137 lines
4.7 KiB
GLSL
137 lines
4.7 KiB
GLSL
/*
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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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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_scalar_block_layout : enable
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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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#extension GL_EXT_buffer_reference2 : require
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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hitAttributeEXT vec2 attribs;
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {uint i[]; }; // Triangle indices
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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(set = 0, binding = eTlas) uniform accelerationStructureEXT topLevelAS;
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layout(set = 1, binding = eObjDescs, scalar) buffer ObjDesc_ { ObjDesc i[]; } objDesc;
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layout(set = 1, binding = eTextures) uniform sampler2D textureSamplers[];
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layout(set = 1, binding = eImplicit, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
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layout(push_constant) uniform _PushConstantRay { PushConstantRay pcRay; };
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// clang-format on
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void main()
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{
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// Object data
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ObjDesc objResource = objDesc.i[gl_InstanceCustomIndexEXT];
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MatIndices matIndices = MatIndices(objResource.materialIndexAddress);
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Materials materials = Materials(objResource.materialAddress);
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vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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Sphere instance = allSpheres.i[gl_PrimitiveID];
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// Computing the normal at hit position
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vec3 worldNrm = normalize(worldPos - instance.center);
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// Computing the normal for a cube
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if(gl_HitKindEXT == KIND_CUBE) // Aabb
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{
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vec3 absN = abs(worldNrm);
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float maxC = max(max(absN.x, absN.y), absN.z);
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worldNrm = (maxC == absN.x) ? vec3(sign(worldNrm.x), 0, 0) :
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(maxC == absN.y) ? vec3(0, sign(worldNrm.y), 0) :
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vec3(0, 0, sign(worldNrm.z));
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}
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// Vector toward the light
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vec3 L;
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float lightIntensity = pcRay.lightIntensity;
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float lightDistance = 100000.0;
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// Point light
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if(pcRay.lightType == 0)
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{
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vec3 lDir = pcRay.lightPosition - worldPos;
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lightDistance = length(lDir);
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lightIntensity = pcRay.lightIntensity / (lightDistance * lightDistance);
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L = normalize(lDir);
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}
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else // Directional light
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{
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L = normalize(pcRay.lightPosition);
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}
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// Material of the object
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int matIdx = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[matIdx];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, worldNrm);
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vec3 specular = vec3(0);
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float attenuation = 0.3;
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// Tracing shadow ray only if the light is visible from the surface
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if(dot(worldNrm, L) > 0)
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{
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float tMin = 0.001;
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float tMax = lightDistance;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 rayDir = L;
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uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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1, // missIndex
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origin, // ray origin
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tMin, // ray min range
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rayDir, // ray direction
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tMax, // ray max range
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1 // payload (location = 1)
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);
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if(isShadowed)
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{
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attenuation = 0.3;
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}
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else
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{
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attenuation = 1;
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// Specular
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specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, worldNrm);
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}
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}
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prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
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}
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