New example, loading glTF scenes instead of individual OBJ. Showing simple path tracing and how to make it 3x faster.
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25 changed files with 4410 additions and 2 deletions
10
ray_tracing_gltf/shaders/binding.glsl
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10
ray_tracing_gltf/shaders/binding.glsl
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#define B_CAMERA 0
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#define B_VERTICES 1
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#define B_NORMALS 2
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#define B_TEXCOORDS 3
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#define B_INDICES 4
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#define B_MATERIALS 5
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#define B_MATRICES 6
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#define B_TEXTURES 7
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74
ray_tracing_gltf/shaders/frag_shader.frag
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74
ray_tracing_gltf/shaders/frag_shader.frag
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_scalar_block_layout : enable
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#include "binding.glsl"
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#include "gltf.glsl"
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layout(push_constant) uniform shaderInformation
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{
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vec3 lightPosition;
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uint instanceId;
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float lightIntensity;
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int lightType;
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int matetrialId;
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}
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pushC;
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// clang-format off
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// Incoming
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//layout(location = 0) flat in int matIndex;
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
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layout(location = 3) in vec3 viewDir;
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layout(location = 4) in vec3 worldPos;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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// Buffers
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layout(set = 0, binding = B_MATERIALS) buffer _GltfMaterial { GltfMaterial materials[]; };
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layout(set = 0, binding = B_TEXTURES) uniform sampler2D[] textureSamplers;
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// clang-format on
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void main()
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{
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// Material of the object
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GltfMaterial mat = materials[nonuniformEXT(pushC.matetrialId)];
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vec3 N = normalize(fragNormal);
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// Vector toward light
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vec3 L;
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float lightIntensity = pushC.lightIntensity;
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if(pushC.lightType == 0)
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{
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vec3 lDir = pushC.lightPosition - worldPos;
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float d = length(lDir);
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lightIntensity = pushC.lightIntensity / (d * d);
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L = normalize(lDir);
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}
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else
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{
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L = normalize(pushC.lightPosition - vec3(0));
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}
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, N);
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if(mat.pbrBaseColorTexture > -1)
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{
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uint txtId = mat.pbrBaseColorTexture;
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vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
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diffuse *= diffuseTxt;
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}
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// Specular
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vec3 specular = computeSpecular(mat, viewDir, L, N);
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// Result
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outColor = vec4(lightIntensity * (diffuse + specular), 1);
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}
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60
ray_tracing_gltf/shaders/gltf.glsl
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ray_tracing_gltf/shaders/gltf.glsl
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struct GltfMaterial
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{
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int shadingModel; // 0: metallic-roughness, 1: specular-glossiness
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// PbrMetallicRoughness
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vec4 pbrBaseColorFactor;
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int pbrBaseColorTexture;
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float pbrMetallicFactor;
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float pbrRoughnessFactor;
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int pbrMetallicRoughnessTexture;
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// KHR_materials_pbrSpecularGlossiness
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vec4 khrDiffuseFactor;
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int khrDiffuseTexture;
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vec3 khrSpecularFactor;
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float khrGlossinessFactor;
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int khrSpecularGlossinessTexture;
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int emissiveTexture;
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vec3 emissiveFactor;
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int alphaMode;
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float alphaCutoff;
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bool doubleSided;
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int normalTexture;
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float normalTextureScale;
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int occlusionTexture;
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float occlusionTextureStrength;
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};
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struct PrimMeshInfo
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{
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uint indexOffset;
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uint vertexOffset;
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int materialIndex;
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};
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vec3 computeDiffuse(GltfMaterial mat, vec3 lightDir, vec3 normal)
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{
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// Lambertian
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float dotNL = max(dot(normal, lightDir), 0.0);
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return mat.pbrBaseColorFactor.xyz * dotNL;
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}
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vec3 computeSpecular(GltfMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
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{
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// Compute specular only if not in shadow
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const float kPi = 3.14159265;
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const float kShininess = 60.0;
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// Specular
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const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
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vec3 V = normalize(-viewDir);
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vec3 R = reflect(-lightDir, normal);
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float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
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return vec3(specular);
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}
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15
ray_tracing_gltf/shaders/passthrough.vert
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ray_tracing_gltf/shaders/passthrough.vert
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#version 450
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layout (location = 0) out vec2 outUV;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
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gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
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}
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162
ray_tracing_gltf/shaders/pathtrace.rchit
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ray_tracing_gltf/shaders/pathtrace.rchit
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_GOOGLE_include_directive : enable
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#include "binding.glsl"
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#include "gltf.glsl"
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#include "raycommon.glsl"
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#include "sampling.glsl"
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hitAttributeEXT vec2 attribs;
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];};
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layout(set = 1, binding = B_VERTICES) readonly buffer _VertexBuf {float vertices[];};
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layout(set = 1, binding = B_INDICES) readonly buffer _Indices {uint indices[];};
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layout(set = 1, binding = B_NORMALS) readonly buffer _NormalBuf {float normals[];};
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layout(set = 1, binding = B_TEXCOORDS) readonly buffer _TexCoordBuf {float texcoord0[];};
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layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfMaterial materials[];};
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layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
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// clang-format on
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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int lightType;
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}
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pushC;
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// Return the vertex position
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vec3 getVertex(uint index)
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{
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vec3 vp;
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vp.x = vertices[3 * index + 0];
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vp.y = vertices[3 * index + 1];
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vp.z = vertices[3 * index + 2];
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return vp;
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}
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vec3 getNormal(uint index)
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{
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vec3 vp;
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vp.x = normals[3 * index + 0];
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vp.y = normals[3 * index + 1];
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vp.z = normals[3 * index + 2];
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return vp;
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}
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vec2 getTexCoord(uint index)
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{
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vec2 vp;
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vp.x = texcoord0[2 * index + 0];
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vp.y = texcoord0[2 * index + 1];
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return vp;
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}
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void main()
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{
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// Retrieve the Primitive mesh buffer information
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PrimMeshInfo pinfo = primInfo[gl_InstanceCustomIndexEXT];
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// Getting the 'first index' for this mesh (offset of the mesh + offset of the triangle)
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uint indexOffset = pinfo.indexOffset + (3 * gl_PrimitiveID);
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uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF
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uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh
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// Getting the 3 indices of the triangle (local)
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ivec3 triangleIndex = ivec3(indices[nonuniformEXT(indexOffset + 0)], //
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indices[nonuniformEXT(indexOffset + 1)], //
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indices[nonuniformEXT(indexOffset + 2)]);
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triangleIndex += ivec3(vertexOffset); // (global)
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const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
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// Vertex of the triangle
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const vec3 pos0 = getVertex(triangleIndex.x);
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const vec3 pos1 = getVertex(triangleIndex.y);
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const vec3 pos2 = getVertex(triangleIndex.z);
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const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z;
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const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0));
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// Normal
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const vec3 nrm0 = getNormal(triangleIndex.x);
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const vec3 nrm1 = getNormal(triangleIndex.y);
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const vec3 nrm2 = getNormal(triangleIndex.z);
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vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z);
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const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT));
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const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0));
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// TexCoord
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const vec2 uv0 = getTexCoord(triangleIndex.x);
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const vec2 uv1 = getTexCoord(triangleIndex.y);
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const vec2 uv2 = getTexCoord(triangleIndex.z);
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const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z;
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// https://en.wikipedia.org/wiki/Path_tracing
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// Material of the object
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GltfMaterial mat = materials[nonuniformEXT(matIndex)];
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vec3 emittance = mat.emissiveFactor;
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// Pick a random direction from here and keep going.
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vec3 tangent, bitangent;
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createCoordinateSystem(world_normal, tangent, bitangent);
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vec3 rayOrigin = world_position;
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vec3 rayDirection = samplingHemisphere(prd.seed, tangent, bitangent, world_normal);
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// Probability of the newRay (cosine distributed)
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const float p = 1 / M_PI;
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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float cos_theta = dot(rayDirection, world_normal);
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vec3 albedo = mat.pbrBaseColorFactor.xyz;
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if(mat.pbrBaseColorTexture > -1)
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{
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uint txtId = mat.pbrBaseColorTexture;
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albedo *= texture(texturesMap[nonuniformEXT(txtId)], texcoord0).xyz;
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}
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vec3 BRDF = albedo / M_PI;
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prd.rayOrigin = rayOrigin;
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prd.rayDirection = rayDirection;
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prd.hitValue = emittance;
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prd.weight = BRDF * cos_theta / p;
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return;
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// Recursively trace reflected light sources.
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if(prd.depth < 10)
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{
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prd.depth++;
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float tMin = 0.001;
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float tMax = 100000000.0;
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uint flags = gl_RayFlagsOpaqueEXT;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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0, // missIndex
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rayOrigin, // ray origin
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tMin, // ray min range
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rayDirection, // ray direction
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tMax, // ray max range
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0 // payload (location = 0)
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);
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}
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vec3 incoming = prd.hitValue;
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// Apply the Rendering Equation here.
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prd.hitValue = emittance + (BRDF * incoming * cos_theta / p);
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}
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93
ray_tracing_gltf/shaders/pathtrace.rgen
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ray_tracing_gltf/shaders/pathtrace.rgen
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_ARB_shader_clock : enable
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#include "binding.glsl"
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#include "raycommon.glsl"
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#include "sampling.glsl"
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layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 1, rgba32f) uniform image2D image;
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layout(location = 0) rayPayloadEXT hitPayload prd;
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layout(set = 1, binding = B_CAMERA) uniform CameraProperties
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{
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mat4 view;
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mat4 proj;
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mat4 viewInverse;
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mat4 projInverse;
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}
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cam;
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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int lightType;
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int frame;
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}
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pushC;
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void main()
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{
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// Initialize the random number
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uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, int(clockARB()));
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
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const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
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vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
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uint rayFlags = gl_RayFlagsOpaqueEXT;
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float tMin = 0.001;
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float tMax = 10000.0;
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prd.hitValue = vec3(0);
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prd.seed = seed;
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prd.depth = 0;
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prd.rayOrigin = origin.xyz;
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prd.rayDirection = direction.xyz;
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prd.weight = vec3(0);
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vec3 curWeight = vec3(1);
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vec3 hitValue = vec3(0);
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for(; prd.depth < 10; prd.depth++)
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{
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traceRayEXT(topLevelAS, // acceleration structure
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rayFlags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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0, // missIndex
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prd.rayOrigin, // ray origin
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tMin, // ray min range
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prd.rayDirection, // ray direction
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tMax, // ray max range
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0 // payload (location = 0)
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);
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hitValue += prd.hitValue * curWeight;
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curWeight *= prd.weight;
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}
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// Do accumulation over time
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if(pushC.frame > 0)
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{
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float a = 1.0f / float(pushC.frame + 1);
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vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, hitValue, a), 1.f));
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}
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else
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{
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// First frame, replace the value in the buffer
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 1.f));
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}
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}
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20
ray_tracing_gltf/shaders/pathtrace.rmiss
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ray_tracing_gltf/shaders/pathtrace.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : enable
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#include "raycommon.glsl"
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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};
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void main()
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{
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if(prd.depth == 0)
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prd.hitValue = clearColor.xyz * 0.8;
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else
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prd.hitValue = vec3(0.01); // No contribution from environment
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prd.depth = 100; // Ending trace
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}
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18
ray_tracing_gltf/shaders/post.frag
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ray_tracing_gltf/shaders/post.frag
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#version 450
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layout(location = 0) in vec2 outUV;
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layout(location = 0) out vec4 fragColor;
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layout(set = 0, binding = 0) uniform sampler2D noisyTxt;
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layout(push_constant) uniform shaderInformation
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{
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float aspectRatio;
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}
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pushc;
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void main()
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{
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vec2 uv = outUV;
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float gamma = 1. / 2.2;
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fragColor = pow(texture(noisyTxt, uv).rgba, vec4(gamma));
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}
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9
ray_tracing_gltf/shaders/raycommon.glsl
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9
ray_tracing_gltf/shaders/raycommon.glsl
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
struct hitPayload
|
||||
{
|
||||
vec3 hitValue;
|
||||
uint seed;
|
||||
uint depth;
|
||||
vec3 rayOrigin;
|
||||
vec3 rayDirection;
|
||||
vec3 weight;
|
||||
};
|
||||
172
ray_tracing_gltf/shaders/raytrace.rchit
Normal file
172
ray_tracing_gltf/shaders/raytrace.rchit
Normal file
|
|
@ -0,0 +1,172 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#include "binding.glsl"
|
||||
#include "gltf.glsl"
|
||||
#include "raycommon.glsl"
|
||||
|
||||
hitAttributeEXT vec2 attribs;
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];};
|
||||
|
||||
layout(set = 1, binding = B_VERTICES) readonly buffer _VertexBuf {float vertices[];};
|
||||
layout(set = 1, binding = B_INDICES) readonly buffer _Indices {uint indices[];};
|
||||
layout(set = 1, binding = B_NORMALS) readonly buffer _NormalBuf {float normals[];};
|
||||
layout(set = 1, binding = B_TEXCOORDS) readonly buffer _TexCoordBuf {float texcoord0[];};
|
||||
layout(set = 1, binding = B_MATERIALS) readonly buffer _MaterialBuffer {GltfMaterial materials[];};
|
||||
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
|
||||
|
||||
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
{
|
||||
vec4 clearColor;
|
||||
vec3 lightPosition;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
}
|
||||
pushC;
|
||||
|
||||
// Return the vertex position
|
||||
vec3 getVertex(uint index)
|
||||
{
|
||||
vec3 vp;
|
||||
vp.x = vertices[3 * index + 0];
|
||||
vp.y = vertices[3 * index + 1];
|
||||
vp.z = vertices[3 * index + 2];
|
||||
return vp;
|
||||
}
|
||||
|
||||
vec3 getNormal(uint index)
|
||||
{
|
||||
vec3 vp;
|
||||
vp.x = normals[3 * index + 0];
|
||||
vp.y = normals[3 * index + 1];
|
||||
vp.z = normals[3 * index + 2];
|
||||
return vp;
|
||||
}
|
||||
|
||||
vec2 getTexCoord(uint index)
|
||||
{
|
||||
vec2 vp;
|
||||
vp.x = texcoord0[2 * index + 0];
|
||||
vp.y = texcoord0[2 * index + 1];
|
||||
return vp;
|
||||
}
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// Retrieve the Primitive mesh buffer information
|
||||
PrimMeshInfo pinfo = primInfo[gl_InstanceCustomIndexEXT];
|
||||
|
||||
// Getting the 'first index' for this mesh (offset of the mesh + offset of the triangle)
|
||||
uint indexOffset = pinfo.indexOffset + (3 * gl_PrimitiveID);
|
||||
uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF
|
||||
uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh
|
||||
|
||||
// Getting the 3 indices of the triangle (local)
|
||||
ivec3 triangleIndex = ivec3(indices[nonuniformEXT(indexOffset + 0)], //
|
||||
indices[nonuniformEXT(indexOffset + 1)], //
|
||||
indices[nonuniformEXT(indexOffset + 2)]);
|
||||
triangleIndex += ivec3(vertexOffset); // (global)
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Vertex of the triangle
|
||||
const vec3 pos0 = getVertex(triangleIndex.x);
|
||||
const vec3 pos1 = getVertex(triangleIndex.y);
|
||||
const vec3 pos2 = getVertex(triangleIndex.z);
|
||||
const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z;
|
||||
const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0));
|
||||
|
||||
// Normal
|
||||
const vec3 nrm0 = getNormal(triangleIndex.x);
|
||||
const vec3 nrm1 = getNormal(triangleIndex.y);
|
||||
const vec3 nrm2 = getNormal(triangleIndex.z);
|
||||
vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z);
|
||||
const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT));
|
||||
const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0));
|
||||
|
||||
// TexCoord
|
||||
const vec2 uv0 = getTexCoord(triangleIndex.x);
|
||||
const vec2 uv1 = getTexCoord(triangleIndex.y);
|
||||
const vec2 uv2 = getTexCoord(triangleIndex.z);
|
||||
const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z;
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
float lightIntensity = pushC.lightIntensity;
|
||||
float lightDistance = 100000.0;
|
||||
// Point light
|
||||
if(pushC.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - world_position;
|
||||
lightDistance = length(lDir);
|
||||
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else // Directional light
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
}
|
||||
|
||||
// Material of the object
|
||||
GltfMaterial mat = materials[nonuniformEXT(matIndex)];
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, world_normal);
|
||||
if(mat.pbrBaseColorTexture > -1)
|
||||
{
|
||||
uint txtId = mat.pbrBaseColorTexture;
|
||||
diffuse *= texture(texturesMap[nonuniformEXT(txtId)], texcoord0).xyz;
|
||||
}
|
||||
|
||||
vec3 specular = vec3(0);
|
||||
float attenuation = 1;
|
||||
|
||||
// Tracing shadow ray only if the light is visible from the surface
|
||||
if(dot(world_normal, L) > 0)
|
||||
{
|
||||
float tMin = 0.001;
|
||||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
isShadowed = true;
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
flags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
0, // sbtRecordOffset
|
||||
0, // sbtRecordStride
|
||||
1, // missIndex
|
||||
origin, // ray origin
|
||||
tMin, // ray min range
|
||||
rayDir, // ray direction
|
||||
tMax, // ray max range
|
||||
1 // payload (location = 1)
|
||||
);
|
||||
|
||||
if(isShadowed)
|
||||
{
|
||||
attenuation = 0.3;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Specular
|
||||
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, world_normal);
|
||||
}
|
||||
}
|
||||
|
||||
prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
|
||||
}
|
||||
49
ray_tracing_gltf/shaders/raytrace.rgen
Normal file
49
ray_tracing_gltf/shaders/raytrace.rgen
Normal file
|
|
@ -0,0 +1,49 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "binding.glsl"
|
||||
#include "raycommon.glsl"
|
||||
|
||||
layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(set = 0, binding = 1, rgba32f) uniform image2D image;
|
||||
|
||||
layout(location = 0) rayPayloadEXT hitPayload prd;
|
||||
|
||||
layout(set = 1, binding = B_CAMERA) uniform CameraProperties
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 viewInverse;
|
||||
mat4 projInverse;
|
||||
}
|
||||
cam;
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
|
||||
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
|
||||
vec2 d = inUV * 2.0 - 1.0;
|
||||
|
||||
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
|
||||
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
|
||||
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
|
||||
|
||||
uint rayFlags = gl_RayFlagsOpaqueEXT;
|
||||
float tMin = 0.001;
|
||||
float tMax = 10000.0;
|
||||
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
rayFlags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
0, // sbtRecordOffset
|
||||
0, // sbtRecordStride
|
||||
0, // missIndex
|
||||
origin.xyz, // ray origin
|
||||
tMin, // ray min range
|
||||
direction.xyz, // ray direction
|
||||
tMax, // ray max range
|
||||
0 // payload (location = 0)
|
||||
);
|
||||
|
||||
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
|
||||
}
|
||||
16
ray_tracing_gltf/shaders/raytrace.rmiss
Normal file
16
ray_tracing_gltf/shaders/raytrace.rmiss
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "raycommon.glsl"
|
||||
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
{
|
||||
vec4 clearColor;
|
||||
};
|
||||
|
||||
void main()
|
||||
{
|
||||
prd.hitValue = clearColor.xyz * 0.8;
|
||||
}
|
||||
9
ray_tracing_gltf/shaders/raytraceShadow.rmiss
Normal file
9
ray_tracing_gltf/shaders/raytraceShadow.rmiss
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
layout(location = 1) rayPayloadInEXT bool isShadowed;
|
||||
|
||||
void main()
|
||||
{
|
||||
isShadowed = false;
|
||||
}
|
||||
64
ray_tracing_gltf/shaders/sampling.glsl
Normal file
64
ray_tracing_gltf/shaders/sampling.glsl
Normal file
|
|
@ -0,0 +1,64 @@
|
|||
// Generate a random unsigned int from two unsigned int values, using 16 pairs
|
||||
// of rounds of the Tiny Encryption Algorithm. See Zafar, Olano, and Curtis,
|
||||
// "GPU Random Numbers via the Tiny Encryption Algorithm"
|
||||
uint tea(uint val0, uint val1)
|
||||
{
|
||||
uint v0 = val0;
|
||||
uint v1 = val1;
|
||||
uint s0 = 0;
|
||||
|
||||
for(uint n = 0; n < 16; n++)
|
||||
{
|
||||
s0 += 0x9e3779b9;
|
||||
v0 += ((v1 << 4) + 0xa341316c) ^ (v1 + s0) ^ ((v1 >> 5) + 0xc8013ea4);
|
||||
v1 += ((v0 << 4) + 0xad90777d) ^ (v0 + s0) ^ ((v0 >> 5) + 0x7e95761e);
|
||||
}
|
||||
|
||||
return v0;
|
||||
}
|
||||
|
||||
// Generate a random unsigned int in [0, 2^24) given the previous RNG state
|
||||
// using the Numerical Recipes linear congruential generator
|
||||
uint lcg(inout uint prev)
|
||||
{
|
||||
uint LCG_A = 1664525u;
|
||||
uint LCG_C = 1013904223u;
|
||||
prev = (LCG_A * prev + LCG_C);
|
||||
return prev & 0x00FFFFFF;
|
||||
}
|
||||
|
||||
// Generate a random float in [0, 1) given the previous RNG state
|
||||
float rnd(inout uint prev)
|
||||
{
|
||||
return (float(lcg(prev)) / float(0x01000000));
|
||||
}
|
||||
|
||||
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
// Sampling
|
||||
//-------------------------------------------------------------------------------------------------
|
||||
|
||||
// Randomly sampling around +Z
|
||||
vec3 samplingHemisphere(inout uint seed, in vec3 x, in vec3 y, in vec3 z)
|
||||
{
|
||||
#define M_PI 3.141592
|
||||
|
||||
float r1 = rnd(seed);
|
||||
float r2 = rnd(seed);
|
||||
float sq = sqrt(1.0 - r2);
|
||||
|
||||
vec3 direction = vec3(cos(2 * M_PI * r1) * sq, sin(2 * M_PI * r1) * sq, sqrt(r2));
|
||||
direction = direction.x * x + direction.y * y + direction.z * z;
|
||||
|
||||
return direction;
|
||||
}
|
||||
|
||||
// Return the tangent and binormal from the incoming normal
|
||||
void createCoordinateSystem(in vec3 N, out vec3 Nt, out vec3 Nb)
|
||||
{
|
||||
if(abs(N.x) > abs(N.y))
|
||||
Nt = vec3(N.z, 0, -N.x) / sqrt(N.x * N.x + N.z * N.z);
|
||||
else
|
||||
Nt = vec3(0, -N.z, N.y) / sqrt(N.y * N.y + N.z * N.z);
|
||||
Nb = cross(N, Nt);
|
||||
}
|
||||
61
ray_tracing_gltf/shaders/vert_shader.vert
Normal file
61
ray_tracing_gltf/shaders/vert_shader.vert
Normal file
|
|
@ -0,0 +1,61 @@
|
|||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
|
||||
#include "binding.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout( set = 0, binding = B_MATRICES) readonly buffer _Matrix { mat4 matrices[]; };
|
||||
// clang-format on
|
||||
|
||||
layout(binding = 0) uniform UniformBufferObject
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 viewI;
|
||||
}
|
||||
ubo;
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
{
|
||||
vec3 lightPosition;
|
||||
uint instanceId;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
int materialId;
|
||||
}
|
||||
pushC;
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
layout(location = 2) in vec2 inTexCoord;
|
||||
|
||||
|
||||
//layout(location = 0) flat out int matIndex;
|
||||
layout(location = 1) out vec2 fragTexCoord;
|
||||
layout(location = 2) out vec3 fragNormal;
|
||||
layout(location = 3) out vec3 viewDir;
|
||||
layout(location = 4) out vec3 worldPos;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
mat4 objMatrix = matrices[pushC.instanceId];
|
||||
mat4 objMatrixIT = transpose(inverse(objMatrix));
|
||||
|
||||
vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
|
||||
|
||||
worldPos = vec3(objMatrix * vec4(inPosition, 1.0));
|
||||
viewDir = vec3(worldPos - origin);
|
||||
fragTexCoord = inTexCoord;
|
||||
fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0));
|
||||
// matIndex = inMatID;
|
||||
|
||||
gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue