New example, loading glTF scenes instead of individual OBJ. Showing simple path tracing and how to make it 3x faster.

This commit is contained in:
mklefrancois 2020-06-22 15:41:27 +02:00
parent 813f392fdf
commit 2eb9b6e522
25 changed files with 4410 additions and 2 deletions

View file

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#extension GL_ARB_shader_clock : enable
#include "binding.glsl"
#include "raycommon.glsl"
#include "sampling.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;
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
int frame;
}
pushC;
void main()
{
// Initialize the random number
uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, int(clockARB()));
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;
prd.hitValue = vec3(0);
prd.seed = seed;
prd.depth = 0;
prd.rayOrigin = origin.xyz;
prd.rayDirection = direction.xyz;
prd.weight = vec3(0);
vec3 curWeight = vec3(1);
vec3 hitValue = vec3(0);
for(; prd.depth < 10; prd.depth++)
{
traceRayEXT(topLevelAS, // acceleration structure
rayFlags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
0, // missIndex
prd.rayOrigin, // ray origin
tMin, // ray min range
prd.rayDirection, // ray direction
tMax, // ray max range
0 // payload (location = 0)
);
hitValue += prd.hitValue * curWeight;
curWeight *= prd.weight;
}
// Do accumulation over time
if(pushC.frame > 0)
{
float a = 1.0f / float(pushC.frame + 1);
vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, hitValue, a), 1.f));
}
else
{
// First frame, replace the value in the buffer
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 1.f));
}
}