175 lines
6.7 KiB
GLSL
175 lines
6.7 KiB
GLSL
#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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#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(location = 2) rayPayloadEXT int hitLanternInstance;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 3, set = 1) uniform sampler2D textureSamplers[];
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
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layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
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// clang-format on
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void main()
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{
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// Object of this instance
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uint objId = scnDesc.i[gl_InstanceCustomIndexEXT].objId;
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// Indices of the triangle
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ivec3 ind = ivec3(indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 1], //
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indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 2]); //
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// Vertex of the triangle
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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Vertex v1 = vertices[nonuniformEXT(objId)].v[ind.y];
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Vertex v2 = vertices[nonuniformEXT(objId)].v[ind.z];
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const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
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// Computing the normal at hit position
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vec3 normal = v0.nrm * barycentrics.x + v1.nrm * barycentrics.y + v2.nrm * barycentrics.z;
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// Transforming the normal to world space
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normal = normalize(vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfoIT * vec4(normal, 0.0)));
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// Computing the coordinates of the hit position
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vec3 worldPos = v0.pos * barycentrics.x + v1.pos * barycentrics.y + v2.pos * barycentrics.z;
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// Transforming the position to world space
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worldPos = vec3(scnDesc.i[gl_InstanceCustomIndexEXT].transfo * vec4(worldPos, 1.0));
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// Vector toward the light
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vec3 L;
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vec3 colorIntensity = vec3(pushC.lightIntensity);
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float lightDistance = 100000.0;
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// ray direction is towards lantern, if in lantern pass.
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if (pushC.lanternPassNumber >= 0)
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{
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LanternIndirectEntry lantern = lanterns.lanterns[pushC.lanternPassNumber];
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vec3 lDir = vec3(lantern.x, lantern.y, lantern.z) - worldPos;
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lightDistance = length(lDir);
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vec3 color = vec3(lantern.red, lantern.green, lantern.blue);
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// Lantern light decreases linearly. Not physically accurate, but looks good
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// and avoids a hard "edge" at the radius limit. Use a constant value
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// if lantern debug is enabled to clearly see the covered screen rectangle.
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float distanceFade =
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pushC.lanternDebug != 0
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? 0.3
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: max(0, (lantern.radius - lightDistance) / lantern.radius);
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colorIntensity = color * lantern.brightness * distanceFade;
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L = normalize(lDir);
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}
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// Non-lantern pass may have point light...
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else if(pushC.lightType == 0)
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{
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vec3 lDir = pushC.lightPosition - worldPos;
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lightDistance = length(lDir);
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colorIntensity = vec3(pushC.lightIntensity / (lightDistance * lightDistance));
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L = normalize(lDir);
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}
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else // or directional light.
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{
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L = normalize(pushC.lightPosition - vec3(0));
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}
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// Material of the object
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int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, L, normal);
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if(mat.textureId >= 0)
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{
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uint txtId = mat.textureId + scnDesc.i[gl_InstanceCustomIndexEXT].txtOffset;
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vec2 texCoord =
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v0.texCoord * barycentrics.x + v1.texCoord * barycentrics.y + v2.texCoord * barycentrics.z;
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diffuse *= texture(textureSamplers[nonuniformEXT(txtId)], texCoord).xyz;
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}
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vec3 specular = vec3(0);
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float attenuation = 1;
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// Tracing shadow ray only if the light is visible from the surface
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if(dot(normal, 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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// Ordinary shadow from the simple tutorial.
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if (pushC.lanternPassNumber < 0) {
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isShadowed = true;
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uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT
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| gl_RayFlagsSkipClosestHitShaderEXT;
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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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}
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// Lantern shadow ray. Cast a ray towards the lantern whose lighting is being
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// added this pass. Only the closest hit shader for lanterns will set
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// hitLanternInstance (payload 2) to non-negative value.
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else {
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// Skip ray if no light would be added anyway.
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if (colorIntensity == vec3(0)) {
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isShadowed = true;
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}
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else {
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uint flags = gl_RayFlagsOpaqueEXT;
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hitLanternInstance = -1;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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2, // sbtRecordOffset : lantern shadow hit groups start at index 2.
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0, // sbtRecordStride
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2, // missIndex : lantern shadow miss shader is number 2.
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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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2 // payload (location = 2)
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);
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// Did we hit the lantern we expected?
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isShadowed = (hitLanternInstance != pushC.lanternPassNumber);
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}
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}
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if(isShadowed)
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{
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attenuation = 0.1;
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}
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else
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{
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// Specular
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specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, normal);
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}
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}
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prd.hitValue = colorIntensity * (attenuation * (diffuse + specular));
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prd.additiveBlending = true;
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}
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