151 lines
4.7 KiB
GLSL
151 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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#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(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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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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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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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 = 7, set = 1, scalar) buffer allImplicits_ {Implicit i[];} allImplicits;
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// clang-format on
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layout(push_constant) uniform Constants
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{
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vec4 clearColor;
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vec3 lightPosition;
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float lightIntensity;
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vec3 lightDirection;
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float lightSpotCutoff;
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float lightSpotOuterCutoff;
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int lightType;
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}
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pushC;
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layout(location = 3) callableDataEXT rayLight cLight;
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void main()
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{
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vec3 worldPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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Implicit impl = allImplicits.i[gl_PrimitiveID];
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// Computing the normal at hit position
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vec3 normal;
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if(gl_HitKindEXT == KIND_SPHERE)
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{
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vec3 center = (impl.maximum + impl.minimum) * 0.5;
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normal = normalize(worldPos - center);
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}
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else if(gl_HitKindEXT == KIND_CUBE)
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{
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const float epsilon = 0.00001;
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if(abs(impl.maximum.x - worldPos.x) < epsilon)
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normal = vec3(1, 0, 0);
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else if(abs(impl.maximum.y - worldPos.y) < epsilon)
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normal = vec3(0, 1, 0);
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else if(abs(impl.maximum.z - worldPos.z) < epsilon)
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normal = vec3(0, 0, 1);
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else if(abs(impl.minimum.x - worldPos.x) < epsilon)
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normal = vec3(-1, 0, 0);
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else if(abs(impl.minimum.y - worldPos.y) < epsilon)
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normal = vec3(0, -1, 0);
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else if(abs(impl.minimum.z - worldPos.z) < epsilon)
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normal = vec3(0, 0, -1);
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}
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cLight.inHitPosition = worldPos;
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executeCallableEXT(pushC.lightType, 3);
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// Material of the object
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WaveFrontMaterial mat = materials[nonuniformEXT(gl_InstanceCustomIndexEXT)].m[impl.matId];
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// Diffuse
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vec3 diffuse = computeDiffuse(mat, cLight.outLightDir, normal);
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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, cLight.outLightDir) > 0)
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{
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float tMin = 0.001;
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float tMax = cLight.outLightDistance;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 rayDir = cLight.outLightDir;
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uint flags = 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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// Specular
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specular = computeSpecular(mat, gl_WorldRayDirectionEXT, cLight.outLightDir, normal);
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}
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}
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// Reflection
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if(mat.illum == 3)
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{
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vec3 origin = worldPos;
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vec3 rayDir = reflect(gl_WorldRayDirectionEXT, normal);
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prd.attenuation *= mat.specular;
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prd.done = 0;
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prd.rayOrigin = origin;
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prd.rayDir = rayDir;
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}
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prd.hitValue = vec3(cLight.outIntensity * attenuation * (diffuse + specular));
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}
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