Path: blob/main/crates/bevy_solari/src/realtime/world_cache_query.wgsl
9408 views
enable wgpu_ray_query;
#define_import_path bevy_solari::world_cache
#import bevy_pbr::utils::rand_vec2f
#import bevy_render::maths::orthonormalize
#import bevy_solari::realtime_bindings::{
world_cache_life,
world_cache_checksums,
world_cache_radiance,
world_cache_geometry_data,
world_cache_luminance_deltas,
world_cache_a,
world_cache_b,
world_cache_active_cell_indices,
world_cache_active_cells_count,
WorldCacheGeometryData,
}
/// How responsive the world cache is to changes in lighting (higher is less responsive, lower is more responsive)
const WORLD_CACHE_MAX_TEMPORAL_SAMPLES: f32 = 20.0;
/// How many direct light samples each cell takes when updating each frame
const WORLD_CACHE_DIRECT_LIGHT_SAMPLE_COUNT: u32 = 32u;
/// Maximum amount of distance to trace GI rays between two cache cells
const WORLD_CACHE_MAX_GI_RAY_DISTANCE: f32 = 50.0;
/// Soft upper limit on the amount of cache cells to update each frame
const WORLD_CACHE_CELL_UPDATES_SOFT_CAP: u32 = 40000u;
/// Maximum amount of frames a cell can live for without being queried
const WORLD_CACHE_CELL_LIFETIME: u32 = 10u;
/// Maximum amount of attempts to find a cache entry after a hash collision
const WORLD_CACHE_MAX_SEARCH_STEPS: u32 = 3u;
/// Size of a cache cell at the lowest LOD in meters
const WORLD_CACHE_POSITION_BASE_CELL_SIZE: f32 = 0.15;
/// How fast the world cache transitions between LODs as a function of distance to the camera
const WORLD_CACHE_POSITION_LOD_SCALE: f32 = 15.0;
/// Marker value for an empty cell
const WORLD_CACHE_EMPTY_CELL: u32 = 0u;
#ifndef WORLD_CACHE_NON_ATOMIC_LIFE_BUFFER
fn query_world_cache(world_position_in: vec3<f32>, world_normal: vec3<f32>, view_position: vec3<f32>, ray_t: f32, cell_lifetime: u32, rng: ptr<function, u32>) -> vec3<f32> {
var world_position = world_position_in;
var cell_size = get_cell_size(world_position, view_position);
#ifdef WORLD_CACHE_FIRST_BOUNCE_LIGHT_LEAK_PREVENTION
if ray_t < cell_size {
// Prevent light leaks
cell_size = WORLD_CACHE_POSITION_BASE_CELL_SIZE;
}
#endif
#ifndef NO_JITTER_WORLD_CACHE
// Jitter query point, which essentially blurs the cache a bit so it's not so grid-like
// https://tomclabault.github.io/blog/2025/regir, jitter_world_position_tangent_plane
let TBN = orthonormalize(world_normal);
let offset = (rand_vec2f(rng) * 2.0 - 1.0) * cell_size * 0.5;
world_position += offset.x * TBN[0] + offset.y * TBN[1];
cell_size = get_cell_size(world_position, view_position);
#endif
let world_position_quantized = bitcast<vec3<u32>>(quantize_position(world_position, cell_size));
let world_normal_quantized = bitcast<vec3<u32>>(quantize_normal(world_normal));
var key = compute_key(world_position_quantized, world_normal_quantized);
let checksum = compute_checksum(world_position_quantized, world_normal_quantized);
for (var i = 0u; i < WORLD_CACHE_MAX_SEARCH_STEPS; i++) {
let existing_checksum = atomicCompareExchangeWeak(&world_cache_checksums[key], WORLD_CACHE_EMPTY_CELL, checksum).old_value;
// Cell already exists or is empty - reset lifetime
if existing_checksum == checksum || existing_checksum == WORLD_CACHE_EMPTY_CELL {
#ifndef WORLD_CACHE_QUERY_ATOMIC_MAX_LIFETIME
atomicStore(&world_cache_life[key], cell_lifetime);
#else
atomicMax(&world_cache_life[key], cell_lifetime);
#endif
}
if existing_checksum == checksum {
// Cache entry already exists - get radiance
return world_cache_radiance[key].rgb;
} else if existing_checksum == WORLD_CACHE_EMPTY_CELL {
// Cell is empty - initialize it
world_cache_geometry_data[key].world_position = world_position;
world_cache_geometry_data[key].world_normal = world_normal;
return vec3(0.0);
} else {
// Collision - linear probe to next entry
key += 1u;
}
}
return vec3(0.0);
}
#endif
fn get_cell_size(world_position: vec3<f32>, view_position: vec3<f32>) -> f32 {
let camera_distance = distance(view_position, world_position) / WORLD_CACHE_POSITION_LOD_SCALE;
let lod = exp2(floor(log2(1.0 + camera_distance)));
return WORLD_CACHE_POSITION_BASE_CELL_SIZE * lod;
}
fn quantize_position(world_position: vec3<f32>, quantization_factor: f32) -> vec3<f32> {
return floor(world_position / quantization_factor + 0.0001);
}
fn quantize_normal(world_normal: vec3<f32>) -> vec3<f32> {
return floor(world_normal + 0.0001);
}
// TODO: Clustering
fn compute_key(world_position: vec3<u32>, world_normal: vec3<u32>) -> u32 {
var key = pcg_hash(world_position.x);
key = pcg_hash(key + world_position.y);
key = pcg_hash(key + world_position.z);
key = pcg_hash(key + world_normal.x);
key = pcg_hash(key + world_normal.y);
key = pcg_hash(key + world_normal.z);
return wrap_key(key);
}
fn compute_checksum(world_position: vec3<u32>, world_normal: vec3<u32>) -> u32 {
var key = iqint_hash(world_position.x);
key = iqint_hash(key + world_position.y);
key = iqint_hash(key + world_position.z);
key = iqint_hash(key + world_normal.x);
key = iqint_hash(key + world_normal.y);
key = iqint_hash(key + world_normal.z);
return max(key, 1u); // 0u is reserved for WORLD_CACHE_EMPTY_CELL
}
fn pcg_hash(input: u32) -> u32 {
let state = input * 747796405u + 2891336453u;
let word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
return (word >> 22u) ^ word;
}
fn iqint_hash(input: u32) -> u32 {
let n = (input << 13u) ^ input;
return n * (n * n * 15731u + 789221u) + 1376312589u;
}
fn wrap_key(key: u32) -> u32 {
return key & (#{WORLD_CACHE_SIZE} - 1u);
}