mirror of
https://github.com/ZDoom/ZDRay.git
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Implement bounces and emissive surfaces
This commit is contained in:
parent
8df36944eb
commit
0c4199b281
12 changed files with 377 additions and 248 deletions
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@ -5,7 +5,9 @@ static const char* glsl_rchit_bounce = R"glsl(
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struct hitPayload
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{
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vec3 hitPosition;
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float hitAttenuation;
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int hitSurfaceIndex;
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};
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struct SurfaceInfo
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@ -25,9 +27,10 @@ layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
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void main()
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{
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// SurfaceInfo surface = surfaces[surfaceIndices[gl_PrimitiveID]];
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payload.hitAttenuation = 0.0;
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int surfaceIndex = surfaceIndices[gl_PrimitiveID];
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payload.hitPosition = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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payload.hitSurfaceIndex = surfaceIndex;
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payload.hitAttenuation = 1.0;
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}
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)glsl";
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@ -5,7 +5,9 @@ static const char* glsl_rchit_light = R"glsl(
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struct hitPayload
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{
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vec3 hitPosition;
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float hitAttenuation;
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int hitSurfaceIndex;
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};
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struct SurfaceInfo
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@ -20,7 +22,7 @@ struct SurfaceInfo
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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layout(set = 0, binding = 5) buffer SurfaceIndexBuffer { int surfaceIndices[]; };
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layout(set = 0, binding = 5) buffer SurfaceIndexBuffer { uint surfaceIndices[]; };
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layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
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void main()
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@ -5,7 +5,9 @@ static const char* glsl_rchit_sun = R"glsl(
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struct hitPayload
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{
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vec3 hitPosition;
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float hitAttenuation;
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int hitSurfaceIndex;
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};
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struct SurfaceInfo
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@ -5,30 +5,143 @@ static const char* glsl_rgen_bounce = R"glsl(
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struct hitPayload
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{
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vec3 hitPosition;
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float hitAttenuation;
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int hitSurfaceIndex;
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};
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layout(location = 0) rayPayloadEXT hitPayload payload;
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layout(set = 0, binding = 0) uniform accelerationStructureEXT acc;
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layout(set = 0, binding = 1, rgba32f) uniform image2D positions;
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layout(set = 0, binding = 2, rgba32f) uniform image2D normals;
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layout(set = 0, binding = 1, rgba32f) uniform image2D startpositions;
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layout(set = 0, binding = 2, rgba32f) uniform image2D positions;
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layout(set = 0, binding = 3, rgba32f) uniform image2D outputs;
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layout(set = 0, binding = 4) uniform Uniforms
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{
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uint SampleIndex;
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uint SampleCount;
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uint PassType;
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uint Padding2;
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vec3 LightOrigin;
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float PassType;
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float Padding0;
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float LightRadius;
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float LightIntensity;
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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vec3 LightSpotDir;
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vec3 LightDir;
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float SampleDistance;
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vec3 LightColor;
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float Padding;
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float Padding1;
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};
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struct SurfaceInfo
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{
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vec3 Normal;
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float EmissiveDistance;
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vec3 EmissiveColor;
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float EmissiveIntensity;
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float Sky;
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float Padding0, Padding1, Padding2;
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};
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layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
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vec2 Hammersley(uint i, uint N);
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float RadicalInverse_VdC(uint bits);
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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vec4 data0;
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if (PassType == 2)
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data0 = imageLoad(positions, texelPos);
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else
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data0 = imageLoad(startpositions, texelPos);
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vec4 incoming = vec4(0.0, 0.0, 0.0, 1.0);
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int surfaceIndex = int(data0.w);
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if (surfaceIndex >= 0)
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{
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SurfaceInfo surface = surfaces[surfaceIndex];
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vec3 origin = data0.xyz;
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vec3 normal = surface.Normal;
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if (PassType == 0)
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{
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incoming.rgb = surface.EmissiveColor * surface.EmissiveIntensity;
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}
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else
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{
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incoming = imageLoad(outputs, texelPos);
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if (PassType == 1)
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incoming.w = 1.0f / float(SampleCount);
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vec2 Xi = Hammersley(SampleIndex, SampleCount);
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vec3 H = ImportanceSampleGGX(Xi, normal, 1.0f);
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vec3 L = normalize(H * (2.0f * dot(normal, H)) - normal);
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float NdotL = max(dot(normal, L), 0.0);
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const float p = 1 / (2 * 3.14159265359);
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incoming.w *= NdotL / p;
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if (NdotL > 0.0f)
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{
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const float minDistance = 0.1;
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin, minDistance, L, 2000, 0);
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if (payload.hitAttenuation == 1.0)
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{
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float hitDistance = distance(origin, payload.hitPosition);
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surfaceIndex = payload.hitSurfaceIndex;
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surface = surfaces[surfaceIndex];
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origin = payload.hitPosition;
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if (surface.EmissiveDistance > 0.0)
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{
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float attenuation = max(1.0 - (hitDistance / surface.EmissiveDistance), 0.0f);
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incoming.rgb += surface.EmissiveColor * (surface.EmissiveIntensity * attenuation * incoming.w);
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}
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}
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}
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incoming.w *= 0.25; // the amount of incoming light the surfaces emit
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}
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data0.xyz = origin;
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data0.w = float(surfaceIndex);
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}
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imageStore(positions, texelPos, data0);
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imageStore(outputs, texelPos, incoming);
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}
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vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
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{
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float a = roughness * roughness;
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float phi = 2.0f * 3.14159265359 * Xi.x;
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float cosTheta = sqrt((1.0f - Xi.y) / (1.0f + (a * a - 1.0f) * Xi.y));
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float sinTheta = sqrt(1.0f - cosTheta * cosTheta);
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// from spherical coordinates to cartesian coordinates
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vec3 H = vec3(cos(phi) * sinTheta, sin(phi) * sinTheta, cosTheta);
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// from tangent-space vector to world-space sample vector
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vec3 up = abs(N.z) < 0.999f ? vec3(0.0f, 0.0f, 1.0f) : vec3(1.0f, 0.0f, 0.0f);
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vec3 tangent = normalize(cross(up, N));
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vec3 bitangent = cross(N, tangent);
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vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
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return normalize(sampleVec);
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}
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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@ -44,67 +157,4 @@ vec2 Hammersley(uint i, uint N)
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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vec4 data0 = imageLoad(positions, texelPos);
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vec4 data1 = imageLoad(normals, texelPos);
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if (data1 == vec4(0))
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return;
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vec3 origin = data0.xyz;
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vec3 normal = data1.xyz;
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vec4 emittance = vec4(0.0);
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if (PassType == 1.0)
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emittance = imageLoad(outputs, texelPos);
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const float minDistance = 0.01;
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const uint sample_count = 1024;
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float dist = distance(LightOrigin, origin);
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if (dist > minDistance && dist < LightRadius)
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{
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vec3 dir = normalize(LightOrigin - origin);
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float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
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float angleAttenuation = max(dot(normal, dir), 0.0);
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float spotAttenuation = 1.0;
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if (LightOuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, LightSpotDir);
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spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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float shadowAttenuation = 0.0;
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vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
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vec3 e1 = cross(normal, e0);
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e0 = cross(normal, e1);
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for (uint i = 0; i < sample_count; i++)
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{
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vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
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vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
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float dist2 = distance(LightOrigin, origin2);
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vec3 dir2 = normalize(LightOrigin - origin2);
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin2, minDistance, dir2, dist2, 0);
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shadowAttenuation += payload.hitAttenuation;
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}
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shadowAttenuation *= 1.0 / float(sample_count);
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attenuation *= shadowAttenuation;
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emittance.rgb += LightColor * (attenuation * LightIntensity);
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}
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}
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emittance.w += 1.0;
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imageStore(outputs, texelPos, emittance);
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}
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)glsl";
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@ -5,30 +5,119 @@ static const char* glsl_rgen_light = R"glsl(
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struct hitPayload
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{
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vec3 hitPosition;
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float hitAttenuation;
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int hitSurfaceIndex;
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};
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layout(location = 0) rayPayloadEXT hitPayload payload;
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layout(set = 0, binding = 0) uniform accelerationStructureEXT acc;
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layout(set = 0, binding = 1, rgba32f) uniform image2D positions;
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layout(set = 0, binding = 2, rgba32f) uniform image2D normals;
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layout(set = 0, binding = 1, rgba32f) uniform image2D startpositions;
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layout(set = 0, binding = 2, rgba32f) uniform image2D positions;
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layout(set = 0, binding = 3, rgba32f) uniform image2D outputs;
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layout(set = 0, binding = 4) uniform Uniforms
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{
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uint SampleIndex;
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uint SampleCount;
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uint PassType;
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uint Padding2;
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vec3 LightOrigin;
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float PassType;
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float Padding0;
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float LightRadius;
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float LightIntensity;
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float LightInnerAngleCos;
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float LightOuterAngleCos;
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vec3 LightSpotDir;
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vec3 LightDir;
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float SampleDistance;
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vec3 LightColor;
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float Padding;
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float Padding1;
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};
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struct SurfaceInfo
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{
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vec3 Normal;
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float EmissiveDistance;
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vec3 EmissiveColor;
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float EmissiveIntensity;
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float Sky;
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float Padding0, Padding1, Padding2;
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};
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layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
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vec2 Hammersley(uint i, uint N);
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float RadicalInverse_VdC(uint bits);
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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vec4 incoming = imageLoad(outputs, texelPos);
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vec4 data0 = imageLoad(positions, texelPos);
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int surfaceIndex = int(data0.w);
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if (surfaceIndex < 0 || incoming.w <= 0.0)
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return;
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const float minDistance = 0.01;
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vec3 origin = data0.xyz;
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float dist = distance(LightOrigin, origin);
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if (dist > minDistance && dist < LightRadius)
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{
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vec3 dir = normalize(LightOrigin - origin);
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SurfaceInfo surface = surfaces[surfaceIndex];
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vec3 normal = surface.Normal;
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float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
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float angleAttenuation = max(dot(normal, dir), 0.0);
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float spotAttenuation = 1.0;
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if (LightOuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, LightDir);
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spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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float shadowAttenuation = 0.0;
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if (PassType == 0)
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{
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vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
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vec3 e1 = cross(normal, e0);
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e0 = cross(normal, e1);
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for (uint i = 0; i < SampleCount; i++)
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{
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vec2 offset = (Hammersley(i, SampleCount) - 0.5) * SampleDistance;
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vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
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float dist2 = distance(LightOrigin, origin2);
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vec3 dir2 = normalize(LightOrigin - origin2);
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 1, 0, 1, origin2, minDistance, dir2, dist2, 0);
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shadowAttenuation += payload.hitAttenuation;
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}
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shadowAttenuation *= 1.0 / float(SampleCount);
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}
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else
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{
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 1, 0, 1, origin, minDistance, dir, dist, 0);
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shadowAttenuation = payload.hitAttenuation;
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}
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attenuation *= shadowAttenuation;
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incoming.rgb += LightColor * (attenuation * LightIntensity) * incoming.w;
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}
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}
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imageStore(outputs, texelPos, incoming);
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}
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float RadicalInverse_VdC(uint bits)
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{
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bits = (bits << 16u) | (bits >> 16u);
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@ -44,67 +133,4 @@ vec2 Hammersley(uint i, uint N)
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return vec2(float(i) / float(N), RadicalInverse_VdC(i));
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}
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void main()
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{
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ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
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vec4 data0 = imageLoad(positions, texelPos);
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vec4 data1 = imageLoad(normals, texelPos);
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if (data1 == vec4(0))
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return;
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vec3 origin = data0.xyz;
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vec3 normal = data1.xyz;
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vec4 emittance = vec4(0.0);
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if (PassType == 1.0)
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emittance = imageLoad(outputs, texelPos);
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const float minDistance = 0.01;
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const uint sample_count = 1024;
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float dist = distance(LightOrigin, origin);
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if (dist > minDistance && dist < LightRadius)
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{
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vec3 dir = normalize(LightOrigin - origin);
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float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
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float angleAttenuation = max(dot(normal, dir), 0.0);
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float spotAttenuation = 1.0;
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if (LightOuterAngleCos > -1.0)
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{
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float cosDir = dot(dir, LightSpotDir);
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spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
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spotAttenuation = max(spotAttenuation, 0.0);
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}
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float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
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if (attenuation > 0.0)
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{
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float shadowAttenuation = 0.0;
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vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
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vec3 e1 = cross(normal, e0);
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e0 = cross(normal, e1);
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for (uint i = 0; i < sample_count; i++)
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{
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vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
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vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
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float dist2 = distance(LightOrigin, origin2);
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vec3 dir2 = normalize(LightOrigin - origin2);
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traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 1, 0, 1, origin2, minDistance, dir2, dist2, 0);
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shadowAttenuation += payload.hitAttenuation;
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}
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shadowAttenuation *= 1.0 / float(sample_count);
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attenuation *= shadowAttenuation;
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emittance.rgb += LightColor * (attenuation * LightIntensity);
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}
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}
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emittance.w += 1.0;
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imageStore(outputs, texelPos, emittance);
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}
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)glsl";
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@ -5,30 +5,96 @@ static const char* glsl_rgen_sun = R"glsl(
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struct hitPayload
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{
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vec3 hitPosition;
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float hitAttenuation;
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int hitSurfaceIndex;
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};
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layout(location = 0) rayPayloadEXT hitPayload payload;
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||||
|
||||
layout(set = 0, binding = 0) uniform accelerationStructureEXT acc;
|
||||
layout(set = 0, binding = 1, rgba32f) uniform image2D positions;
|
||||
layout(set = 0, binding = 2, rgba32f) uniform image2D normals;
|
||||
layout(set = 0, binding = 1, rgba32f) uniform image2D startpositions;
|
||||
layout(set = 0, binding = 2, rgba32f) uniform image2D positions;
|
||||
layout(set = 0, binding = 3, rgba32f) uniform image2D outputs;
|
||||
|
||||
layout(set = 0, binding = 4) uniform Uniforms
|
||||
{
|
||||
uint SampleIndex;
|
||||
uint SampleCount;
|
||||
uint PassType;
|
||||
uint Padding2;
|
||||
vec3 LightOrigin;
|
||||
float PassType;
|
||||
float Padding0;
|
||||
float LightRadius;
|
||||
float LightIntensity;
|
||||
float LightInnerAngleCos;
|
||||
float LightOuterAngleCos;
|
||||
vec3 LightSpotDir;
|
||||
vec3 LightDir;
|
||||
float SampleDistance;
|
||||
vec3 LightColor;
|
||||
float Padding;
|
||||
float Padding1;
|
||||
};
|
||||
|
||||
struct SurfaceInfo
|
||||
{
|
||||
vec3 Normal;
|
||||
float EmissiveDistance;
|
||||
vec3 EmissiveColor;
|
||||
float EmissiveIntensity;
|
||||
float Sky;
|
||||
float Padding0, Padding1, Padding2;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
|
||||
|
||||
vec2 Hammersley(uint i, uint N);
|
||||
float RadicalInverse_VdC(uint bits);
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
|
||||
vec4 incoming = imageLoad(outputs, texelPos);
|
||||
vec4 data0 = imageLoad(positions, texelPos);
|
||||
int surfaceIndex = int(data0.w);
|
||||
if (surfaceIndex < 0 || incoming.w <= 0.0)
|
||||
return;
|
||||
|
||||
SurfaceInfo surface = surfaces[surfaceIndex];
|
||||
vec3 normal = surface.Normal;
|
||||
|
||||
vec3 origin = data0.xyz;
|
||||
origin += normal * 0.1;
|
||||
|
||||
const float minDistance = 0;
|
||||
const float dist = 32768.0;
|
||||
|
||||
float attenuation = 0.0;
|
||||
if (PassType == 0)
|
||||
{
|
||||
vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
|
||||
vec3 e1 = cross(normal, e0);
|
||||
e0 = cross(normal, e1);
|
||||
|
||||
for (uint i = 0; i < SampleCount; i++)
|
||||
{
|
||||
vec2 offset = (Hammersley(i, SampleCount) - 0.5) * SampleDistance;
|
||||
vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
|
||||
|
||||
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 2, 0, 2, origin2, minDistance, LightDir, dist, 0);
|
||||
attenuation += payload.hitAttenuation;
|
||||
}
|
||||
attenuation *= 1.0 / float(SampleCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 2, 0, 2, origin, minDistance, LightDir, dist, 0);
|
||||
attenuation = payload.hitAttenuation;
|
||||
}
|
||||
|
||||
incoming.rgb += LightColor * (attenuation * LightIntensity) * incoming.w;
|
||||
imageStore(outputs, texelPos, incoming);
|
||||
}
|
||||
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
|
@ -44,47 +110,4 @@ vec2 Hammersley(uint i, uint N)
|
|||
return vec2(float(i) / float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 texelPos = ivec2(gl_LaunchIDEXT.xy);
|
||||
vec4 data0 = imageLoad(positions, texelPos);
|
||||
vec4 data1 = imageLoad(normals, texelPos);
|
||||
if (data1 == vec4(0))
|
||||
return;
|
||||
|
||||
vec3 origin = data0.xyz;
|
||||
vec3 normal = data1.xyz;
|
||||
|
||||
vec4 emittance = vec4(0.0);
|
||||
if (PassType == 1.0)
|
||||
emittance = imageLoad(outputs, texelPos);
|
||||
|
||||
const float minDistance = 0.01;
|
||||
const uint sample_count = 1024;
|
||||
|
||||
vec3 e0 = cross(normal, abs(normal.x) < abs(normal.y) ? vec3(1.0, 0.0, 0.0) : vec3(0.0, 1.0, 0.0));
|
||||
vec3 e1 = cross(normal, e0);
|
||||
e0 = cross(normal, e1);
|
||||
|
||||
origin += normal * 0.1;
|
||||
|
||||
float attenuation = 0.0;
|
||||
for (uint i = 0; i < sample_count; i++)
|
||||
{
|
||||
vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
|
||||
vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
|
||||
|
||||
float dist2 = 32768.0;
|
||||
vec3 dir2 = LightSpotDir;
|
||||
|
||||
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 2, 0, 2, origin2, minDistance, dir2, dist2, 0);
|
||||
attenuation += payload.hitAttenuation;
|
||||
}
|
||||
attenuation *= 1.0 / float(sample_count);
|
||||
emittance.rgb += LightColor * (attenuation * LightIntensity);
|
||||
|
||||
emittance.w += 1.0;
|
||||
imageStore(outputs, texelPos, emittance);
|
||||
}
|
||||
|
||||
)glsl";
|
||||
|
|
|
@ -5,7 +5,9 @@ static const char* glsl_rmiss_bounce = R"glsl(
|
|||
|
||||
struct hitPayload
|
||||
{
|
||||
vec3 hitPosition;
|
||||
float hitAttenuation;
|
||||
int hitSurfaceIndex;
|
||||
};
|
||||
|
||||
layout(location = 0) rayPayloadInEXT hitPayload payload;
|
||||
|
|
|
@ -5,7 +5,9 @@ static const char* glsl_rmiss_light = R"glsl(
|
|||
|
||||
struct hitPayload
|
||||
{
|
||||
vec3 hitPosition;
|
||||
float hitAttenuation;
|
||||
int hitSurfaceIndex;
|
||||
};
|
||||
|
||||
layout(location = 0) rayPayloadInEXT hitPayload payload;
|
||||
|
|
|
@ -5,7 +5,9 @@ static const char* glsl_rmiss_sun = R"glsl(
|
|||
|
||||
struct hitPayload
|
||||
{
|
||||
vec3 hitPosition;
|
||||
float hitAttenuation;
|
||||
int hitSurfaceIndex;
|
||||
};
|
||||
|
||||
layout(location = 0) rayPayloadInEXT hitPayload payload;
|
||||
|
|
|
@ -76,36 +76,62 @@ void GPURaytracer::Raytrace(LevelMesh* level)
|
|||
|
||||
UploadTasks(tasks);
|
||||
|
||||
// Sunlight
|
||||
{
|
||||
Uniforms uniforms = {};
|
||||
uniforms.LightOrigin = Vec3(0.0f, 0.0f, 0.0f);
|
||||
uniforms.LightRadius = -1.0f;
|
||||
uniforms.LightIntensity = 1.0f;
|
||||
uniforms.LightInnerAngleCos = -1.0f;
|
||||
uniforms.LightOuterAngleCos = -1.0f;
|
||||
uniforms.LightSpotDir = mesh->map->GetSunDirection();
|
||||
uniforms.LightColor = mesh->map->GetSunColor();
|
||||
uniforms.PassType = 0.0f;
|
||||
uniforms.SampleDistance = (float)mesh->samples;
|
||||
RunTrace(uniforms, rgenSunRegion);
|
||||
}
|
||||
Uniforms uniforms = {};
|
||||
uniforms.SampleDistance = (float)mesh->samples;
|
||||
uniforms.SampleCount = SAMPLE_COUNT;
|
||||
|
||||
uniforms.SampleIndex = 0;
|
||||
uniforms.PassType = 0;
|
||||
RunTrace(uniforms, rgenBounceRegion);
|
||||
|
||||
uniforms.LightDir = mesh->map->GetSunDirection();
|
||||
uniforms.LightColor = mesh->map->GetSunColor();
|
||||
uniforms.LightIntensity = 1.0f;
|
||||
RunTrace(uniforms, rgenSunRegion);
|
||||
|
||||
for (ThingLight& light : mesh->map->ThingLights)
|
||||
{
|
||||
Uniforms uniforms = {};
|
||||
uniforms.LightOrigin = light.LightOrigin();
|
||||
uniforms.LightRadius = light.LightRadius();
|
||||
uniforms.LightIntensity = light.intensity;
|
||||
uniforms.LightInnerAngleCos = light.innerAngleCos;
|
||||
uniforms.LightOuterAngleCos = light.outerAngleCos;
|
||||
uniforms.LightSpotDir = light.SpotDir();
|
||||
uniforms.LightDir = light.SpotDir();
|
||||
uniforms.LightColor = light.rgb;
|
||||
uniforms.PassType = 1.0f;
|
||||
uniforms.SampleDistance = (float)mesh->samples;
|
||||
RunTrace(uniforms, rgenLightRegion);
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < uniforms.SampleCount; i++)
|
||||
{
|
||||
uniforms.PassType = 1;
|
||||
uniforms.SampleIndex = i;
|
||||
RunTrace(uniforms, rgenBounceRegion);
|
||||
|
||||
for (int bounce = 0; bounce < LightBounce; bounce++)
|
||||
{
|
||||
uniforms.LightDir = mesh->map->GetSunDirection();
|
||||
uniforms.LightColor = mesh->map->GetSunColor();
|
||||
uniforms.LightIntensity = 1.0f;
|
||||
RunTrace(uniforms, rgenSunRegion);
|
||||
|
||||
for (ThingLight& light : mesh->map->ThingLights)
|
||||
{
|
||||
uniforms.LightOrigin = light.LightOrigin();
|
||||
uniforms.LightRadius = light.LightRadius();
|
||||
uniforms.LightIntensity = light.intensity;
|
||||
uniforms.LightInnerAngleCos = light.innerAngleCos;
|
||||
uniforms.LightOuterAngleCos = light.outerAngleCos;
|
||||
uniforms.LightDir = light.SpotDir();
|
||||
uniforms.LightColor = light.rgb;
|
||||
RunTrace(uniforms, rgenLightRegion);
|
||||
}
|
||||
|
||||
uniforms.PassType = 2;
|
||||
uniforms.SampleIndex = (i + bounce) % uniforms.SampleCount;
|
||||
RunTrace(uniforms, rgenBounceRegion);
|
||||
}
|
||||
}
|
||||
|
||||
DownloadTasks(tasks);
|
||||
|
||||
if (device->renderdoc)
|
||||
|
@ -139,9 +165,8 @@ void GPURaytracer::UploadTasks(const std::vector<SurfaceTask>& tasks)
|
|||
throw std::runtime_error("Ray trace task count is too large");
|
||||
|
||||
size_t imageSize = sizeof(Vec4) * rayTraceImageSize * rayTraceImageSize;
|
||||
uint8_t* imageData = (uint8_t*)imageTransferBuffer->Map(0, imageSize * 2);
|
||||
Vec4* positions = (Vec4*)imageData;
|
||||
Vec4* normals = (Vec4*)(imageData + imageSize);
|
||||
uint8_t* imageData = (uint8_t*)imageTransferBuffer->Map(0, imageSize);
|
||||
Vec4* startPositions = (Vec4*)imageData;
|
||||
for (size_t i = 0; i < tasks.size(); i++)
|
||||
{
|
||||
const SurfaceTask& task = tasks[i];
|
||||
|
@ -150,19 +175,16 @@ void GPURaytracer::UploadTasks(const std::vector<SurfaceTask>& tasks)
|
|||
Vec3 normal = surface->plane.Normal();
|
||||
Vec3 pos = surface->lightmapOrigin + normal + surface->lightmapSteps[0] * (float)task.x + surface->lightmapSteps[1] * (float)task.y;
|
||||
|
||||
positions[i] = Vec4(pos, 1.0f);
|
||||
normals[i] = Vec4(normal, 1.0f);
|
||||
startPositions[i] = Vec4(pos, (float)task.surf);
|
||||
}
|
||||
for (size_t i = tasks.size(); i < maxTasks; i++)
|
||||
{
|
||||
positions[i] = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
normals[i] = Vec4(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
startPositions[i] = Vec4(0.0f, 0.0f, 0.0f, -1.0f);
|
||||
}
|
||||
imageTransferBuffer->Unmap();
|
||||
|
||||
PipelineBarrier barrier1;
|
||||
barrier1.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
|
||||
barrier1.addImage(normalsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
|
||||
barrier1.addImage(startPositionsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 0, VK_ACCESS_TRANSFER_WRITE_BIT);
|
||||
barrier1.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
|
||||
|
||||
VkBufferImageCopy region = {};
|
||||
|
@ -172,21 +194,12 @@ void GPURaytracer::UploadTasks(const std::vector<SurfaceTask>& tasks)
|
|||
region.imageExtent.depth = 1;
|
||||
region.imageSubresource.layerCount = 1;
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
cmdbuffer->copyBufferToImage(imageTransferBuffer->buffer, positionsImage->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
region = {};
|
||||
region.bufferOffset = imageSize;
|
||||
region.imageExtent.width = rayTraceImageSize;
|
||||
region.imageExtent.height = rayTraceImageSize;
|
||||
region.imageExtent.depth = 1;
|
||||
region.imageSubresource.layerCount = 1;
|
||||
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
cmdbuffer->copyBufferToImage(imageTransferBuffer->buffer, normalsImage->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
cmdbuffer->copyBufferToImage(imageTransferBuffer->buffer, startPositionsImage->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
|
||||
|
||||
PipelineBarrier barrier2;
|
||||
barrier2.addBuffer(uniformBuffer.get(), VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
|
||||
barrier2.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
|
||||
barrier2.addImage(normalsImage.get(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
|
||||
barrier2.addImage(startPositionsImage.get(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_GENERAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_SHADER_READ_BIT);
|
||||
barrier2.addImage(positionsImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL, 0, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
|
||||
barrier2.addImage(outputImage.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_GENERAL, 0, VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT);
|
||||
barrier2.execute(cmdbuffer.get(), VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
|
||||
}
|
||||
|
@ -303,7 +316,7 @@ void GPURaytracer::CreateVertexAndIndexBuffers()
|
|||
info.Normal = surface->plane.Normal();
|
||||
if (def)
|
||||
{
|
||||
info.EmissiveDistance = def->distance;
|
||||
info.EmissiveDistance = def->distance + def->distance;
|
||||
info.EmissiveIntensity = def->intensity;
|
||||
info.EmissiveColor = def->rgb;
|
||||
}
|
||||
|
@ -611,7 +624,7 @@ void GPURaytracer::CreatePipeline()
|
|||
setbuilder.addBinding(3, VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1, VK_SHADER_STAGE_RAYGEN_BIT_KHR);
|
||||
setbuilder.addBinding(4, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1, VK_SHADER_STAGE_RAYGEN_BIT_KHR);
|
||||
setbuilder.addBinding(5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
|
||||
setbuilder.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
|
||||
setbuilder.addBinding(6, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, 1, VK_SHADER_STAGE_RAYGEN_BIT_KHR | VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR);
|
||||
descriptorSetLayout = setbuilder.create(device.get());
|
||||
descriptorSetLayout->SetDebugName("descriptorSetLayout");
|
||||
|
||||
|
@ -750,15 +763,15 @@ void GPURaytracer::CreateDescriptorSet()
|
|||
imgbuilder1.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
|
||||
imgbuilder1.setFormat(VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
imgbuilder1.setSize(rayTraceImageSize, rayTraceImageSize);
|
||||
positionsImage = imgbuilder1.create(device.get());
|
||||
positionsImage->SetDebugName("positionsImage");
|
||||
startPositionsImage = imgbuilder1.create(device.get());
|
||||
startPositionsImage->SetDebugName("startPositionsImage");
|
||||
|
||||
ImageBuilder imgbuilder2;
|
||||
imgbuilder2.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT);
|
||||
imgbuilder2.setFormat(VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
imgbuilder2.setSize(rayTraceImageSize, rayTraceImageSize);
|
||||
normalsImage = imgbuilder2.create(device.get());
|
||||
normalsImage->SetDebugName("normalsImage");
|
||||
positionsImage = imgbuilder2.create(device.get());
|
||||
positionsImage->SetDebugName("positionsImage");
|
||||
|
||||
ImageBuilder imgbuilder3;
|
||||
imgbuilder3.setUsage(VK_IMAGE_USAGE_STORAGE_BIT | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
|
||||
|
@ -768,14 +781,14 @@ void GPURaytracer::CreateDescriptorSet()
|
|||
outputImage->SetDebugName("outputImage");
|
||||
|
||||
ImageViewBuilder viewbuilder1;
|
||||
viewbuilder1.setImage(positionsImage.get(), VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
positionsImageView = viewbuilder1.create(device.get());
|
||||
positionsImageView->SetDebugName("positionsImageView");
|
||||
viewbuilder1.setImage(startPositionsImage.get(), VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
startPositionsImageView = viewbuilder1.create(device.get());
|
||||
startPositionsImageView->SetDebugName("startPositionsImageView");
|
||||
|
||||
ImageViewBuilder viewbuilder2;
|
||||
viewbuilder2.setImage(normalsImage.get(), VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
normalsImageView = viewbuilder2.create(device.get());
|
||||
normalsImageView->SetDebugName("normalsImageView");
|
||||
viewbuilder2.setImage(positionsImage.get(), VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
positionsImageView = viewbuilder2.create(device.get());
|
||||
positionsImageView->SetDebugName("positionsImageView");
|
||||
|
||||
ImageViewBuilder viewbuilder3;
|
||||
viewbuilder3.setImage(outputImage.get(), VK_FORMAT_R32G32B32A32_SFLOAT);
|
||||
|
@ -796,8 +809,8 @@ void GPURaytracer::CreateDescriptorSet()
|
|||
|
||||
WriteDescriptors write;
|
||||
write.addAccelerationStructure(descriptorSet.get(), 0, tlAccelStruct.get());
|
||||
write.addStorageImage(descriptorSet.get(), 1, positionsImageView.get(), VK_IMAGE_LAYOUT_GENERAL);
|
||||
write.addStorageImage(descriptorSet.get(), 2, normalsImageView.get(), VK_IMAGE_LAYOUT_GENERAL);
|
||||
write.addStorageImage(descriptorSet.get(), 1, startPositionsImageView.get(), VK_IMAGE_LAYOUT_GENERAL);
|
||||
write.addStorageImage(descriptorSet.get(), 2, positionsImageView.get(), VK_IMAGE_LAYOUT_GENERAL);
|
||||
write.addStorageImage(descriptorSet.get(), 3, outputImageView.get(), VK_IMAGE_LAYOUT_GENERAL);
|
||||
write.addBuffer(descriptorSet.get(), 4, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, uniformBuffer.get());
|
||||
write.addBuffer(descriptorSet.get(), 5, VK_DESCRIPTOR_TYPE_STORAGE_BUFFER, surfaceIndexBuffer.get());
|
||||
|
@ -982,7 +995,7 @@ Vec3 GPURaytracer::TracePath(const Vec3& pos, const Vec3& dir, int sampleIndex,
|
|||
return emittance;
|
||||
|
||||
const float p = 1 / (2 * M_PI);
|
||||
Vec3 incoming = TracePath(hitpos, normal, (sampleIndex + depth + 1) % SAMPLE_COUNT, depth + 1);
|
||||
Vec3 incoming = TracePath(hitpos, L, (sampleIndex + depth + 1) % SAMPLE_COUNT, depth + 1);
|
||||
|
||||
return emittance + incoming * NdotL / p;
|
||||
}
|
||||
|
|
|
@ -8,16 +8,20 @@ class LevelMesh;
|
|||
|
||||
struct Uniforms
|
||||
{
|
||||
uint32_t SampleIndex;
|
||||
uint32_t SampleCount;
|
||||
uint32_t PassType;
|
||||
uint32_t Padding2;
|
||||
Vec3 LightOrigin;
|
||||
float PassType;
|
||||
float Padding0;
|
||||
float LightRadius;
|
||||
float LightIntensity;
|
||||
float LightInnerAngleCos;
|
||||
float LightOuterAngleCos;
|
||||
Vec3 LightSpotDir;
|
||||
Vec3 LightDir;
|
||||
float SampleDistance;
|
||||
Vec3 LightColor;
|
||||
float Padding;
|
||||
float Padding1;
|
||||
};
|
||||
|
||||
struct SurfaceInfo
|
||||
|
@ -110,8 +114,8 @@ private:
|
|||
VkStridedDeviceAddressRegionKHR hitRegion = {};
|
||||
VkStridedDeviceAddressRegionKHR callRegion = {};
|
||||
|
||||
std::unique_ptr<VulkanImage> positionsImage, normalsImage, outputImage;
|
||||
std::unique_ptr<VulkanImageView> positionsImageView, normalsImageView, outputImageView;
|
||||
std::unique_ptr<VulkanImage> startPositionsImage, positionsImage, outputImage;
|
||||
std::unique_ptr<VulkanImageView> startPositionsImageView, positionsImageView, outputImageView;
|
||||
std::unique_ptr<VulkanBuffer> imageTransferBuffer;
|
||||
|
||||
std::unique_ptr<VulkanBuffer> uniformBuffer;
|
||||
|
|
|
@ -220,7 +220,7 @@ Vec3 Raytracer::TracePath(const Vec3& pos, const Vec3& dir, int sampleIndex, int
|
|||
return emittance;
|
||||
|
||||
const float p = 1 / (2 * M_PI);
|
||||
Vec3 incoming = TracePath(hitpos, normal, (sampleIndex + depth + 1) % SAMPLE_COUNT, depth + 1);
|
||||
Vec3 incoming = TracePath(hitpos, L, (sampleIndex + depth + 1) % SAMPLE_COUNT, depth + 1);
|
||||
|
||||
return emittance + incoming * NdotL / p;
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue