Move glsl shader code to files

This commit is contained in:
Magnus Norddahl 2021-11-05 18:23:31 +01:00
parent 973a5b28b7
commit 75798fae9b
6 changed files with 172 additions and 168 deletions

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@ -172,6 +172,9 @@ set( SOURCES
src/lightmap/stacktrace.h
src/lightmap/gpuraytracer.cpp
src/lightmap/gpuraytracer.h
src/lightmap/glsl_closesthit.h
src/lightmap/glsl_miss.h
src/lightmap/glsl_raygen.h
src/math/angle.cpp
src/math/bounds.cpp
src/math/mathlib.cpp

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@ -0,0 +1,18 @@
static const char* glsl_closesthit = R"glsl(
#version 460
#extension GL_EXT_ray_tracing : require
struct hitPayload
{
float hitAttenuation;
};
layout(location = 0) rayPayloadInEXT hitPayload payload;
void main()
{
payload.hitAttenuation = 0.0;
}
)glsl";

18
src/lightmap/glsl_miss.h Normal file
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@ -0,0 +1,18 @@
static const char* glsl_miss = R"glsl(
#version 460
#extension GL_EXT_ray_tracing : require
struct hitPayload
{
float hitAttenuation;
};
layout(location = 0) rayPayloadInEXT hitPayload payload;
void main()
{
payload.hitAttenuation = 1.0;
}
)glsl";

109
src/lightmap/glsl_raygen.h Normal file
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@ -0,0 +1,109 @@
static const char* glsl_raygen = R"glsl(
#version 460
#extension GL_EXT_ray_tracing : require
struct hitPayload
{
float hitAttenuation;
};
layout(location = 0) rayPayloadEXT hitPayload payload;
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 = 3, rgba32f) uniform image2D outputs;
layout(set = 0, binding = 4) uniform Uniforms
{
vec3 LightOrigin;
float PassType;
float LightRadius;
float LightIntensity;
float LightInnerAngleCos;
float LightOuterAngleCos;
vec3 LightSpotDir;
float SampleDistance;
vec3 LightColor;
float Padding;
};
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
}
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;
float dist = distance(LightOrigin, origin);
if (dist > minDistance && dist < LightRadius)
{
vec3 dir = normalize(LightOrigin - origin);
float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
float angleAttenuation = max(dot(normal, dir), 0.0);
float spotAttenuation = 1.0;
if (LightOuterAngleCos > -1.0)
{
float cosDir = dot(dir, LightSpotDir);
spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
spotAttenuation = max(spotAttenuation, 0.0);
}
float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
if (attenuation > 0.0)
{
const uint sample_count = 1024;
float shadowAttenuation = 0.0;
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 < sample_count; i++)
{
vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
float dist2 = distance(LightOrigin, origin2);
vec3 dir2 = normalize(LightOrigin - origin2);
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin2, minDistance, dir2, dist2, 0);
shadowAttenuation += payload.hitAttenuation;
}
shadowAttenuation *= 1.0 / float(sample_count);
attenuation *= shadowAttenuation;
emittance.rgb += LightColor * (attenuation * LightIntensity);
}
}
emittance.w += 1.0;
imageStore(outputs, texelPos, emittance);
}
)glsl";

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@ -15,6 +15,9 @@
#include <algorithm>
#include <zlib.h>
#include "renderdoc_app.h"
#include "glsl_raygen.h"
#include "glsl_miss.h"
#include "glsl_closesthit.h"
extern int Multisample;
extern int LightBounce;
@ -198,7 +201,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
uniforms.LightSpotDir = light.SpotDir();
uniforms.LightColor = light.rgb;
uniforms.PassType = firstPass ? 0.0f : 1.0f;
uniforms.SampleDistance = mesh->samples;
uniforms.SampleDistance = (float)mesh->samples;
firstPass = false;
auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
@ -673,175 +676,20 @@ void GPURaytracer::CreateTopLevelAccelerationStructure()
void GPURaytracer::CreateShaders()
{
static bool firstCall = true;
if (firstCall)
{
ShaderBuilder::init();
firstCall = false;
}
ShaderBuilder builder1;
builder1.setRayGenShader(glsl_raygen);
shaderRayGen = builder1.create(device.get());
shaderRayGen->SetDebugName("shaderRayGen");
{
std::string code = R"(
#version 460
#extension GL_EXT_ray_tracing : require
ShaderBuilder builder2;
builder2.setMissShader(glsl_miss);
shaderMiss = builder2.create(device.get());
shaderMiss->SetDebugName("shaderMiss");
struct hitPayload
{
float hitAttenuation;
};
layout(location = 0) rayPayloadEXT hitPayload payload;
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 = 3, rgba32f) uniform image2D outputs;
layout(set = 0, binding = 4) uniform Uniforms
{
vec3 LightOrigin;
float PassType;
float LightRadius;
float LightIntensity;
float LightInnerAngleCos;
float LightOuterAngleCos;
vec3 LightSpotDir;
float SampleDistance;
vec3 LightColor;
float Padding;
};
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
}
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;
float dist = distance(LightOrigin, origin);
if (dist > minDistance && dist < LightRadius)
{
vec3 dir = normalize(LightOrigin - origin);
float distAttenuation = max(1.0 - (dist / LightRadius), 0.0);
float angleAttenuation = max(dot(normal, dir), 0.0);
float spotAttenuation = 1.0;
if (LightOuterAngleCos > -1.0)
{
float cosDir = dot(dir, LightSpotDir);
spotAttenuation = smoothstep(LightOuterAngleCos, LightInnerAngleCos, cosDir);
spotAttenuation = max(spotAttenuation, 0.0);
}
float attenuation = distAttenuation * angleAttenuation * spotAttenuation;
if (attenuation > 0.0)
{
const uint sample_count = 1024;
float shadowAttenuation = 0.0;
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 < sample_count; i++)
{
vec2 offset = (Hammersley(i, sample_count) - 0.5) * SampleDistance;
vec3 origin2 = origin + offset.x * e0 + offset.y * e1;
float dist2 = distance(LightOrigin, origin2);
vec3 dir2 = normalize(LightOrigin - origin2);
traceRayEXT(acc, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin2, minDistance, dir2, dist2, 0);
shadowAttenuation += payload.hitAttenuation;
}
shadowAttenuation *= 1.0 / float(sample_count);
attenuation *= shadowAttenuation;
emittance.rgb += LightColor * (attenuation * LightIntensity);
}
}
emittance.w += 1.0;
imageStore(outputs, texelPos, emittance);
}
)";
ShaderBuilder builder;
builder.setRayGenShader(code);
shaderRayGen = builder.create(device.get());
shaderRayGen->SetDebugName("shaderRayGen");
}
{
std::string code = R"(
#version 460
#extension GL_EXT_ray_tracing : require
struct hitPayload
{
float hitAttenuation;
};
layout(location = 0) rayPayloadInEXT hitPayload payload;
void main()
{
payload.hitAttenuation = 1.0;
}
)";
ShaderBuilder builder;
builder.setMissShader(code);
shaderMiss = builder.create(device.get());
shaderMiss->SetDebugName("shaderMiss");
}
{
std::string code = R"(
#version 460
#extension GL_EXT_ray_tracing : require
struct hitPayload
{
float hitAttenuation;
};
layout(location = 0) rayPayloadInEXT hitPayload payload;
void main()
{
payload.hitAttenuation = 0.0;
}
)";
ShaderBuilder builder;
builder.setClosestHitShader(code);
shaderClosestHit = builder.create(device.get());
shaderClosestHit->SetDebugName("shaderClosestHit");
}
ShaderBuilder builder;
builder.setClosestHitShader(glsl_closesthit);
shaderClosestHit = builder.create(device.get());
shaderClosestHit->SetDebugName("shaderClosestHit");
}
void GPURaytracer::CreatePipeline()

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@ -121,6 +121,14 @@ void ShaderBuilder::deinit()
ShaderBuilder::ShaderBuilder()
{
class InitShaderLib
{
public:
InitShaderLib() { ShaderBuilder::init(); }
~InitShaderLib() { ShaderBuilder::deinit(); }
};
static InitShaderLib init;
}
void ShaderBuilder::setVertexShader(const std::string &c) { code = c; stage = EShLanguage::EShLangVertex; }