Refactoring
This commit is contained in:
parent
3e399adf0a
commit
d90ce79135
222 changed files with 9045 additions and 5734 deletions
101
ray_tracing_motionblur/shaders/raytrace.rgen
Normal file
101
ray_tracing_motionblur/shaders/raytrace.rgen
Normal file
|
|
@ -0,0 +1,101 @@
|
|||
/*
|
||||
* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
|
||||
*
|
||||
* Licensed under the Apache License, Version 2.0 (the "License");
|
||||
* you may not use this file except in compliance with the License.
|
||||
* You may obtain a copy of the License at
|
||||
*
|
||||
* http://www.apache.org/licenses/LICENSE-2.0
|
||||
*
|
||||
* Unless required by applicable law or agreed to in writing, software
|
||||
* distributed under the License is distributed on an "AS IS" BASIS,
|
||||
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
||||
* See the License for the specific language governing permissions and
|
||||
* limitations under the License.
|
||||
*
|
||||
* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
|
||||
* SPDX-License-Identifier: Apache-2.0
|
||||
*/
|
||||
|
||||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
|
||||
#extension GL_NV_ray_tracing_motion_blur : require
|
||||
|
||||
#include "raycommon.glsl"
|
||||
#include "host_device.h"
|
||||
#include "random.glsl"
|
||||
|
||||
// clang-format off
|
||||
layout(location = 0) rayPayloadEXT hitPayload prd;
|
||||
|
||||
layout(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(set = 0, binding = eOutImage, rgba32f) uniform image2D image;
|
||||
layout(set = 1, binding = eGlobals) uniform _GlobalUniforms { GlobalUniforms uni; };
|
||||
layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
|
||||
// clang-format on
|
||||
|
||||
const int NBSAMPLES = 10;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Initialize the random number
|
||||
uint seed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, pcRay.frame);
|
||||
|
||||
vec3 hitValues = vec3(0);
|
||||
|
||||
for(int smpl = 0; smpl < NBSAMPLES; smpl++)
|
||||
{
|
||||
|
||||
float r1 = rnd(seed);
|
||||
float r2 = rnd(seed);
|
||||
// Subpixel jitter: send the ray through a different position inside the pixel
|
||||
// each time, to provide antialiasing.
|
||||
vec2 subpixel_jitter = pcRay.frame == 0 ? vec2(0.5f, 0.5f) : vec2(r1, r2);
|
||||
|
||||
const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + subpixel_jitter;
|
||||
const vec2 inUV = pixelCenter / vec2(gl_LaunchSizeEXT.xy);
|
||||
vec2 d = inUV * 2.0 - 1.0;
|
||||
|
||||
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;
|
||||
float tMax = 10000.0;
|
||||
float time = rnd(seed);
|
||||
// float time = float(smpl)/float(NBSAMPLES); // stuttered motion
|
||||
prd.hitValue = vec3(0, 0, 0);
|
||||
|
||||
traceRayMotionNV(topLevelAS, // acceleration structure
|
||||
rayFlags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
0, // sbtRecordOffset
|
||||
0, // sbtRecordStride
|
||||
0, // missIndex
|
||||
origin.xyz, // ray origin
|
||||
tMin, // ray min range
|
||||
direction.xyz, // ray direction
|
||||
tMax, // ray max range
|
||||
time, // time
|
||||
0 // payload (location = 0)
|
||||
);
|
||||
hitValues += prd.hitValue;
|
||||
}
|
||||
prd.hitValue = hitValues / NBSAMPLES;
|
||||
|
||||
// Do accumulation over time
|
||||
if(pcRay.frame > 0)
|
||||
{
|
||||
float a = 1.0f / float(pcRay.frame + 1);
|
||||
vec3 old_color = imageLoad(image, ivec2(gl_LaunchIDEXT.xy)).xyz;
|
||||
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(mix(old_color, prd.hitValue, a), 1.f));
|
||||
}
|
||||
else
|
||||
{
|
||||
// First frame, replace the value in the buffer
|
||||
imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(prd.hitValue, 1.f));
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue