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

@ -22,6 +22,7 @@
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
@ -39,27 +40,19 @@ layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indice
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 = 1, set = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
layout(binding = 2, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 3, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
layout(set = 1, binding = eTextures) uniform sampler2D textureSamplers[];
layout(set = 1, binding = eImplicit, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
}
pushC;
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);
@ -68,32 +61,32 @@ void main()
Sphere instance = allSpheres.i[gl_PrimitiveID];
// Computing the normal at hit position
vec3 normal = normalize(worldPos - instance.center);
vec3 worldNrm = normalize(worldPos - instance.center);
// Computing the normal for a cube
if(gl_HitKindEXT == KIND_CUBE) // Aabb
{
vec3 absN = abs(normal);
vec3 absN = abs(worldNrm);
float maxC = max(max(absN.x, absN.y), absN.z);
normal = (maxC == absN.x) ? vec3(sign(normal.x), 0, 0) :
(maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z));
worldNrm = (maxC == absN.x) ? vec3(sign(worldNrm.x), 0, 0) :
(maxC == absN.y) ? vec3(0, sign(worldNrm.y), 0) : vec3(0, 0, sign(worldNrm.z));
}
// Vector toward the light
vec3 L;
float lightIntensity = pushC.lightIntensity;
float lightIntensity = pcRay.lightIntensity;
float lightDistance = 100000.0;
// Point light
if(pushC.lightType == 0)
if(pcRay.lightType == 0)
{
vec3 lDir = pushC.lightPosition - worldPos;
vec3 lDir = pcRay.lightPosition - worldPos;
lightDistance = length(lDir);
lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance);
lightIntensity = pcRay.lightIntensity / (lightDistance * lightDistance);
L = normalize(lDir);
}
else // Directional light
{
L = normalize(pushC.lightPosition - vec3(0));
L = normalize(pcRay.lightPosition);
}
// Material of the object
@ -101,12 +94,12 @@ void main()
WaveFrontMaterial mat = materials.m[matIdx];
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal);
vec3 diffuse = computeDiffuse(mat, L, worldNrm);
vec3 specular = vec3(0);
float attenuation = 0.3;
// 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 +128,7 @@ void main()
{
attenuation = 1;
// Specular
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm);
}
}