167 lines
5.4 KiB
GLSL
167 lines
5.4 KiB
GLSL
/*
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* Copyright (c) 2021, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_scalar_block_layout : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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#extension GL_EXT_buffer_reference2 : require
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struct hitPayload
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{
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vec3 radiance;
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vec3 attenuation;
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int done;
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vec3 rayOrigin;
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vec3 rayDir;
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};
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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hitAttributeEXT vec3 attribs;
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struct WaveFrontMaterial
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{
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vec3 diffuse;
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vec3 specular;
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float shininess;
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};
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struct Vertex
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{
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vec3 pos;
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vec3 nrm;
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};
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struct ObjBuffers
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{
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uint64_t vertices;
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uint64_t indices;
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uint64_t materials;
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uint64_t materialIndices;
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};
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// clang-format off
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layout(buffer_reference, scalar) buffer Vertices {Vertex v[]; }; // Positions of an object
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layout(buffer_reference, scalar) buffer Indices {uvec3 i[]; }; // Triangle indices
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layout(buffer_reference, scalar) buffer Materials {WaveFrontMaterial m[]; }; // Array of all materials on an object
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layout(buffer_reference, scalar) buffer MatIndices {int i[]; }; // Material ID for each triangle
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layout(set = 0, binding = 0) uniform accelerationStructureEXT topLevelAS;
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layout(set = 0, binding = 3) buffer _scene_desc { ObjBuffers i[]; } scene_desc;
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// clang-format on
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vec3 computeSpecular(WaveFrontMaterial mat, vec3 V, vec3 L, vec3 N)
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{
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const float kPi = 3.14159265;
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const float kShininess = max(mat.shininess, 4.0);
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// Specular
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const float kEnergyConservation = (2.0 + kShininess) / (2.0 * kPi);
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V = normalize(-V);
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vec3 R = reflect(-L, N);
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float specular = kEnergyConservation * pow(max(dot(V, R), 0.0), kShininess);
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return vec3(mat.specular * specular);
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}
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void main()
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{
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// When contructing the TLAS, we stored the model id in InstanceCustomIndexEXT, so the
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// the instance can quickly have access to the data
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// Object data
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ObjBuffers objResource = scene_desc.i[gl_InstanceCustomIndexEXT];
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MatIndices matIndices = MatIndices(objResource.materialIndices);
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Materials materials = Materials(objResource.materials);
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Indices indices = Indices(objResource.indices);
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Vertices vertices = Vertices(objResource.vertices);
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// Retrieve the material used on this triangle 'PrimitiveID'
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int mat_idx = matIndices.i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials.m[mat_idx]; // Material for this triangle
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// Indices of the triangle
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uvec3 ind = indices.i[gl_PrimitiveID];
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// Vertex of the triangle
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Vertex v0 = vertices.v[ind.x];
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Vertex v1 = vertices.v[ind.y];
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Vertex v2 = vertices.v[ind.z];
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// Barycentric coordinates of the triangle
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const vec3 barycentrics = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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// Computing the normal at hit position
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vec3 N = v0.nrm.xyz * barycentrics.x + v1.nrm.xyz * barycentrics.y + v2.nrm.xyz * barycentrics.z;
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N = normalize(vec3(N.xyz * gl_WorldToObjectEXT)); // Transforming the normal to world space
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// Computing the coordinates of the hit position
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vec3 P = v0.pos.xyz * barycentrics.x + v1.pos.xyz * barycentrics.y + v2.pos.xyz * barycentrics.z;
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P = vec3(gl_ObjectToWorldEXT * vec4(P, 1.0)); // Transforming the position to world space
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// Hardocded (to) light direction
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vec3 L = normalize(vec3(1, 1, 1));
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float NdotL = dot(N, L);
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// Fake Lambertian to avoid black
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vec3 diffuse = mat.diffuse * max(NdotL, 0.3);
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vec3 specular = vec3(0);
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// Tracing shadow ray only if the light is visible from the surface
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if (NdotL > 0)
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{
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float tMin = 0.001;
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float tMax = 1e32; // infinite
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vec3 origin = P;
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vec3 rayDir = L;
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uint flags = gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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0, // sbtRecordOffset
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0, // sbtRecordStride
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1, // missIndex
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origin, // ray origin
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tMin, // ray min range
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rayDir, // ray direction
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tMax, // ray max range
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1 // payload (location = 1)
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);
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if (isShadowed)
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diffuse *= 0.3;
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else
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// Add specular only if not in shadow
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specular = computeSpecular(mat, gl_WorldRayDirectionEXT, L, N);
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}
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prd.radiance = (diffuse + specular) * (1 - mat.shininess) * prd.attenuation;
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// Reflect
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vec3 rayDir = reflect(gl_WorldRayDirectionEXT, N);
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prd.attenuation *= vec3(mat.shininess);
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prd.rayOrigin = P;
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prd.rayDir = rayDir;
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}
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