bluenoise-raytracer/ray_tracing_gltf/shaders/pathtrace.rchit
2021-06-11 12:25:06 +02:00

165 lines
6.1 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
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
#extension GL_EXT_buffer_reference2 : require
#include "binding.glsl"
#include "gltf.glsl"
#include "raycommon.glsl"
#include "sampling.glsl"
hitAttributeEXT vec2 attribs;
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed;
layout(set = 0, binding = 0 ) uniform accelerationStructureEXT topLevelAS;
layout(set = 0, binding = 2) readonly buffer _InstanceInfo {PrimMeshInfo primInfo[];};
layout(buffer_reference, scalar) readonly buffer Vertices { vec3 v[]; };
layout(buffer_reference, scalar) readonly buffer Indices { ivec3 i[]; };
layout(buffer_reference, scalar) readonly buffer Normals { vec3 n[]; };
layout(buffer_reference, scalar) readonly buffer TexCoords { vec2 t[]; };
layout(buffer_reference, scalar) readonly buffer Materials { GltfShadeMaterial m[]; };
layout(set = 1, binding = B_SCENEDESC ) readonly buffer SceneDesc_ { SceneDesc sceneDesc; };
layout(set = 1, binding = B_TEXTURES) uniform sampler2D texturesMap[]; // all textures
// clang-format on
layout(push_constant) uniform Constants
{
vec4 clearColor;
vec3 lightPosition;
float lightIntensity;
int lightType;
}
pushC;
void main()
{
// Retrieve the Primitive mesh buffer information
PrimMeshInfo pinfo = primInfo[gl_InstanceCustomIndexEXT];
// Getting the 'first index' for this mesh (offset of the mesh + offset of the triangle)
uint indexOffset = (pinfo.indexOffset / 3) + gl_PrimitiveID;
uint vertexOffset = pinfo.vertexOffset; // Vertex offset as defined in glTF
uint matIndex = max(0, pinfo.materialIndex); // material of primitive mesh
Materials gltfMat = Materials(sceneDesc.materialAddress);
Vertices vertices = Vertices(sceneDesc.vertexAddress);
Indices indices = Indices(sceneDesc.indexAddress);
Normals normals = Normals(sceneDesc.normalAddress);
TexCoords texCoords = TexCoords(sceneDesc.uvAddress);
Materials materials = Materials(sceneDesc.materialAddress);
// Getting the 3 indices of the triangle (local)
ivec3 triangleIndex = indices.i[indexOffset];
triangleIndex += ivec3(vertexOffset); // (global)
const vec3 barycentrics = vec3(1.0 - attribs.x - attribs.y, attribs.x, attribs.y);
// Vertex of the triangle
const vec3 pos0 = vertices.v[triangleIndex.x];
const vec3 pos1 = vertices.v[triangleIndex.y];
const vec3 pos2 = vertices.v[triangleIndex.z];
const vec3 position = pos0 * barycentrics.x + pos1 * barycentrics.y + pos2 * barycentrics.z;
const vec3 world_position = vec3(gl_ObjectToWorldEXT * vec4(position, 1.0));
// Normal
const vec3 nrm0 = normals.n[triangleIndex.x];
const vec3 nrm1 = normals.n[triangleIndex.y];
const vec3 nrm2 = normals.n[triangleIndex.z];
vec3 normal = normalize(nrm0 * barycentrics.x + nrm1 * barycentrics.y + nrm2 * barycentrics.z);
const vec3 world_normal = normalize(vec3(normal * gl_WorldToObjectEXT));
const vec3 geom_normal = normalize(cross(pos1 - pos0, pos2 - pos0));
// TexCoord
const vec2 uv0 = texCoords.t[triangleIndex.x];
const vec2 uv1 = texCoords.t[triangleIndex.y];
const vec2 uv2 = texCoords.t[triangleIndex.z];
const vec2 texcoord0 = uv0 * barycentrics.x + uv1 * barycentrics.y + uv2 * barycentrics.z;
// https://en.wikipedia.org/wiki/Path_tracing
// Material of the object
GltfShadeMaterial mat = materials.m[matIndex];
vec3 emittance = mat.emissiveFactor;
// Pick a random direction from here and keep going.
vec3 tangent, bitangent;
createCoordinateSystem(world_normal, tangent, bitangent);
vec3 rayOrigin = world_position;
vec3 rayDirection = samplingHemisphere(prd.seed, tangent, bitangent, world_normal);
// Probability of the newRay (cosine distributed)
const float p = 1 / M_PI;
// Compute the BRDF for this ray (assuming Lambertian reflection)
float cos_theta = dot(rayDirection, world_normal);
vec3 albedo = mat.pbrBaseColorFactor.xyz;
if(mat.pbrBaseColorTexture > -1)
{
uint txtId = mat.pbrBaseColorTexture;
albedo *= texture(texturesMap[nonuniformEXT(txtId)], texcoord0).xyz;
}
vec3 BRDF = albedo / M_PI;
prd.rayOrigin = rayOrigin;
prd.rayDirection = rayDirection;
prd.hitValue = emittance;
prd.weight = BRDF * cos_theta / p;
return;
// Recursively trace reflected light sources.
if(prd.depth < 10)
{
prd.depth++;
float tMin = 0.001;
float tMax = 100000000.0;
uint flags = gl_RayFlagsOpaqueEXT;
traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags
0xFF, // cullMask
0, // sbtRecordOffset
0, // sbtRecordStride
0, // missIndex
rayOrigin, // ray origin
tMin, // ray min range
rayDirection, // ray direction
tMax, // ray max range
0 // payload (location = 0)
);
}
vec3 incoming = prd.hitValue;
// Apply the Rendering Equation here.
prd.hitValue = emittance + (BRDF * incoming * cos_theta / p);
}