, imageCoords.g);
vec2 uv = texcoord * 2.0 - vec2(1.0);
vec2 depthUV = (vrParameters.stereoEnabled ^ 1) * texcoord + vrParameters.stereoEnabled * vec2((texcoord.x/2.0 + currentEye.eye * 0.5), texcoord.y);
depthUV = depthUV * 2.0 - vec2(1.0);
vec4 FragColor = vec4(0.0);
// NDC of frag on near and far plane
vec4 front = vec4( uv, -1, 1 );
vec4 back = vec4( uv, 1, 1 );
// calculate eye ray in world space
vec4 wfront = ipv * front;
wfront *= 1 / wfront.w;
vec4 wback = ipv * back;
wback *= 1 / wback.w;
#if USE_PRINTF
if(gl_GlobalInvocationID.xy == debug_pixel) {
debugPrintfEXT("Num grid cells: (%d, %d, %d).", num_cells.xyz);
// debugPrintfEXT("front: (%f, %f, %f, %f) back: (%f, %f, %f, %f).", front.xyzw, back.xyzw);
// debugPrintfEXT("wfront: (%f, %f, %f, %f) wback: (%f, %f, %f, %f).", wfront.xyzw, wback.xyzw);
}
#endif
// -- bounding box intersection for all volumes ----------
float tnear = 1, tfar = 0, tmax = getMaxDepth( depthUV );
float n, f;
// $repeat:{vis,localNear,localFar,intersectBoundingBox|
bool vis = false;
float localNear = 0.0f;
float localFar = 0.0f;
intersectBoundingBox( wfront, wback, n, f );
f = min( tmax, f );
if ( n < f )
{
localNear = n;
localFar = f;
tnear = min( tnear, max( 0, n ) );
tfar = max( tfar, f );
vis = true;
}
// }$
// -------------------------------------------------------
#if SEPARATE_DEPTH
int maxSupersegments = imageCoords.r;
#else
int maxSupersegments = imageCoords.r/3;
#endif
float minOpacity = 0.0; //If alpha is less than this, the sample is considered transparent and not included in generated supersegments
// float minOpacity = 0.00196078431; //If alpha is less than this, the sample is considered transparent and not included in generated supersegments
/* Exlanation of minOpacity value: the smallest number that can be stored in 8 but opacity channel is 1/255 = 0.00392156862. Any value less than half of this will be rounded down to 0 and
therefore not impact the rendering. 0.00392156862/2 = 0.00196078431*/
int supersegmentNum = 0;
float quantization_error = 0;
if ( tnear < tfar )
{
vec4 fb = wback - wfront;
int numSteps =
// ( fwnw > 0.00001 )
// ? int ( log( ( tfar * fwnw + nw ) / ( tnear * fwnw + nw ) ) / log ( 1 + fwnw ) )
// :
// int ( trunc( ( tfar - tnear ) / nw + 1 ) );
int ( trunc( ( tfar - tnear ) / nw ) );
#if USE_PRINTF
if(gl_GlobalInvocationID.xy == debug_pixel) {
debugPrintfEXT("tnear: %f, tfar: %f, nw: %f. numSteps: %d.", tnear, tfar, nw, numSteps);
}
#endif
float low_thresh = 0.0;
float high_thresh = 1.732; //sq. root of 3
bool final_generation_step = false;
bool supsegs_written = false;
bool error_computed = false;
int desired_supsegs = maxSupersegments;
// int delta = 3; // up to delta supsegs less than max is acceptable
int delta = int(floor(0.15 * maxSupersegments)); // up to delta supsegs less than max is acceptable
vec4 v = vec4( 0 );
int iter = 0;
float mid_thresh = 0.0001; //start off with a very low thresh to eliminate those rays that contain primarily homogenous regions already
// float mid_thresh = (low_thresh + high_thresh)/2.0;
bool first_iteration = true;
// thresh_found = true;
// mid_thresh = 0.027160939; //Kingsnake median
// mid_thresh = 0.0948132798075676; //Kingsnake 75th
// mid_thresh = 0.1759960949420929; //Kingsnake 75th
// mid_thresh = 0.06775235; //Beechnut median
// mid_thresh = 0.2165875; //Simulation median
while(!thresh_found || !supsegs_written) {
iter++;
// if(iter > 50) break;
newSupSegThresh = mid_thresh;
int num_terminations = 0;
bool supersegmentIsOpen = false;
#if INT_DEPTHS
uint supSegStartPoint = 0;
uint supSegEndPoint = 0;
#else
float supSegStartPoint = 0.0;
float supSegEndPoint = 0.0;
#endif
bool lastSample = false;
bool transparentSample = false;
bool lastSupersegment = false;
vec4 supersegmentAdjusted = vec4(0);
float step = tnear;
float step_prev = step - nw;
vec4 wprev = mix(wfront, wback, step_prev);
vec4 w_prev_non_transp = vec4(0);
vec4 ndcPos;
float ndc_step;
int steps_in_supseg = 0;
int steps_trunc_trans = 0;
// step += nw + step * fwnw;
// step += nw; //TODO: correct this to start exactly at the near plane
v = vec4( 0 );
vec4 curV = vec4( 0 );
vec4 supseg_start_w = vec4(0);
// for ( int i = 0; i < numSteps; ++i, step += nw + step * fwnw )
for ( int i = 0; i < numSteps; ++i, step += nw )
{
if(i==(numSteps-1)) {
lastSample = true;
}
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel && lastSample) {
// debugPrintfEXT("This is the lastsample. supseg should close.");
// }
// #endif
if(supersegmentNum == (maxSupersegments - 1)) {
lastSupersegment = true;
}
vec4 wpos = mix( wfront, wback, step );
vec4 ro_world, rd_world;
#if WORLD_ABS
ro_world = InverseViewMatrices[0] * vec4(0, 0, 0, 1);
ro_world = ro_world / ro_world.w;
rd_world = wback - wfront;
rd_world = normalize(rd_world);
#endif
// $insert{Accumulate}
/*
inserts something like the following (keys: vis,localNear,localFar,blockTexture,convert)
if (vis)
{
float x = blockTexture(wpos, volumeCache, cacheSize, blockSize, paddedBlockSize, cachePadOffset);
v = max(v, convert(x));
}
*/
wprev = wpos;
}
if(supsegs_written) {
error_computed = true;
}
if(thresh_found) {
#if RLE_INFO
imageStore(Thresholds, ivec2(gl_GlobalInvocationID.xy), vec4(mid_thresh));
#endif
supsegs_written = true;
}
#if USE_PRINTF //TODO: check if the iterations are actually taking place and benchmark against fixed threshold
if(gl_GlobalInvocationID.xy == debug_pixel) {
debugPrintfEXT("Iteration: %d of searching for thresh. Low: %f, high: %f, mid: %f. Num terminations: %d", iter, low_thresh, high_thresh, mid_thresh, num_terminations);
debugPrintfEXT("Desired supsegs: %d and delta: %d", desired_supsegs, delta);
}
#endif
if(!supsegs_written) {
if(abs(high_thresh - low_thresh) < 0.000001) {
thresh_found = true;
mid_thresh = ((num_terminations == 0) ? low_thresh : high_thresh); // we want to err on the higher side, so that we generate < max no of supsegs, unless we are ending up generating 0 supsegs
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel) {
// debugPrintfEXT("Termination criteria reached. Num_terminations: %d. Setting mid_thresh to: %f", num_terminations, mid_thresh);
// }
// #endif
// low_thresh = high_thresh;
// mid_thresh = high_thresh;// we want to err on the higher side, so that we generate < max no of supsegs
continue;
} else if(num_terminations > desired_supsegs) {
low_thresh = mid_thresh;
} else if(num_terminations < (desired_supsegs - delta)) {
high_thresh = mid_thresh;
} else {
thresh_found = true;
continue;
}
if(first_iteration) {
first_iteration = false;
if(num_terminations < desired_supsegs) {
thresh_found = true;
continue;
}
}
mid_thresh = (low_thresh + high_thresh) / 2.0;
}
// #if USE_PRINTF
// if(gl_GlobalInvocationID.xy == debug_pixel && supsegs_written) {
// debugPrintfEXT("Before applying the exponential, color was: (%f, %f, %f, %f)", v.rgba);
// }
// #endif
v.xyz = pow(v.xyz, vec3(1/2.2)); //TODO: remove
FragColor = v;
}
#if USE_PRINTF
if(gl_GlobalInvocationID.xy == debug_pixel) {
debugPrintfEXT("Final composited color is: (%f, %f, %f, %f)", v.rgba);
debugPrintfEXT("Total supsegs generated: %d", supersegmentNum);
}
#endif
#if RLE_INFO
imageStore(SupersegmentsGenerated, ivec2(gl_GlobalInvocationID.xy), ivec4(supersegmentNum));
#endif
// writeThreshold(float(supersegmentNum));
// if(supersegmentNum == 0) {
// writeThreshold(-1.);
// }
if(supersegmentNum < maxSupersegments) {
for(int i = supersegmentNum; i < maxSupersegments; i++) {
writeSupersegment(i, 0, 0, vec4(0));
}
}
} else {
FragColor = vec4(0, 0, 0, 0);
// writeThreshold(-1.);
if(supersegmentNum < maxSupersegments) {
for(int i = supersegmentNum; i < maxSupersegments; i++) {
writeSupersegment(i, 0, 0, vec4(0));
}
}
}
// if(supersegmentNum < maxSupersegments - 1) {
// for(int i = supersegmentNum; i < maxSupersegments; i++) {
// imageStore(OutputSubVDIDepth, ivec3(i, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(0));
// imageStore(OutputSubVDIColor, ivec3(i, gl_GlobalInvocationID.y, gl_GlobalInvocationID.x), vec4(0));
// }
// }
// imageStore(OutputRender, ivec2(gl_GlobalInvocationID.x, gl_GlobalInvocationID.y), FragColor);
}