New version of the samples and tutorials based on KHR_ray_tracing

This commit is contained in:
mklefrancois 2020-03-31 17:51:08 +02:00
parent 2fd15056a2
commit b6402f0c09
271 changed files with 134108 additions and 2 deletions

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#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_scalar_block_layout : enable
#include "wavefront.glsl"
layout(push_constant) uniform shaderInformation
{
vec3 lightPosition;
uint instanceId;
float lightIntensity;
int lightType;
}
pushC;
// clang-format off
// Incoming
//layout(location = 0) flat in int matIndex;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 2) in vec3 fragNormal;
layout(location = 3) in vec3 viewDir;
layout(location = 4) in vec3 worldPos;
// Outgoing
layout(location = 0) out vec4 outColor;
// Buffers
layout(binding = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 2, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 3) uniform sampler2D[] textureSamplers;
layout(binding = 4, scalar) buffer MatIndex { int i[]; } matIdx[];
// clang-format on
void main()
{
// Object of this instance
int objId = scnDesc.i[pushC.instanceId].objId;
// Material of the object
int matIndex = matIdx[objId].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[objId].m[matIndex];
vec3 N = normalize(fragNormal);
// Vector toward light
vec3 L;
float lightIntensity = pushC.lightIntensity;
if(pushC.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
float d = length(lDir);
lightIntensity = pushC.lightIntensity / (d * d);
L = normalize(lDir);
}
else
{
L = normalize(pushC.lightPosition - vec3(0));
}
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, N);
if(mat.textureId >= 0)
{
int txtOffset = scnDesc.i[pushC.instanceId].txtOffset;
uint txtId = txtOffset + mat.textureId;
vec3 diffuseTxt = texture(textureSamplers[txtId], fragTexCoord).xyz;
diffuse *= diffuseTxt;
}
// Specular
vec3 specular = computeSpecular(mat, viewDir, L, N);
// Result
outColor = vec4(lightIntensity * (diffuse + specular), 1);
}

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#version 450
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
gl_Position = vec4(outUV * 2.0f - 1.0f, 1.0f, 1.0f);
}

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#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));
}

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struct hitPayload
{
vec3 hitValue;
};

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#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[];
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
}
pushC;
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceID].objId;
// Indices of the triangle
ivec3 ind = ivec3(indices[objId].i[3 * gl_PrimitiveID + 0], //
indices[objId].i[3 * gl_PrimitiveID + 1], //
indices[objId].i[3 * gl_PrimitiveID + 2]); //
// Vertex of the triangle
Vertex v0 = vertices[objId].v[ind.x];
Vertex v1 = vertices[objId].v[ind.y];
Vertex v2 = vertices[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_InstanceID].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_InstanceID].transfo * vec4(worldPos, 1.0));
// Vector toward the light
vec3 L;
float lightIntensity = pushC.lightIntensity;
float lightDistance = 100000.0;
// Point light
if(pushC.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
lightDistance = length(lDir);
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
L = normalize(lDir);
}
else // Directional light
{
L = normalize(pushC.lightPosition - vec3(0));
}
// Material of the object
int matIdx = matIndex[objId].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[objId].m[matIdx];
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal);
if(mat.textureId >= 0)
{
uint txtId = mat.textureId + scnDesc.i[gl_InstanceID].txtOffset;
vec2 texCoord =
v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
diffuse *= texture(textureSamplers[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;
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, normal);
}
}
prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
}

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#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;
void main()
{
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5);
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
vec2 d = inUV * 2.0 - 1.0;
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
uint rayFlags = gl_RayFlagsOpaqueEXT;
float tMin = 0.001;
float tMax = 10000.0;
traceRayEXT(topLevelAS, // acceleration structure
rayFlags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
0, // missIndex
origin.xyz, // ray origin
tMin, // ray min range
direction.xyz, // ray direction
tMax, // ray max range
0 // payload (location = 0)
);
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.0));
}

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#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;
}

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#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(shaderRecordEXT) buffer sr_
{
vec4 c;
}
shaderRec;
void main()
{
prd.hitValue = shaderRec.c.rgb;
}

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#version 460
#extension GL_EXT_ray_tracing : require
layout(location = 1) rayPayloadInEXT bool isShadowed;
void main()
{
isShadowed = false;
}

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#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);
}

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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;
int hitGroup;
};
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)
return c + mat.ambient;
}
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);
}