/* Copyright (c) 2021-2024 Holochip Corporation * * 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. */ #version 460 #extension GL_EXT_ray_tracing : enable #define RENDER_DEFAULT 0 #define RENDER_BARYCENTRIC 1 #define RENDER_INSTANCE_ID 2 #define RENDER_DISTANCE 3 #define RENDER_GLOBAL_XYZ 4 #define RENDER_SHADOW_MAP 5 #define RENDER_AO 6 layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS; layout(binding = 1, set = 0, rgba8) uniform image2D image; layout(binding = 2, set = 0) uniform CameraProperties { mat4 viewInverse; mat4 projInverse; } cam; struct Payload { vec4 color; vec4 intersection; // {x, y, z, intersectionType} vec4 normal; // {nx, ny, nz, distance} }; layout(location = 0) rayPayloadEXT Payload hitValue; layout (constant_id = 0) const uint render_mode = 0; layout (constant_id = 1) const uint maxRays = 12; void main() { const vec2 pixelCenter = vec2(gl_LaunchIDEXT.xy) + vec2(0.5); const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeEXT.xy); vec2 d = inUV * 2.0 - 1.0; vec4 origin = cam.viewInverse * vec4(0,0,0,1); vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ; vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0) ; float tmin = 0.001; float tmax = 10000.0; uint max_rays = maxRays; if (render_mode != RENDER_DEFAULT) { max_rays = 1; } uint object_type = 100; vec4 color = vec4(0, 0, 0, 0); // 0 = normal, 1 = shadow, 2 = AO uint current_mode = 0; float expectedDistance = -1; for (uint i = 0; i < max_rays && current_mode < 100 && color.a < 0.95 && (color.r < 0.99 || color.b < 0.99 || color.g < 0.99); ++i) { traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0); object_type = uint(hitValue.intersection.w); const vec3 object_intersection_pt = hitValue.intersection.xyz; const vec3 object_normal = hitValue.normal.xyz; if (render_mode != RENDER_DEFAULT) { color = hitValue.color; break; } if (object_type == 0) { vec4 newColor = hitValue.color; //shadow { const float shadow_mult = 2; const float shadow_scale = 0.25; vec3 lightPt = vec3(0, -20, 0); vec3 currentDirection = lightPt - hitValue.intersection.xyz; expectedDistance = sqrt(dot(currentDirection, currentDirection)); currentDirection = normalize(currentDirection); traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, object_intersection_pt, tmin, currentDirection, tmax, 0); float r = expectedDistance; float actDistance = hitValue.normal.w; float scale = actDistance < expectedDistance ? shadow_scale : 1; scale = min(scale * shadow_mult, 1); newColor.xyz *= scale; current_mode = 101; if (render_mode == RENDER_SHADOW_MAP) { color = vec4(scale, scale, scale, 1); break; } } // ambient occlusion { const float ao_mult = 1; uint max_ao_each = 2; uint max_ao = max_ao_each * max_ao_each; const float max_dist = 2; float accumulated_ao = 0.f; vec3 u = abs(dot(object_normal, vec3(0, 0, 1))) > 0.9 ? cross(object_normal, vec3(1, 0, 0)) : cross(object_normal, vec3(0, 0, 1)); vec3 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); vec3 direction = x * u + y * v + z * object_normal; traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, object_intersection_pt, tmin, direction, tmax, 0); float ao = min(hitValue.normal.w, 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); if (render_mode == RENDER_AO) { color = vec4(accumulated_ao, accumulated_ao, accumulated_ao, 1); break; } newColor.xyz *= accumulated_ao; const float r = max(0, 1 - color.a); color += r * vec4(newColor.rgb, 1); } } else if (object_type == 1) { origin = vec4(hitValue.intersection.xyz, 0); const float IOR = hitValue.color.x; const float max_IOR = 1.01; float eta = 1 / IOR; float c = abs(dot(object_normal, direction.xyz)); float t = (IOR - 1) / (max_IOR - 1); direction = normalize((1 - t) * direction + t * (eta * direction + (eta * c - (1 - eta*eta*(1 - c*c))))); } else if (object_type == 2) { vec4 newColor = hitValue.color; float r = 1 - color.a; color.rgb += r * newColor.rgb * newColor.a; color.a += 0.1 * r * newColor.a; origin = vec4(hitValue.intersection.xyz, 0); } } imageStore(image, ivec2(gl_LaunchIDEXT.xy), color); }