Refactoring
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222 changed files with 9045 additions and 5734 deletions
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@ -30,23 +30,19 @@
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#include "wavefront.glsl"
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layout(push_constant) uniform shaderInformation
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layout(push_constant) uniform _PushConstantRaster
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{
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vec3 lightPosition;
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uint instanceId;
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float lightIntensity;
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int lightType;
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}
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pushC;
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PushConstantRaster pcRaster;
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};
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// clang-format off
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// Incoming
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layout(location = 1) in vec2 fragTexCoord;
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layout(location = 2) in vec3 fragNormal;
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layout(location = 3) in vec3 viewDir;
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layout(location = 4) in vec3 worldPos;
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layout(location = 1) in vec3 i_worldPos;
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layout(location = 2) in vec3 i_worldNrm;
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layout(location = 3) in vec3 i_viewDir;
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layout(location = 4) in vec2 i_texCoord;
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// Outgoing
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layout(location = 0) out vec4 outColor;
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layout(location = 0) out vec4 o_color;
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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@ -54,39 +50,39 @@ layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indice
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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layout(binding = 2) uniform sampler2D[] textureSamplers;
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layout(binding = 3) uniform accelerationStructureEXT topLevelAS;
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layout(binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
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layout(binding = eTextures) uniform sampler2D[] textureSamplers;
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layout(binding = eTlas) uniform accelerationStructureEXT topLevelAS;
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// clang-format on
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void main()
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{
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// Material of the object
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SceneDesc objResource = sceneDesc.i[pushC.instanceId];
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ObjDesc objResource = objDesc.i[pcRaster.objIndex];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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int matIndex = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIndex];
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vec3 N = normalize(fragNormal);
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vec3 N = normalize(i_worldNrm);
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// Vector toward light
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vec3 L;
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float lightDistance;
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float lightIntensity = pushC.lightIntensity;
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if(pushC.lightType == 0)
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float lightIntensity = pcRaster.lightIntensity;
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if(pcRaster.lightType == 0)
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{
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vec3 lDir = pushC.lightPosition - worldPos;
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vec3 lDir = pcRaster.lightPosition - i_worldPos;
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float d = length(lDir);
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lightIntensity = pushC.lightIntensity / (d * d);
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lightIntensity = pcRaster.lightIntensity / (d * d);
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L = normalize(lDir);
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lightDistance = d;
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}
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else
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{
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L = normalize(pushC.lightPosition - vec3(0));
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L = normalize(pcRaster.lightPosition);
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lightDistance = 10000;
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}
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@ -95,21 +91,21 @@ void main()
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vec3 diffuse = computeDiffuse(mat, L, N);
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if(mat.textureId >= 0)
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{
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int txtOffset = sceneDesc.i[pushC.instanceId].txtOffset;
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int txtOffset = objDesc.i[pcRaster.objIndex].txtOffset;
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uint txtId = txtOffset + mat.textureId;
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vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], fragTexCoord).xyz;
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vec3 diffuseTxt = texture(textureSamplers[nonuniformEXT(txtId)], i_texCoord).xyz;
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diffuse *= diffuseTxt;
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}
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// Specular
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vec3 specular = computeSpecular(mat, viewDir, L, N);
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vec3 specular = computeSpecular(mat, i_viewDir, L, N);
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// Result
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outColor = vec4(lightIntensity * (diffuse + specular), 1);
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o_color = vec4(lightIntensity * (diffuse + specular), 1);
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// Ray Query for shadow
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vec3 origin = worldPos;
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vec3 origin = i_worldPos;
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vec3 direction = L; // vector to light
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float tMin = 0.01f;
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float tMax = lightDistance;
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@ -127,6 +123,6 @@ void main()
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if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionNoneEXT)
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{
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// Got an intersection == Shadow
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outColor *= 0.1;
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o_color *= 0.1;
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}
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}
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113
ray_tracing_rayquery/shaders/host_device.h
Normal file
113
ray_tracing_rayquery/shaders/host_device.h
Normal file
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@ -0,0 +1,113 @@
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/*
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* Copyright (c) 2019-2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2019-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#ifndef COMMON_HOST_DEVICE
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#define COMMON_HOST_DEVICE
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#ifdef __cplusplus
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#include "nvmath/nvmath.h"
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// GLSL Type
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using vec2 = nvmath::vec2f;
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using vec3 = nvmath::vec3f;
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using vec4 = nvmath::vec4f;
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using mat4 = nvmath::mat4f;
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using uint = unsigned int;
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#endif
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// clang-format off
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#ifdef __cplusplus // Descriptor binding helper for C++ and GLSL
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#define START_BINDING(a) enum a {
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#define END_BINDING() }
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#else
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#define START_BINDING(a) const uint
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#define END_BINDING()
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#endif
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START_BINDING(SceneBindings)
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eGlobals = 0, // Global uniform containing camera matrices
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eObjDescs = 1, // Access to the object descriptions
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eTextures = 2, // Access to textures
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eTlas = 3 // Top-level acceleration structure
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END_BINDING();
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// clang-format on
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// Information of a obj model when referenced in a shader
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struct ObjDesc
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{
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int txtOffset; // Texture index offset in the array of textures
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uint64_t vertexAddress; // Address of the Vertex buffer
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uint64_t indexAddress; // Address of the index buffer
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uint64_t materialAddress; // Address of the material buffer
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uint64_t materialIndexAddress; // Address of the triangle material index buffer
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};
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// Uniform buffer set at each frame
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struct GlobalUniforms
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{
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mat4 viewProj; // Camera view * projection
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mat4 viewInverse; // Camera inverse view matrix
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mat4 projInverse; // Camera inverse projection matrix
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};
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// Push constant structure for the raster
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struct PushConstantRaster
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{
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mat4 modelMatrix; // matrix of the instance
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vec3 lightPosition;
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uint objIndex;
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float lightIntensity;
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int lightType;
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};
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// Push constant structure for the ray tracer
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struct PushConstantRay
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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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};
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struct Vertex // See ObjLoader, copy of VertexObj, could be compressed for device
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{
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vec3 pos;
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vec3 nrm;
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vec3 color;
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vec2 texCoord;
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};
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struct WaveFrontMaterial // See ObjLoader, copy of MaterialObj, could be compressed for device
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{
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 transmittance;
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vec3 emission;
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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int illum; // illumination model (see http://www.fileformat.info/format/material/)
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int textureId;
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};
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#endif
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@ -26,38 +26,26 @@
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#include "wavefront.glsl"
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// clang-format off
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layout(binding = 1, scalar) buffer SceneDesc_ { SceneDesc i[]; } sceneDesc;
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// clang-format on
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layout(binding = 0) uniform UniformBufferObject
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layout(binding = 0) uniform _GlobalUniforms
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{
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mat4 view;
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mat4 proj;
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mat4 viewI;
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}
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ubo;
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GlobalUniforms uni;
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};
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layout(push_constant) uniform shaderInformation
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layout(push_constant) uniform _PushConstantRaster
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{
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vec3 lightPosition;
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uint instanceId;
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float lightIntensity;
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int lightType;
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}
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pushC;
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PushConstantRaster pcRaster;
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};
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec3 inColor;
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layout(location = 3) in vec2 inTexCoord;
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layout(location = 0) in vec3 i_position;
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layout(location = 1) in vec3 i_normal;
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layout(location = 2) in vec3 i_color;
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layout(location = 3) in vec2 i_texCoord;
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//layout(location = 0) flat out int matIndex;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out vec3 fragNormal;
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layout(location = 3) out vec3 viewDir;
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layout(location = 4) out vec3 worldPos;
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layout(location = 1) out vec3 o_worldPos;
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layout(location = 2) out vec3 o_worldNrm;
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layout(location = 3) out vec3 o_viewDir;
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layout(location = 4) out vec2 o_texCoord;
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out gl_PerVertex
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{
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@ -67,16 +55,12 @@ out gl_PerVertex
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void main()
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{
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mat4 objMatrix = sceneDesc.i[pushC.instanceId].transfo;
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mat4 objMatrixIT = sceneDesc.i[pushC.instanceId].transfoIT;
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vec3 origin = vec3(uni.viewInverse * vec4(0, 0, 0, 1));
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vec3 origin = vec3(ubo.viewI * vec4(0, 0, 0, 1));
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o_worldPos = vec3(pcRaster.modelMatrix * vec4(i_position, 1.0));
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o_viewDir = vec3(o_worldPos - origin);
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o_texCoord = i_texCoord;
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o_worldNrm = mat3(pcRaster.modelMatrix) * i_normal;
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worldPos = vec3(objMatrix * vec4(inPosition, 1.0));
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viewDir = vec3(worldPos - origin);
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fragTexCoord = inTexCoord;
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fragNormal = vec3(objMatrixIT * vec4(inNormal, 0.0));
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// matIndex = inMatID;
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gl_Position = ubo.proj * ubo.view * vec4(worldPos, 1.0);
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gl_Position = uni.viewProj * vec4(o_worldPos, 1.0);
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}
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@ -17,40 +17,7 @@
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* SPDX-License-Identifier: Apache-2.0
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*/
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struct Vertex
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{
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vec3 pos;
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vec3 nrm;
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vec3 color;
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vec2 texCoord;
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};
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struct WaveFrontMaterial
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{
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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vec3 transmittance;
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vec3 emission;
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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int illum; // illumination model (see http://www.fileformat.info/format/material/)
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int textureId;
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};
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struct SceneDesc
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{
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mat4 transfo;
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mat4 transfoIT;
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int objId;
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int txtOffset;
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uint64_t vertexAddress;
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uint64_t indexAddress;
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uint64_t materialAddress;
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uint64_t materialIndexAddress;
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};
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#include "host_device.h"
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vec3 computeDiffuse(WaveFrontMaterial mat, vec3 lightDir, vec3 normal)
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{
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