New version of the samples and tutorials based on KHR_ray_tracing
This commit is contained in:
parent
2fd15056a2
commit
b6402f0c09
271 changed files with 134108 additions and 2 deletions
132
ray_tracing__advance/shaders/raytrace2.rchit
Normal file
132
ray_tracing__advance/shaders/raytrace2.rchit
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
#extension GL_EXT_scalar_block_layout : enable
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "raycommon.glsl"
|
||||
#include "wavefront.glsl"
|
||||
|
||||
hitAttributeEXT vec3 attribs;
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadInEXT hitPayload prd;
|
||||
layout(location = 1) rayPayloadEXT bool isShadowed;
|
||||
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
|
||||
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
|
||||
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
|
||||
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
|
||||
|
||||
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
|
||||
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
|
||||
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
|
||||
layout(binding = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
|
||||
|
||||
// clang-format on
|
||||
|
||||
layout(push_constant) uniform Constants
|
||||
{
|
||||
vec4 clearColor;
|
||||
vec3 lightPosition;
|
||||
float lightIntensity;
|
||||
vec3 lightDirection;
|
||||
float lightSpotCutoff;
|
||||
float lightSpotOuterCutoff;
|
||||
int lightType;
|
||||
}
|
||||
pushC;
|
||||
|
||||
layout(location = 0) callableDataEXT rayLight cLight;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
|
||||
Implicit impl = allImplicits.i[gl_PrimitiveID];
|
||||
|
||||
// Computing the normal at hit position
|
||||
vec3 normal;
|
||||
if(gl_HitKindEXT == KIND_SPHERE)
|
||||
{
|
||||
vec3 center = (impl.maximum + impl.minimum) * 0.5;
|
||||
normal = normalize(worldPos - center);
|
||||
}
|
||||
else if(gl_HitKindEXT == KIND_CUBE)
|
||||
{
|
||||
const float epsilon = 0.00001;
|
||||
if(abs(impl.maximum.x - worldPos.x) < epsilon)
|
||||
normal = vec3(1, 0, 0);
|
||||
else if(abs(impl.maximum.y - worldPos.y) < epsilon)
|
||||
normal = vec3(0, 1, 0);
|
||||
else if(abs(impl.maximum.z - worldPos.z) < epsilon)
|
||||
normal = vec3(0, 0, 1);
|
||||
else if(abs(impl.minimum.x - worldPos.x) < epsilon)
|
||||
normal = vec3(-1, 0, 0);
|
||||
else if(abs(impl.minimum.y - worldPos.y) < epsilon)
|
||||
normal = vec3(0, -1, 0);
|
||||
else if(abs(impl.minimum.z - worldPos.z) < epsilon)
|
||||
normal = vec3(0, 0, -1);
|
||||
}
|
||||
|
||||
cLight.inHitPosition = worldPos;
|
||||
executeCallableEXT(pushC.lightType, 0);
|
||||
|
||||
// Material of the object
|
||||
WaveFrontMaterial mat = materials[gl_InstanceCustomIndexEXT].m[impl.matId];
|
||||
|
||||
|
||||
// Diffuse
|
||||
vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
|
||||
|
||||
vec3 specular = vec3(0);
|
||||
float attenuation = 1;
|
||||
|
||||
// Tracing shadow ray only if the light is visible from the surface
|
||||
if(dot(normal, cLight.outLightDir) > 0)
|
||||
{
|
||||
float tMin = 0.001;
|
||||
float tMax = cLight.outLightDistance;
|
||||
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
|
||||
vec3 rayDir = cLight.outLightDir;
|
||||
uint flags = 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, cLight.outLightDir, normal);
|
||||
}
|
||||
}
|
||||
|
||||
// Reflection
|
||||
if(mat.illum == 3)
|
||||
{
|
||||
vec3 origin = worldPos;
|
||||
vec3 rayDir = reflect(gl_WorldRayDirectionEXT, normal);
|
||||
prd.attenuation *= mat.specular;
|
||||
prd.done = 0;
|
||||
prd.rayOrigin = origin;
|
||||
prd.rayDir = rayDir;
|
||||
}
|
||||
|
||||
|
||||
prd.hitValue = vec3(cLight.outIntensity * attenuation * (diffuse + specular));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue