cleanup and refactoring
This commit is contained in:
parent
2302158928
commit
76f6bf62a4
1285 changed files with 757994 additions and 8 deletions
90
raytracer/ray_tracing_gltf/shaders/frag_shader.frag
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90
raytracer/ray_tracing_gltf/shaders/frag_shader.frag
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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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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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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#include "gltf.glsl"
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#include "host_device.h"
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layout(push_constant) uniform _PushConstantRaster
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{
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PushConstantRaster pcRaster;
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};
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// clang-format off
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// Incoming
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layout(location = 1) in vec3 i_worldPos;
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layout(location = 2) in vec3 i_worldNrm;
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layout(location = 3) in vec3 i_viewDir;
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layout(location = 4) in vec2 i_texCoord;
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// Outgoing
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layout(location = 0) out vec4 o_color;
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// Buffers
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layout(buffer_reference, scalar) buffer GltfMaterial { GltfShadeMaterial m[]; };
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layout(set = 0, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; } ;
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layout(set = 0, binding = eTextures) 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 gltfMat = GltfMaterial(sceneDesc.materialAddress);
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GltfShadeMaterial mat = gltfMat.m[pcRaster.materialId];
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vec3 N = normalize(i_worldNrm);
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// Vector toward light
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vec3 L;
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float lightIntensity = pcRaster.lightIntensity;
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if(pcRaster.lightType == 0)
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{
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vec3 lDir = pcRaster.lightPosition - i_worldPos;
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float d = length(lDir);
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lightIntensity = pcRaster.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(pcRaster.lightPosition);
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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)], i_texCoord).xyz;
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diffuse *= diffuseTxt;
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}
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// Specular
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vec3 specular = computeSpecular(mat, i_viewDir, L, N);
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// Result
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o_color = vec4(lightIntensity * (diffuse + specular), 1);
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}
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43
raytracer/ray_tracing_gltf/shaders/gltf.glsl
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43
raytracer/ray_tracing_gltf/shaders/gltf.glsl
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#include "host_device.h"
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vec3 computeDiffuse(GltfShadeMaterial 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(GltfShadeMaterial 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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113
raytracer/ray_tracing_gltf/shaders/host_device.h
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113
raytracer/ray_tracing_gltf/shaders/host_device.h
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#ifndef COMMON_HOST_DEVICE
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#define COMMON_HOST_DEVICE
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#ifdef __cplusplus
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#include <glm/glm.hpp>
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#include <stdint.h> /* for uint64_t */
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// GLSL Type
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using vec2 = glm::vec2;
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using vec3 = glm::vec3;
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using vec4 = glm::vec4;
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using mat4 = glm::mat4;
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using uint = unsigned int;
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#endif
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// clang-format off
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#ifdef __cplusplus // Descriptor binding helper for C++ and GLSL
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#define START_BINDING(a) enum a {
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#define END_BINDING() }
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#else
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#define START_BINDING(a) const uint
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#define END_BINDING()
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#endif
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START_BINDING(SceneBindings)
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eGlobals = 0, // Global uniform containing camera matrices
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eSceneDesc = 1, // Access to the scene buffers
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eTextures = 2 // Access to textures
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END_BINDING();
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START_BINDING(RtxBindings)
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eTlas = 0, // Top-level acceleration structure
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eOutImage = 1, // Ray tracer output image
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ePrimLookup = 2 // Lookup of objects
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END_BINDING();
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// clang-format on
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// Scene buffer addresses
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struct SceneDesc
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{
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uint64_t vertexAddress; // Address of the Vertex buffer
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uint64_t normalAddress; // Address of the Normal buffer
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uint64_t uvAddress; // Address of the texture coordinates buffer
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uint64_t indexAddress; // Address of the triangle indices buffer
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uint64_t materialAddress; // Address of the Materials buffer (GltfShadeMaterial)
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uint64_t primInfoAddress; // Address of the mesh primitives buffer (PrimMeshInfo)
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};
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// Uniform buffer set at each frame
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struct GlobalUniforms
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{
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mat4 viewProj; // Camera view * projection
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mat4 viewInverse; // Camera inverse view matrix
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mat4 projInverse; // Camera inverse projection matrix
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};
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// Push constant structure for the raster
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struct PushConstantRaster
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{
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mat4 modelMatrix; // matrix of the instance
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vec3 lightPosition;
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uint objIndex;
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float lightIntensity;
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int lightType;
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int materialId;
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};
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// Push constant structure for the ray tracer
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struct PushConstantRay
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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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// Structure used for retrieving the primitive information in the closest hit
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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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struct GltfShadeMaterial
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{
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vec4 pbrBaseColorFactor;
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vec3 emissiveFactor;
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int pbrBaseColorTexture;
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};
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#endif
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34
raytracer/ray_tracing_gltf/shaders/passthrough.vert
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34
raytracer/ray_tracing_gltf/shaders/passthrough.vert
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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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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156
raytracer/ray_tracing_gltf/shaders/pathtrace.rchit
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156
raytracer/ray_tracing_gltf/shaders/pathtrace.rchit
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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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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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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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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#include "host_device.h"
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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(buffer_reference, scalar) readonly buffer Vertices { vec3 v[]; };
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layout(buffer_reference, scalar) readonly buffer Indices { ivec3 i[]; };
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layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
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layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
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layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
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layout(set = 1, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
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layout(set = 1, binding = eTextures) uniform sampler2D texturesMap[]; // all textures
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layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
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// clang-format on
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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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Materials gltfMat = Materials(sceneDesc.materialAddress);
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Vertices vertices = Vertices(sceneDesc.vertexAddress);
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Indices indices = Indices(sceneDesc.indexAddress);
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Normals normals = Normals(sceneDesc.normalAddress);
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TexCoords texCoords = TexCoords(sceneDesc.uvAddress);
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Materials materials = Materials(sceneDesc.materialAddress);
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// Getting the 3 indices of the triangle (local)
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ivec3 triangleIndex = indices.i[indexOffset];
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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 = vertices.v[triangleIndex.x];
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const vec3 pos1 = vertices.v[triangleIndex.y];
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const vec3 pos2 = vertices.v[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 = normals.n[triangleIndex.x];
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const vec3 nrm1 = normals.n[triangleIndex.y];
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const vec3 nrm2 = normals.n[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 = texCoords.t[triangleIndex.x];
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const vec2 uv1 = texCoords.t[triangleIndex.y];
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const vec2 uv2 = texCoords.t[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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GltfShadeMaterial mat = materials.m[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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const float cos_theta = dot(rayDirection, world_normal);
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// Probability density function of samplingHemisphere choosing this rayDirection
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const float p = cos_theta / M_PI;
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// Compute the BRDF for this ray (assuming Lambertian reflection)
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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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99
raytracer/ray_tracing_gltf/shaders/pathtrace.rgen
Normal file
99
raytracer/ray_tracing_gltf/shaders/pathtrace.rgen
Normal file
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
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*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_ARB_shader_clock : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "sampling.glsl"
|
||||
#include "host_device.h"
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadEXT hitPayload prd;
|
||||
|
||||
layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(set = 0, binding = 1, rgba32f) uniform image2D image;
|
||||
|
||||
layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
|
||||
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
|
||||
// clang-format on
|
||||
|
||||
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 = uni.viewInverse * vec4(0, 0, 0, 1);
|
||||
vec4 target = uni.projInverse * vec4(d.x, d.y, 1, 1);
|
||||
vec4 direction = uni.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 < 100; 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(pcRay.frame > 0)
|
||||
{
|
||||
float a = 1.0f / float(pcRay.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));
|
||||
}
|
||||
}
|
||||
39
raytracer/ray_tracing_gltf/shaders/pathtrace.rmiss
Normal file
39
raytracer/ray_tracing_gltf/shaders/pathtrace.rmiss
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#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()
|
||||
{
|
||||
if(prd.depth == 0)
|
||||
prd.hitValue = clearColor.xyz * 0.8;
|
||||
else
|
||||
prd.hitValue = vec3(0.01); // No contribution from environment
|
||||
prd.depth = 100; // Ending trace
|
||||
}
|
||||
37
raytracer/ray_tracing_gltf/shaders/post.frag
Normal file
37
raytracer/ray_tracing_gltf/shaders/post.frag
Normal file
|
|
@ -0,0 +1,37 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 450
|
||||
layout(location = 0) in vec2 outUV;
|
||||
layout(location = 0) out vec4 fragColor;
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D noisyTxt;
|
||||
|
||||
layout(push_constant) uniform shaderInformation
|
||||
{
|
||||
float aspectRatio;
|
||||
}
|
||||
pushc;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = outUV;
|
||||
float gamma = 1. / 2.2;
|
||||
fragColor = pow(texture(noisyTxt, uv).rgba, vec4(gamma));
|
||||
}
|
||||
28
raytracer/ray_tracing_gltf/shaders/raycommon.glsl
Normal file
28
raytracer/ray_tracing_gltf/shaders/raycommon.glsl
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
struct hitPayload
|
||||
{
|
||||
vec3 hitValue;
|
||||
uint seed;
|
||||
uint depth;
|
||||
vec3 rayOrigin;
|
||||
vec3 rayDirection;
|
||||
vec3 weight;
|
||||
};
|
||||
177
raytracer/ray_tracing_gltf/shaders/raytrace.rchit
Normal file
177
raytracer/ray_tracing_gltf/shaders/raytrace.rchit
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#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
|
||||
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_EXT_buffer_reference2 : require
|
||||
|
||||
|
||||
#include "gltf.glsl"
|
||||
#include "raycommon.glsl"
|
||||
#include "host_device.h"
|
||||
|
||||
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_MATERIALS) readonly buffer _MaterialBuffer {GltfShadeMaterial materials[];};
|
||||
|
||||
|
||||
layout(buffer_reference, scalar) readonly buffer Vertices { vec3 v[]; };
|
||||
layout(buffer_reference, scalar) readonly buffer Indices { uint i[]; };
|
||||
layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
|
||||
layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
|
||||
layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
|
||||
|
||||
layout(set = 1, binding = eSceneDesc ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
|
||||
layout(set = 1, binding = eTextures) uniform sampler2D texturesMap[]; // all textures
|
||||
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
{
|
||||
vec4 clearColor;
|
||||
vec3 lightPosition;
|
||||
float lightIntensity;
|
||||
int lightType;
|
||||
}
|
||||
pushC;
|
||||
|
||||
|
||||
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
|
||||
|
||||
Materials gltfMat = Materials(sceneDesc.materialAddress);
|
||||
Vertices vertices = Vertices(sceneDesc.vertexAddress);
|
||||
Indices indices = Indices(sceneDesc.indexAddress);
|
||||
Normals normals = Normals(sceneDesc.normalAddress);
|
||||
TexCoords texCoords = TexCoords(sceneDesc.uvAddress);
|
||||
Materials materials = Materials(sceneDesc.materialAddress);
|
||||
|
||||
|
||||
// Getting the 3 indices of the triangle (local)
|
||||
ivec3 triangleIndex = ivec3(indices.i[indexOffset + 0], indices.i[indexOffset + 1], indices.i[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 = vertices.v[triangleIndex.x];
|
||||
const vec3 pos1 = vertices.v[triangleIndex.y];
|
||||
const vec3 pos2 = vertices.v[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 = normals.n[triangleIndex.x];
|
||||
const vec3 nrm1 = normals.n[triangleIndex.y];
|
||||
const vec3 nrm2 = normals.n[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 = texCoords.t[triangleIndex.x];
|
||||
const vec2 uv1 = texCoords.t[triangleIndex.y];
|
||||
const vec2 uv2 = texCoords.t[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
|
||||
GltfShadeMaterial mat = materials.m[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));
|
||||
}
|
||||
67
raytracer/ray_tracing_gltf/shaders/raytrace.rgen
Normal file
67
raytracer/ray_tracing_gltf/shaders/raytrace.rgen
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "sampling.glsl"
|
||||
#include "host_device.h"
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadEXT hitPayload prd;
|
||||
|
||||
layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(set = 0, binding = 1, rgba32f) uniform image2D image;
|
||||
|
||||
layout(set = 1, binding = 0) uniform _GlobalUniforms { GlobalUniforms uni; };
|
||||
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
|
||||
// clang-format on
|
||||
|
||||
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 = uni.viewInverse * vec4(0, 0, 0, 1);
|
||||
vec4 target = uni.projInverse * vec4(d.x, d.y, 1, 1);
|
||||
vec4 direction = uni.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));
|
||||
}
|
||||
35
raytracer/ray_tracing_gltf/shaders/raytrace.rmiss
Normal file
35
raytracer/ray_tracing_gltf/shaders/raytrace.rmiss
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#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;
|
||||
}
|
||||
29
raytracer/ray_tracing_gltf/shaders/raytraceShadow.rmiss
Normal file
29
raytracer/ray_tracing_gltf/shaders/raytraceShadow.rmiss
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
|
||||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
layout(location = 1) rayPayloadInEXT bool isShadowed;
|
||||
|
||||
void main()
|
||||
{
|
||||
isShadowed = false;
|
||||
}
|
||||
84
raytracer/ray_tracing_gltf/shaders/sampling.glsl
Normal file
84
raytracer/ray_tracing_gltf/shaders/sampling.glsl
Normal file
|
|
@ -0,0 +1,84 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
// 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 samples from a cosine-weighted hemisphere oriented in the `z` direction.
|
||||
// From Ray Tracing Gems section 16.6.1, "Cosine-Weighted Hemisphere Oriented to the Z-Axis"
|
||||
vec3 samplingHemisphere(inout uint seed, in vec3 x, in vec3 y, in vec3 z)
|
||||
{
|
||||
#define M_PI 3.14159265
|
||||
|
||||
float r1 = rnd(seed);
|
||||
float r2 = rnd(seed);
|
||||
float sq = sqrt(r1);
|
||||
|
||||
vec3 direction = vec3(cos(2 * M_PI * r2) * sq, sin(2 * M_PI * r2) * sq, sqrt(1. - r1));
|
||||
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);
|
||||
}
|
||||
65
raytracer/ray_tracing_gltf/shaders/vert_shader.vert
Normal file
65
raytracer/ray_tracing_gltf/shaders/vert_shader.vert
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
|
||||
#include "gltf.glsl"
|
||||
#include "host_device.h"
|
||||
|
||||
layout(binding = 0) uniform _GlobalUniforms
|
||||
{
|
||||
GlobalUniforms uni;
|
||||
};
|
||||
|
||||
layout(push_constant) uniform _PushConstantRaster
|
||||
{
|
||||
PushConstantRaster pcRaster;
|
||||
};
|
||||
|
||||
layout(location = 0) in vec3 i_position;
|
||||
layout(location = 1) in vec3 i_normal;
|
||||
layout(location = 2) in vec2 i_texCoord;
|
||||
|
||||
|
||||
layout(location = 1) out vec3 o_worldPos;
|
||||
layout(location = 2) out vec3 o_worldNrm;
|
||||
layout(location = 3) out vec3 o_viewDir;
|
||||
layout(location = 4) out vec2 o_texCoord;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
|
||||
|
||||
o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0));
|
||||
o_viewDir = vec3(o_worldPos - origin);
|
||||
o_texCoord = i_texCoord;
|
||||
o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal;
|
||||
|
||||
gl_Position = uni.viewProj * vec4(o_worldPos, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue