Add vk_ray_trace_indirect_scissor sample
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30 changed files with 4498 additions and 6 deletions
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struct LanternIndirectEntry
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{
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// VkTraceRaysIndirectCommandKHR
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int indirectWidth;
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int indirectHeight;
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int indirectDepth;
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// Pixel coordinate of scissor rect upper-left.
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int offsetX;
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int offsetY;
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// Lantern starts here:
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// Can't use vec3 due to alignment.
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float x, y, z;
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float red, green, blue;
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float brightness;
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float radius;
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};
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79
ray_tracing_indirect_scissor/shaders/frag_shader.frag
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79
ray_tracing_indirect_scissor/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 "wavefront.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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}
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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(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 3) uniform sampler2D[] textureSamplers;
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layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
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// clang-format on
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void main()
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{
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// Object of this instance
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int objId = scnDesc.i[pushC.instanceId].objId;
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// Material of the object
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int matIndex = matIdx[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIndex];
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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.textureId >= 0)
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{
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int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
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uint txtId = txtOffset + mat.textureId;
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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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23
ray_tracing_indirect_scissor/shaders/lantern.rchit
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ray_tracing_indirect_scissor/shaders/lantern.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 "raycommon.glsl"
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// Closest hit shader invoked when a primary ray hits a lantern.
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
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// clang-format on
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void main()
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{
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// Just look up this lantern's color. Self-illuminating, so no lighting calculations.
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LanternIndirectEntry lantern = lanterns.lanterns[nonuniformEXT(gl_InstanceCustomIndexEXT)];
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prd.hitValue = vec3(lantern.red, lantern.green, lantern.blue);
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prd.additiveBlending = false;
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}
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163
ray_tracing_indirect_scissor/shaders/lanternIndirect.comp
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ray_tracing_indirect_scissor/shaders/lanternIndirect.comp
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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// Compute shader for filling in raytrace indirect parameters for each lantern
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// based on the current camera position (passed as view and proj matrix in
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// push constant).
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//
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// Designed to be dispatched with only one work group; it alone fills in
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// the entire lantern array (of length lanternCount, in also push constant).
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#define LOCAL_SIZE 128
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layout(local_size_x = LOCAL_SIZE, local_size_y = 1, local_size_z = 1) in;
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#include "LanternIndirectEntry.glsl"
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layout(binding = 0, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
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layout(push_constant) uniform Constants
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{
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vec4 viewRowX;
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vec4 viewRowY;
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vec4 viewRowZ;
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mat4 proj;
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float nearZ;
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int screenX;
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int screenY;
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int lanternCount;
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}
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pushC;
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// Copy the technique of "2D Polyhedral Bounds of a Clipped,
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// Perspective-Projected 3D Sphere" M. Mara M. McGuire
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// http://jcgt.org/published/0002/02/05/paper.pdf
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// to compute a screen-space rectangle covering the given Lantern's
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// light radius-of-effect. Result is in screen (pixel) coordinates.
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void getScreenCoordBox(in LanternIndirectEntry lantern, out ivec2 lower, out ivec2 upper);
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// Use the xyz and radius of lanterns[i] plus the transformation matrices
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// in pushC to fill in the offset and indirect parameters of lanterns[i]
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// (defines the screen rectangle that this lantern's light is bounded in).
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void fillIndirectEntry(int i)
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{
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LanternIndirectEntry lantern = lanterns.lanterns[i];
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ivec2 lower, upper;
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getScreenCoordBox(lantern, lower, upper);
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lanterns.lanterns[i].indirectWidth = max(0, upper.x - lower.x);
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lanterns.lanterns[i].indirectHeight = max(0, upper.y - lower.y);
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lanterns.lanterns[i].indirectDepth = 1;
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lanterns.lanterns[i].offsetX = lower.x;
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lanterns.lanterns[i].offsetY = lower.y;
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}
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void main()
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{
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for (int i = int(gl_LocalInvocationID.x); i < pushC.lanternCount; i += LOCAL_SIZE)
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{
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fillIndirectEntry(i);
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}
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}
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// Functions below modified from the paper.
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float square(float a) { return a*a; }
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void getBoundsForAxis(
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in bool xAxis,
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in vec3 center,
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in float radius,
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in float nearZ,
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in mat4 projMatrix,
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out vec3 U,
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out vec3 L) {
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bool trivialAccept = (center.z + radius) < nearZ; // Entirely in back of nearPlane (Trivial Accept)
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vec3 a = xAxis ? vec3(1, 0, 0) : vec3(0, 1, 0);
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// given in coordinates (a,z), where a is in the direction of the vector a, and z is in the standard z direction
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vec2 projectedCenter = vec2(dot(a, center), center.z);
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vec2 bounds_az[2];
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float tSquared = dot(projectedCenter, projectedCenter) - square(radius);
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float t, cLength, costheta = 0, sintheta = 0;
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if(tSquared > 0) { // Camera is outside sphere
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// Distance to the tangent points of the sphere (points where a vector from the camera are tangent to the sphere) (calculated a-z space)
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t = sqrt(tSquared);
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cLength = length(projectedCenter);
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// Theta is the angle between the vector from the camera to the center of the sphere and the vectors from the camera to the tangent points
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costheta = t / cLength;
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sintheta = radius / cLength;
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}
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float sqrtPart = 0.0f;
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if(!trivialAccept) sqrtPart = sqrt(square(radius) - square(nearZ - projectedCenter.y));
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for(int i = 0; i < 2; ++i){
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if(tSquared > 0) {
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float x = costheta * projectedCenter.x + -sintheta * projectedCenter.y;
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float y = sintheta * projectedCenter.x + costheta * projectedCenter.y;
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bounds_az[i] = costheta * vec2(x, y);
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}
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if(!trivialAccept && (tSquared <= 0 || bounds_az[i].y > nearZ)) {
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bounds_az[i].x = projectedCenter.x + sqrtPart;
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bounds_az[i].y = nearZ;
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}
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sintheta *= -1; // negate theta for B
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sqrtPart *= -1; // negate sqrtPart for B
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}
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U = bounds_az[0].x * a;
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U.z = bounds_az[0].y;
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L = bounds_az[1].x * a;
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L.z = bounds_az[1].y;
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}
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/** Center is in camera space */
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void getBoundingBox(
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in vec3 center,
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in float radius,
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in float nearZ,
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in mat4 projMatrix,
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out vec2 ndc_low,
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out vec2 ndc_high) {
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vec3 maxXHomogenous, minXHomogenous, maxYHomogenous, minYHomogenous;
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getBoundsForAxis(true, center, radius, nearZ, projMatrix, maxXHomogenous, minXHomogenous);
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getBoundsForAxis(false, center, radius, nearZ, projMatrix, maxYHomogenous, minYHomogenous);
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vec4 projRow0 = vec4(projMatrix[0][0], projMatrix[1][0], projMatrix[2][0], projMatrix[3][0]);
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vec4 projRow1 = vec4(projMatrix[0][1], projMatrix[1][1], projMatrix[2][1], projMatrix[3][1]);
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vec4 projRow3 = vec4(projMatrix[0][3], projMatrix[1][3], projMatrix[2][3], projMatrix[3][3]);
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// We only need one coordinate for each point, so we save computation by only calculating x(or y) and w
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float maxX_w = dot(vec4(maxXHomogenous, 1.0f), projRow3);
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float minX_w = dot(vec4(minXHomogenous, 1.0f), projRow3);
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float maxY_w = dot(vec4(maxYHomogenous, 1.0f), projRow3);
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float minY_w = dot(vec4(minYHomogenous, 1.0f), projRow3);
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float maxX = dot(vec4(maxXHomogenous, 1.0f), projRow0) / maxX_w;
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float minX = dot(vec4(minXHomogenous, 1.0f), projRow0) / minX_w;
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float maxY = dot(vec4(maxYHomogenous, 1.0f), projRow1) / maxY_w;
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float minY = dot(vec4(minYHomogenous, 1.0f), projRow1) / minY_w;
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// Paper minX, etc. names are misleading, not necessarily min. Fix here.
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ndc_low = vec2(min(minX, maxX), min(minY, maxY));
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ndc_high = vec2(max(minX, maxX), max(minY, maxY));
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}
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void getScreenCoordBox(in LanternIndirectEntry lantern, out ivec2 lower, out ivec2 upper)
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{
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vec4 lanternWorldCenter = vec4(lantern.x, lantern.y, lantern.z, 1);
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vec3 center = vec3(
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dot(pushC.viewRowX, lanternWorldCenter),
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dot(pushC.viewRowY, lanternWorldCenter),
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dot(pushC.viewRowZ, lanternWorldCenter));
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vec2 ndc_low, ndc_high;
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float paperNearZ = -abs(pushC.nearZ); // Paper expected negative nearZ, took 2 days to figure out!
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getBoundingBox(center, lantern.radius, paperNearZ, pushC.proj, ndc_low, ndc_high);
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// Convert NDC [-1,+1]^2 coordinates to screen coordinates, and clamp to stay in bounds.
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lower.x = clamp(int((ndc_low.x * 0.5 + 0.5) * pushC.screenX), 0, pushC.screenX);
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lower.y = clamp(int((ndc_low.y * 0.5 + 0.5) * pushC.screenY), 0, pushC.screenY);
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upper.x = clamp(int((ndc_high.x * 0.5 + 0.5) * pushC.screenX), 0, pushC.screenX);
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upper.y = clamp(int((ndc_high.y * 0.5 + 0.5) * pushC.screenY), 0, pushC.screenY);
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}
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12
ray_tracing_indirect_scissor/shaders/lanternShadow.rmiss
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12
ray_tracing_indirect_scissor/shaders/lanternShadow.rmiss
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#version 460
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#extension GL_EXT_ray_tracing : require
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// Miss shader invoked when tracing shadow rays (rays towards lantern)
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// in lantern passes. Misses shouldn't really happen, but if they do,
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// report we did not hit any lantern by setting hitLanternInstance = -1.
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layout(location = 2) rayPayloadInEXT int hitLanternInstance;
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void main()
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{
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hitLanternInstance = -1;
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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_GOOGLE_include_directive : enable
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#include "raycommon.glsl"
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// During a lantern pass, this closest hit shader is invoked when
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// shadow rays (rays towards lantern) hit a lantern. Report back
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// which lantern was hit.
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// clang-format off
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layout(location = 2) rayPayloadInEXT int hitLanternInstance;
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// clang-format on
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void main()
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{
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hitLanternInstance = gl_InstanceCustomIndexEXT;
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}
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18
ray_tracing_indirect_scissor/shaders/lanternShadowObj.rchit
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ray_tracing_indirect_scissor/shaders/lanternShadowObj.rchit
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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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// During a lantern pass, this closest hit shader is invoked when
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// shadow rays (rays towards lantern) hit a regular OBJ. Report back
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// that no lantern was hit (-1).
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// clang-format off
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layout(location = 2) rayPayloadInEXT int hitLanternInstance;
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// clang-format on
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void main()
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{
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hitLanternInstance = -1;
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}
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15
ray_tracing_indirect_scissor/shaders/passthrough.vert
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15
ray_tracing_indirect_scissor/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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18
ray_tracing_indirect_scissor/shaders/post.frag
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ray_tracing_indirect_scissor/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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20
ray_tracing_indirect_scissor/shaders/raycommon.glsl
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ray_tracing_indirect_scissor/shaders/raycommon.glsl
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#include "LanternIndirectEntry.glsl"
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struct hitPayload
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{
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vec3 hitValue;
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bool additiveBlending;
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};
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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; // 0: point, 1: infinite
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int lanternPassNumber; // -1 if this is the full-screen pass. Otherwise, used to lookup trace indirect parameters.
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int screenX;
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int screenY;
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int lanternDebug;
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}
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pushC;
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175
ray_tracing_indirect_scissor/shaders/raytrace.rchit
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175
ray_tracing_indirect_scissor/shaders/raytrace.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 "raycommon.glsl"
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#include "wavefront.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(location = 2) rayPayloadEXT int hitLanternInstance;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
// clang-format on
|
||||
|
||||
void main()
|
||||
{
|
||||
// Object of this instance
|
||||
uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
|
||||
|
||||
// Indices of the triangle
|
||||
ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
|
||||
indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
|
||||
// Vertex of the triangle
|
||||
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
|
||||
Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
|
||||
Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
|
||||
|
||||
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
|
||||
// Transforming the normal to world space
|
||||
normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
|
||||
|
||||
|
||||
// Computing the coordinates of the hit position
|
||||
vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
|
||||
// Transforming the position to world space
|
||||
worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
|
||||
|
||||
// Vector toward the light
|
||||
vec3 L;
|
||||
vec3 colorIntensity = vec3(pushC.lightIntensity);
|
||||
float lightDistance = 100000.0;
|
||||
|
||||
// ray direction is towards lantern, if in lantern pass.
|
||||
if (pushC.lanternPassNumber >= 0)
|
||||
{
|
||||
LanternIndirectEntry lantern = lanterns.lanterns[pushC.lanternPassNumber];
|
||||
vec3 lDir = vec3(lantern.x, lantern.y, lantern.z) - worldPos;
|
||||
lightDistance = length(lDir);
|
||||
vec3 color = vec3(lantern.red, lantern.green, lantern.blue);
|
||||
// Lantern light decreases linearly. Not physically accurate, but looks good
|
||||
// and avoids a hard "edge" at the radius limit. Use a constant value
|
||||
// if lantern debug is enabled to clearly see the covered screen rectangle.
|
||||
float distanceFade =
|
||||
pushC.lanternDebug != 0
|
||||
? 0.3
|
||||
: max(0, (lantern.radius - lightDistance) / lantern.radius);
|
||||
colorIntensity = color * lantern.brightness * distanceFade;
|
||||
L = normalize(lDir);
|
||||
}
|
||||
// Non-lantern pass may have point light...
|
||||
else if(pushC.lightType == 0)
|
||||
{
|
||||
vec3 lDir = pushC.lightPosition - worldPos;
|
||||
lightDistance = length(lDir);
|
||||
colorIntensity = vec3(pushC.lightIntensity / (lightDistance * lightDistance));
|
||||
L = normalize(lDir);
|
||||
}
|
||||
else // or directional light.
|
||||
{
|
||||
L = normalize(pushC.lightPosition - vec3(0));
|
||||
}
|
||||
|
||||
// Material of the object
|
||||
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
|
||||
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, L, normal);
|
||||
if(mat.textureId >= 0)
|
||||
{
|
||||
uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
|
||||
vec2 texCoord =
|
||||
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
|
||||
diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
|
||||
}
|
||||
|
||||
vec3 specular = vec3(0);
|
||||
float attenuation = 1;
|
||||
|
||||
// Tracing shadow ray only if the light is visible from the surface
|
||||
if(dot(normal, L) > 0)
|
||||
{
|
||||
float tMin = 0.001;
|
||||
float tMax = lightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = L;
|
||||
|
||||
// Ordinary shadow from the simple tutorial.
|
||||
if (pushC.lanternPassNumber < 0) {
|
||||
isShadowed = true;
|
||||
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
|
||||
| gl_RayFlagsSkipClosestHitShaderEXT;
|
||||
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)
|
||||
);
|
||||
}
|
||||
// Lantern shadow ray. Cast a ray towards the lantern whose lighting is being
|
||||
// added this pass. Only the closest hit shader for lanterns will set
|
||||
// hitLanternInstance (payload 2) to non-negative value.
|
||||
else {
|
||||
// Skip ray if no light would be added anyway.
|
||||
if (colorIntensity == vec3(0)) {
|
||||
isShadowed = true;
|
||||
}
|
||||
else {
|
||||
uint flags = gl_RayFlagsOpaqueEXT;
|
||||
hitLanternInstance = -1;
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
flags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
2, // sbtRecordOffset : lantern shadow hit groups start at index 2.
|
||||
0, // sbtRecordStride
|
||||
2, // missIndex : lantern shadow miss shader is number 2.
|
||||
origin, // ray origin
|
||||
tMin, // ray min range
|
||||
rayDir, // ray direction
|
||||
tMax, // ray max range
|
||||
2 // payload (location = 2)
|
||||
);
|
||||
// Did we hit the lantern we expected?
|
||||
isShadowed = (hitLanternInstance != pushC.lanternPassNumber);
|
||||
}
|
||||
}
|
||||
|
||||
if(isShadowed)
|
||||
{
|
||||
attenuation = 0.1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Specular
|
||||
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
|
||||
}
|
||||
}
|
||||
|
||||
prd.hitValue = colorIntensity * (attenuation * (diffuse + specular));
|
||||
prd.additiveBlending = true;
|
||||
}
|
||||
71
ray_tracing_indirect_scissor/shaders/raytrace.rgen
Normal file
71
ray_tracing_indirect_scissor/shaders/raytrace.rgen
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "raycommon.glsl"
|
||||
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
|
||||
|
||||
layout(location = 0) rayPayloadEXT hitPayload prd;
|
||||
|
||||
layout(binding = 0, set = 1) uniform CameraProperties
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 viewInverse;
|
||||
mat4 projInverse;
|
||||
}
|
||||
cam;
|
||||
|
||||
layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Global light pass is a full screen rectangle (lower corner 0,0), but
|
||||
// lantern passes are only run within rectangles that may be offset.
|
||||
ivec2 pixelOffset = ivec2(0);
|
||||
if (pushC.lanternPassNumber >= 0)
|
||||
{
|
||||
pixelOffset.x = lanterns.lanterns[pushC.lanternPassNumber].offsetX;
|
||||
pixelOffset.y = lanterns.lanterns[pushC.lanternPassNumber].offsetY;
|
||||
}
|
||||
|
||||
const ivec2 pixelIntCoord = ivec2(gl_LaunchIDEXT.xy) + pixelOffset;
|
||||
const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5);
|
||||
const vec2 inUV = pixelCenter / vec2(pushC.screenX, pushC.screenY);
|
||||
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;
|
||||
|
||||
// Lanterns (self-illuminating) and miss shader (constant background color)
|
||||
// do not use additive blending. Only normal OBJ geometry is additive,
|
||||
// OBJ closest hit sets this to true.
|
||||
prd.additiveBlending = false;
|
||||
|
||||
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)
|
||||
);
|
||||
|
||||
// Either add to or replace output image color based on prd.additiveBlending.
|
||||
// Global pass always replaces color as it is the first pass.
|
||||
vec3 oldColor = vec3(0);
|
||||
if (prd.additiveBlending && pushC.lanternPassNumber >= 0) {
|
||||
oldColor = imageLoad(image, pixelIntCoord).rgb;
|
||||
}
|
||||
imageStore(image, pixelIntCoord, vec4(prd.hitValue + oldColor, 1.0));
|
||||
}
|
||||
12
ray_tracing_indirect_scissor/shaders/raytrace.rmiss
Normal file
12
ray_tracing_indirect_scissor/shaders/raytrace.rmiss
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "raycommon.glsl"
|
||||
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
|
||||
void main()
|
||||
{
|
||||
prd.hitValue = pushC.clearColor.xyz * 0.8;
|
||||
prd.additiveBlending = false;
|
||||
}
|
||||
|
|
@ -0,0 +1,9 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
|
||||
layout(location = 1) rayPayloadInEXT bool isShadowed;
|
||||
|
||||
void main()
|
||||
{
|
||||
isShadowed = false;
|
||||
}
|
||||
61
ray_tracing_indirect_scissor/shaders/vert_shader.vert
Normal file
61
ray_tracing_indirect_scissor/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 "wavefront.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(binding = 2, set = 0, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
// 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;
|
||||
}
|
||||
pushC;
|
||||
|
||||
layout(location = 0) in vec3 inPosition;
|
||||
layout(location = 1) in vec3 inNormal;
|
||||
layout(location = 2) in vec3 inColor;
|
||||
layout(location = 3) 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 = scnDesc.i[pushC.instanceId].transfo;
|
||||
mat4 objMatrixIT = scnDesc.i[pushC.instanceId].transfoIT;
|
||||
|
||||
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);
|
||||
}
|
||||
58
ray_tracing_indirect_scissor/shaders/wavefront.glsl
Normal file
58
ray_tracing_indirect_scissor/shaders/wavefront.glsl
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
struct Vertex
|
||||
{
|
||||
vec3 pos;
|
||||
vec3 nrm;
|
||||
vec3 color;
|
||||
vec2 texCoord;
|
||||
};
|
||||
|
||||
struct WaveFrontMaterial
|
||||
{
|
||||
vec3 ambient;
|
||||
vec3 diffuse;
|
||||
vec3 specular;
|
||||
vec3 transmittance;
|
||||
vec3 emission;
|
||||
float shininess;
|
||||
float ior; // index of refraction
|
||||
float dissolve; // 1 == opaque; 0 == fully transparent
|
||||
int illum; // illumination model (see http://www.fileformat.info/format/material/)
|
||||
int textureId;
|
||||
};
|
||||
|
||||
struct sceneDesc
|
||||
{
|
||||
int objId;
|
||||
int txtOffset;
|
||||
mat4 transfo;
|
||||
mat4 transfoIT;
|
||||
};
|
||||
|
||||
|
||||
vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal)
|
||||
{
|
||||
// Lambertian
|
||||
float dotNL = max(dot(normal, lightDir), 0.0);
|
||||
vec3 c = mat.diffuse * dotNL;
|
||||
if(mat.illum >= 1)
|
||||
c += mat.ambient;
|
||||
return c;
|
||||
}
|
||||
|
||||
vec3 computeSpecular(WaveFrontMaterial mat, vec3 viewDir, vec3 lightDir, vec3 normal)
|
||||
{
|
||||
if(mat.illum < 2)
|
||||
return vec3(0);
|
||||
|
||||
// Compute specular only if not in shadow
|
||||
const float kPi = 3.14159265;
|
||||
const float kShininess = max(mat.shininess, 4.0);
|
||||
|
||||
// Specular
|
||||
const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
|
||||
vec3 V = normalize(-viewDir);
|
||||
vec3 R = reflect(-lightDir, normal);
|
||||
float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
|
||||
|
||||
return vec3(mat.specular * specular);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue