Refactoring

This commit is contained in:
mklefrancois 2021-09-07 09:42:21 +02:00
parent 3e399adf0a
commit d90ce79135
222 changed files with 9045 additions and 5734 deletions

View file

@ -40,17 +40,20 @@ layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of
layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices
layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = eLanterns) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
layout(binding = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(set = 1, binding = eTextures) uniform sampler2D textureSamplers[];
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
void main()
{
// Object data
SceneDesc objResource = sceneDesc.i[gl_InstanceCustomIndexEXT];
ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
Materials materials = Materials(objResource.materialAddress);
Indices indices = Indices(objResource.indexAddress);
@ -66,47 +69,44 @@ void main()
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(sceneDesc.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(sceneDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
const vec3 pos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
const vec3 worldPos = vec3(gl_ObjectToWorldEXT * vec4(pos, 1.0)); // Transforming the position to world space
// Computing the normal at hit position
const vec3 nrm = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
const vec3 worldNrm = normalize(vec3(nrm * gl_WorldToObjectEXT)); // Transforming the normal to world space
// Vector toward the light
vec3 L;
vec3 colorIntensity = vec3(pushC.lightIntensity);
vec3 colorIntensity = vec3(pcRay.lightIntensity);
float lightDistance = 100000.0;
// ray direction is towards lantern, if in lantern pass.
if(pushC.lanternPassNumber >= 0)
if(pcRay.lanternPassNumber >= 0)
{
LanternIndirectEntry lantern = lanterns.lanterns[pushC.lanternPassNumber];
LanternIndirectEntry lantern = lanterns.lanterns[pcRay.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);
float distanceFade = pcRay.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)
else if(pcRay.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
vec3 lDir = pcRay.lightPosition - worldPos;
lightDistance = length(lDir);
colorIntensity = vec3(pushC.lightIntensity / (lightDistance * lightDistance));
colorIntensity = vec3(pcRay.lightIntensity / (lightDistance * lightDistance));
L = normalize(lDir);
}
else // or directional light.
{
L = normalize(pushC.lightPosition - vec3(0));
L = normalize(pcRay.lightPosition);
}
// Material of the object
@ -115,10 +115,10 @@ void main()
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal);
vec3 diffuse = computeDiffuse(mat, L, worldNrm);
if(mat.textureId >= 0)
{
uint txtId = mat.textureId + sceneDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
uint txtId = mat.textureId + objDesc.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;
}
@ -127,7 +127,7 @@ void main()
float attenuation = 1;
// Tracing shadow ray only if the light is visible from the surface
if(dot(normal, L) > 0)
if(dot(worldNrm, L) > 0)
{
float tMin = 0.001;
float tMax = lightDistance;
@ -135,7 +135,7 @@ void main()
vec3 rayDir = L;
// Ordinary shadow from the simple tutorial.
if(pushC.lanternPassNumber < 0)
if(pcRay.lanternPassNumber < 0)
{
isShadowed = true;
uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
@ -179,7 +179,7 @@ void main()
2 // payload (location = 2)
);
// Did we hit the lantern we expected?
isShadowed = (hitLanternInstance != pushC.lanternPassNumber);
isShadowed = (hitLanternInstance != pcRay.lanternPassNumber);
}
}
@ -190,7 +190,7 @@ void main()
else
{
// Specular
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm);
}
}