Using buffer reference instead of un-sized array
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248 changed files with 2593 additions and 2660 deletions
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@ -16,12 +16,15 @@
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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 "raycommon.glsl"
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#include "wavefront.glsl"
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@ -31,16 +34,15 @@ hitAttributeEXT vec2 attribs;
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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(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
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layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 7, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
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layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
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layout(binding = 3, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
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// clang-format on
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@ -56,6 +58,11 @@ pushC;
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void main()
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{
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// Object data
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SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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Sphere instance = allSpheres.i[gl_PrimitiveID];
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@ -68,9 +75,8 @@ void main()
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{
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vec3 absN = abs(normal);
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float maxC = max(max(absN.x, absN.y), absN.z);
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normal = (maxC == absN.x) ?
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vec3(sign(normal.x), 0, 0) :
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(maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z));
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normal = (maxC == absN.x) ? vec3(sign(normal.x), 0, 0) :
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(maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z));
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}
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// Vector toward the light
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@ -91,8 +97,8 @@ void main()
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}
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// Material of the object
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int matIdx = matIndex[nonuniformEXT(gl_InstanceID)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceID)].m[matIdx];
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int matIdx = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIdx];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, normal);
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@ -106,9 +112,8 @@ void main()
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float tMax = lightDistance;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 rayDir = L;
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uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
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| gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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