/* Copyright (c) 2024, Sascha Willems * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ [[vk::binding(0, 0)]] RaytracingAccelerationStructure topLevelAS : register(t0); struct GlobalUniform { float4x4 view; float4x4 proj; float4 camera_position; float4 light_position; }; [[vk::binding(1, 0)]] ConstantBuffer global_uniform : register(b1); struct VSOutput { float4 Pos : SV_POSITION; [[vk::location(0)]] float4 O_Pos : TEXCOORD0; [[vk::location(1)]] float3 O_Normal : NORMAL0; [[vk::location(2)]] float4 Scene_pos : TEXCOORD1; // scene with respect to BVH coordinates }; /** Calculate ambient occlusion */ float calculate_ambient_occlusion(float3 object_point, float3 object_normal) { const float ao_mult = 1; uint max_ao_each = 3; uint max_ao = max_ao_each * max_ao_each; const float max_dist = 2; const float tmin = 0.01, tmax = max_dist; float accumulated_ao = 0.f; float3 u = abs(dot(object_normal, float3(0, 0, 1))) > 0.9 ? cross(object_normal, float3(1, 0, 0)) : cross(object_normal, float3(0, 0, 1)); float3 v = cross(object_normal, u); float accumulated_factor = 0; for (uint j = 0; j < max_ao_each; ++j) { float phi = 0.5*(-3.14159 + 2 * 3.14159 * (float(j + 1) / float(max_ao_each + 2))); for (uint k = 0; k < max_ao_each; ++k){ float theta = 0.5*(-3.14159 + 2 * 3.14159 * (float(k + 1) / float(max_ao_each + 2))); float x = cos(phi) * sin(theta); float y = sin(phi) * sin(theta); float z = cos(theta); float3 direction = x * u + y * v + z * object_normal; RayDesc ray; ray.TMin = tmin; ray.TMax = tmax; ray.Origin = object_point; ray.Direction = direction.xyz; RayQuery query; query.TraceRayInline(topLevelAS, 0, 0xFF, ray); query.Proceed(); float dist = max_dist; if (query.CommittedStatus() == COMMITTED_TRIANGLE_HIT) { dist = query.CommittedRayT(); } float ao = min(dist, max_dist); float factor = 0.2 + 0.8 * z * z; accumulated_factor += factor; accumulated_ao += ao * factor; } } accumulated_ao /= (max_dist * accumulated_factor); accumulated_ao *= accumulated_ao; accumulated_ao = max(min((accumulated_ao) * ao_mult, 1), 0); return accumulated_ao; } /** Apply ray tracing to determine whether the point intersects light */ bool intersects_light(float3 light_origin, float3 pos) { const float tmin = 0.01, tmax = 1.0; const float3 direction = light_origin - pos; RayQuery query; RayDesc ray; ray.TMin = tmin; ray.TMax = tmax; ray.Origin = pos; ray.Direction = direction.xyz; // The following runs the actual ray query // For performance, use gl_RayFlagsTerminateOnFirstHitEXT, since we only need to know // whether an intersection exists, and not necessarily any particular intersection query.TraceRayInline(topLevelAS, 0, 0xFF, ray); // The following is the canonical way of using ray Queries from the fragment shader when // there's more than one bounce or hit to traverse: // while (rayQueryProceedEXT(query)) { } // This sample has set flags to gl_RayFlagsTerminateOnFirstHitEXT which means that there // will never be a bounce and no need for an expensive while loop. (i.e. we only need to call it once). query.Proceed(); if (query.CommittedStatus() == COMMITTED_TRIANGLE_HIT) { // e.g. to get distance: // const float dist = rayQueryGetIntersectionTEXT(query, false); return true; } return false; } float4 main(VSOutput input) : SV_TARGET0 { // this is where we apply the shadow const float ao = calculate_ambient_occlusion(input.Scene_pos.xyz, input.O_Normal); const float4 lighting = intersects_light(global_uniform.light_position.xyz, input.Scene_pos.xyz) ? float4(0.2, 0.2, 0.2, 1.0) : float4(1.0, 1.0, 1.0, 1.0); return lighting * float4(ao * float3(1, 1, 1), 1); }