/* * 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_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 #include "raycommon.glsl" #include "wavefront.glsl" hitAttributeEXT vec2 attribs; // clang-format off layout(location = 0) rayPayloadInEXT hitPayload prd; layout(location = 1) rayPayloadEXT bool isShadowed; layout(location = 2) rayPayloadEXT int hitLanternInstance; layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object layout(buffer_reference, scalar) buffer Indices {ivec3 i[]; }; // Triangle indices 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(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS; layout(set = 0, binding = eLanterns) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns; layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc; layout(set = 1, binding = eTextures) uniform sampler2D textureSamplers[]; layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; }; // clang-format on void main() { // Object data ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT]; MatIndices matIndices = MatIndices(objResource.materialIndexAddress); Materials materials = Materials(objResource.materialAddress); Indices indices = Indices(objResource.indexAddress); Vertices vertices = Vertices(objResource.vertexAddress); // Indices of the triangle ivec3 ind = indices.i[gl_PrimitiveID]; // Vertex of the triangle Vertex v0 = vertices.v[ind.x]; Vertex v1 = vertices.v[ind.y]; Vertex v2 = vertices.v[ind.z]; const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); // Computing the coordinates of the hit position const vec3 pos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; const vec3 worldPos = vec3(gl_ObjectToWorldEXT * vec4(pos, 1.0)); // Transforming the position to world space // Computing the normal at hit position const vec3 nrm = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; const vec3 worldNrm = normalize(vec3(nrm * gl_WorldToObjectEXT)); // Transforming the normal to world space // Vector toward the light vec3 L; vec3 colorIntensity = vec3(pcRay.lightIntensity); float lightDistance = 100000.0; // ray direction is towards lantern, if in lantern pass. if(pcRay.lanternPassNumber >= 0) { LanternIndirectEntry lantern = lanterns.lanterns[pcRay.lanternPassNumber]; vec3 lDir = vec3(lantern.x, lantern.y, lantern.z) - worldPos; lightDistance = length(lDir); vec3 color = vec3(lantern.red, lantern.green, lantern.blue); // Lantern light decreases linearly. Not physically accurate, but looks good // and avoids a hard "edge" at the radius limit. Use a constant value // if lantern debug is enabled to clearly see the covered screen rectangle. float distanceFade = pcRay.lanternDebug != 0 ? 0.3 : max(0, (lantern.radius - lightDistance) / lantern.radius); colorIntensity = color * lantern.brightness * distanceFade; L = normalize(lDir); } // Non-lantern pass may have point light... else if(pcRay.lightType == 0) { vec3 lDir = pcRay.lightPosition - worldPos; lightDistance = length(lDir); colorIntensity = vec3(pcRay.lightIntensity / (lightDistance * lightDistance)); L = normalize(lDir); } else // or directional light. { L = normalize(pcRay.lightPosition); } // Material of the object int matIdx = matIndices.i[gl_PrimitiveID]; WaveFrontMaterial mat = materials.m[matIdx]; // Diffuse vec3 diffuse = computeDiffuse(mat, L, worldNrm); if(mat.textureId >= 0) { uint txtId = mat.textureId + objDesc.i[gl_InstanceCustomIndexEXT].txtOffset; vec2 texCoord = v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z; diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz; } vec3 specular = vec3(0); float attenuation = 1; // Tracing shadow ray only if the light is visible from the surface if(dot(worldNrm, L) > 0) { float tMin = 0.001; float tMax = lightDistance; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 rayDir = L; // Ordinary shadow from the simple tutorial. if(pcRay.lanternPassNumber < 0) { isShadowed = true; uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT; traceRayEXT(topLevelAS, // acceleration structure flags, // rayFlags 0xFF, // cullMask 0, // sbtRecordOffset 0, // sbtRecordStride 1, // missIndex origin, // ray origin tMin, // ray min range rayDir, // ray direction tMax, // ray max range 1 // payload (location = 1) ); } // Lantern shadow ray. Cast a ray towards the lantern whose lighting is being // added this pass. Only the closest hit shader for lanterns will set // hitLanternInstance (payload 2) to non-negative value. else { // Skip ray if no light would be added anyway. if(colorIntensity == vec3(0)) { isShadowed = true; } else { uint flags = gl_RayFlagsOpaqueEXT; hitLanternInstance = -1; traceRayEXT(topLevelAS, // acceleration structure flags, // rayFlags 0xFF, // cullMask 2, // sbtRecordOffset : lantern shadow hit groups start at index 2. 0, // sbtRecordStride 2, // missIndex : lantern shadow miss shader is number 2. origin, // ray origin tMin, // ray min range rayDir, // ray direction tMax, // ray max range 2 // payload (location = 2) ); // Did we hit the lantern we expected? isShadowed = (hitLanternInstance != pcRay.lanternPassNumber); } } if(isShadowed) { attenuation = 0.1; } else { // Specular specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm); } } prd.hitValue = colorIntensity * (attenuation * (diffuse + specular)); prd.additiveBlending = true; }