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

@ -20,47 +20,44 @@
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#include "raycommon.glsl"
#include "wavefront.glsl"
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
// clang-format off
layout(location = 0) rayPayloadEXT hitPayload prd;
layout(binding = 0, set = 1) uniform CameraProperties
{
mat4 view;
mat4 proj;
mat4 viewInverse;
mat4 projInverse;
}
cam;
layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = eOutImage, rgba32f) uniform image2D image;
layout(set = 0, binding = eLanterns) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
layout(set = 1, binding = eGlobals) uniform _GlobalUniforms { GlobalUniforms uni; };
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
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)
if(pcRay.lanternPassNumber >= 0)
{
pixelOffset.x = lanterns.lanterns[pushC.lanternPassNumber].offsetX;
pixelOffset.y = lanterns.lanterns[pushC.lanternPassNumber].offsetY;
pixelOffset.x = lanterns.lanterns[pcRay.lanternPassNumber].offsetX;
pixelOffset.y = lanterns.lanterns[pcRay.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);
const vec2 inUV = pixelCenter / vec2(pcRay.screenX, pcRay.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);
vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1);
vec4 target = uni.projInverse * vec4(d.x, d.y, 1, 1);
vec4 direction = uni.viewInverse * vec4(normalize(target.xyz), 0);
uint rayFlags = gl_RayFlagsOpaqueEXT;
float tMin = 0.001;
@ -87,7 +84,7 @@ void main()
// 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)
if(prd.additiveBlending && pcRay.lanternPassNumber >= 0)
{
oldColor = imageLoad(image, pixelIntCoord).rgb;
}