Refactoring
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222 changed files with 9045 additions and 5734 deletions
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@ -20,39 +20,26 @@
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#version 460
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#extension GL_EXT_ray_tracing : require
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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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#include "random.glsl"
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba32f) uniform image2D image;
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// clang-format off
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layout(location = 0) rayPayloadEXT hitPayload prd;
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layout(binding = 0, set = 1) uniform CameraProperties
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{
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mat4 view;
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mat4 proj;
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mat4 viewInverse;
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mat4 projInverse;
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}
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cam;
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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int lightType;
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int frame;
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}
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pushC;
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layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = eOutImage, rgba32f) uniform image2D image;
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layout(set = 1, binding = eGlobals) uniform _GlobalUniforms { GlobalUniforms uni; };
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layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
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// clang-format on
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const int NBSAMPLES = 10;
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void main()
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{
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// Initialize the random number
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uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pushC.frame);
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uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pcRay.frame);
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vec3 hitValues = vec3(0);
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@ -63,15 +50,15 @@ void main()
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float r2 = rnd(seed);
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// Subpixel jitter: send the ray through a different position inside the pixel
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// each time, to provide antialiasing.
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vec2 subpixel_jitter = pushC.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
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vec2 subpixel_jitter = pcRay.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
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const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
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const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
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vec2 d = inUV * 2.0 - 1.0;
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vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
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vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
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vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
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vec4 origin = uni.viewInverse * vec4(0, 0, 0, 1);
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vec4 target = uni.projInverse * vec4(d.x, d.y, 1, 1);
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vec4 direction = uni.viewInverse * vec4(normalize(target.xyz), 0);
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uint rayFlags = gl_RayFlagsOpaqueEXT;
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float tMin = 0.001;
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@ -94,9 +81,9 @@ void main()
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prd.hitValue = hitValues / NBSAMPLES;
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// Do accumulation over time
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if(pushC.frame > 0)
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if(pcRay.frame > 0)
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{
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float a = 1.0f / float(pushC.frame + 1);
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float a = 1.0f / float(pcRay.frame + 1);
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vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f));
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}
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