/* * 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 #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(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[]; layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc; layout(binding = 3, set = 1) uniform sampler2D textureSamplers[]; layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[]; layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[]; layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[]; // clang-format on layout(push_constant) uniform Constants { vec4 clearColor; vec3 lightPosition; float lightIntensity; int lightType; } pushC; void main() { // Object of this instance uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId; // Indices of the triangle ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], // indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], // indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); // // Vertex of the triangle Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x]; Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y]; Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z]; const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y); // Computing the normal at hit position vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z; // Transforming the normal to world space normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0))); // Computing the coordinates of the hit position vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z; // Transforming the position to world space worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0)); // Vector toward the light vec3 L; float lightIntensity = pushC.lightIntensity; float lightDistance = 100000.0; // Point light if(pushC.lightType == 0) { vec3 lDir = pushC.lightPosition - worldPos; lightDistance = length(lDir); lightIntensity = pushC.lightIntensity / (lightDistance * lightDistance); L = normalize(lDir); } else // Directional light { L = normalize(pushC.lightPosition - vec3(0)); } // Material of the object int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID]; WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx]; // Diffuse vec3 diffuse = computeDiffuse(mat, L, normal); if(mat.textureId >= 0) { uint txtId = mat.textureId + scnDesc.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(normal, L) > 0) { float tMin = 0.001; float tMax = lightDistance; vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT; vec3 rayDir = L; uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT; isShadowed = true; 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) ); if(isShadowed) { attenuation = 0.3; } else { // Specular specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal); } } prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular)); }