bluenoise-raytracer/ray_tracing_intersection/shaders/raytrace2.rchit
Mathias Heyer d2ade024c4 Bulk update nvpro-samples 05/17/21
Changing license from BSD-3 to Apache2
2021-05-17 13:10:30 -07:00

138 lines
4.4 KiB
GLSL

/*
* 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 = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 7, set = 1, scalar) buffer allSpheres_ {Sphere i[];} allSpheres;
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
}
pushC;
void main()
{
vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
Sphere instance = allSpheres.i[gl_PrimitiveID];
// Computing the normal at hit position
vec3 normal = normalize(worldPos - instance.center);
// Computing the normal for a cube
if(gl_HitKindEXT == KIND_CUBE) // Aabb
{
vec3 absN = abs(normal);
float maxC = max(max(absN.x, absN.y), absN.z);
normal = (maxC == absN.x) ?
vec3(sign(normal.x), 0, 0) :
(maxC == absN.y) ? vec3(0, sign(normal.y), 0) : vec3(0, 0, sign(normal.z));
}
// 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(gl_InstanceID)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceID)].m[matIdx];
// Diffuse
vec3 diffuse = computeDiffuse(mat, L, normal);
vec3 specular = vec3(0);
float attenuation = 0.3;
// 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
{
attenuation = 1;
// Specular
specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
}
}
prd.hitValue = vec3(lightIntensity * attenuation * (diffuse + specular));
}