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https://github.com/ZDoom/ZDRay.git
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Move glsl shader code to files
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parent
973a5b28b7
commit
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6 changed files with 172 additions and 168 deletions
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@ -172,6 +172,9 @@ set( SOURCES
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src/lightmap/stacktrace.h
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src/lightmap/gpuraytracer.cpp
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src/lightmap/gpuraytracer.h
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src/lightmap/glsl_closesthit.h
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src/lightmap/glsl_miss.h
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src/lightmap/glsl_raygen.h
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src/math/angle.cpp
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src/math/bounds.cpp
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src/math/mathlib.cpp
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18
src/lightmap/glsl_closesthit.h
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src/lightmap/glsl_closesthit.h
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@ -0,0 +1,18 @@
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static const char* glsl_closesthit = R"glsl(
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#version 460
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#extension GL_EXT_ray_tracing : require
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struct hitPayload
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{
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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void main()
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{
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payload.hitAttenuation = 0.0;
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}
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)glsl";
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src/lightmap/glsl_miss.h
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src/lightmap/glsl_miss.h
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@ -0,0 +1,18 @@
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static const char* glsl_miss = R"glsl(
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#version 460
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#extension GL_EXT_ray_tracing : require
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struct hitPayload
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{
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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void main()
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{
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payload.hitAttenuation = 1.0;
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}
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)glsl";
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109
src/lightmap/glsl_raygen.h
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109
src/lightmap/glsl_raygen.h
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@ -0,0 +1,109 @@
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static const char* glsl_raygen = R"glsl(
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#version 460
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#extension GL_EXT_ray_tracing : require
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struct hitPayload
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{
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float hitAttenuation;
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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 = 3, rgba32f) uniform image2D outputs;
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layout(set = 0, binding = 4) uniform Uniforms
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{
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vec3 LightOrigin;
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float PassType;
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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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float SampleDistance;
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vec3 LightColor;
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float Padding;
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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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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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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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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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const uint sample_count = 1024;
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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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@ -15,6 +15,9 @@
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#include <algorithm>
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#include <zlib.h>
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#include "renderdoc_app.h"
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#include "glsl_raygen.h"
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#include "glsl_miss.h"
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#include "glsl_closesthit.h"
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extern int Multisample;
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extern int LightBounce;
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@ -198,7 +201,7 @@ void GPURaytracer::Raytrace(LevelMesh* level)
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uniforms.LightSpotDir = light.SpotDir();
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uniforms.LightColor = light.rgb;
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uniforms.PassType = firstPass ? 0.0f : 1.0f;
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uniforms.SampleDistance = mesh->samples;
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uniforms.SampleDistance = (float)mesh->samples;
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firstPass = false;
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auto data = uniformTransferBuffer->Map(0, sizeof(Uniforms));
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@ -673,175 +676,20 @@ void GPURaytracer::CreateTopLevelAccelerationStructure()
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void GPURaytracer::CreateShaders()
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{
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static bool firstCall = true;
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if (firstCall)
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{
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ShaderBuilder::init();
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firstCall = false;
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}
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ShaderBuilder builder1;
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builder1.setRayGenShader(glsl_raygen);
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shaderRayGen = builder1.create(device.get());
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shaderRayGen->SetDebugName("shaderRayGen");
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{
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std::string code = R"(
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#version 460
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#extension GL_EXT_ray_tracing : require
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ShaderBuilder builder2;
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builder2.setMissShader(glsl_miss);
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shaderMiss = builder2.create(device.get());
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shaderMiss->SetDebugName("shaderMiss");
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struct hitPayload
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{
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float hitAttenuation;
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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 = 3, rgba32f) uniform image2D outputs;
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layout(set = 0, binding = 4) uniform Uniforms
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{
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vec3 LightOrigin;
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float PassType;
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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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float SampleDistance;
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vec3 LightColor;
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float Padding;
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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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bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
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bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
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bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
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bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
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return float(bits) * 2.3283064365386963e-10f; // / 0x100000000
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}
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vec2 Hammersley(uint i, uint N)
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{
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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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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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const uint sample_count = 1024;
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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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)";
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ShaderBuilder builder;
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builder.setRayGenShader(code);
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shaderRayGen = builder.create(device.get());
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shaderRayGen->SetDebugName("shaderRayGen");
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}
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{
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std::string code = R"(
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#version 460
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#extension GL_EXT_ray_tracing : require
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struct hitPayload
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{
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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void main()
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{
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payload.hitAttenuation = 1.0;
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}
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)";
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ShaderBuilder builder;
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builder.setMissShader(code);
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shaderMiss = builder.create(device.get());
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shaderMiss->SetDebugName("shaderMiss");
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}
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{
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std::string code = R"(
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#version 460
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#extension GL_EXT_ray_tracing : require
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struct hitPayload
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{
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float hitAttenuation;
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};
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layout(location = 0) rayPayloadInEXT hitPayload payload;
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void main()
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{
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payload.hitAttenuation = 0.0;
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}
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)";
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ShaderBuilder builder;
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builder.setClosestHitShader(code);
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shaderClosestHit = builder.create(device.get());
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shaderClosestHit->SetDebugName("shaderClosestHit");
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}
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ShaderBuilder builder;
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builder.setClosestHitShader(glsl_closesthit);
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shaderClosestHit = builder.create(device.get());
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shaderClosestHit->SetDebugName("shaderClosestHit");
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}
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void GPURaytracer::CreatePipeline()
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@ -121,6 +121,14 @@ void ShaderBuilder::deinit()
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ShaderBuilder::ShaderBuilder()
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{
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class InitShaderLib
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{
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public:
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InitShaderLib() { ShaderBuilder::init(); }
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~InitShaderLib() { ShaderBuilder::deinit(); }
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};
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static InitShaderLib init;
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}
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void ShaderBuilder::setVertexShader(const std::string &c) { code = c; stage = EShLanguage::EShLangVertex; }
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