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Vulkan-Samples/shaders/ray_tracing_extended/hlsl/raygen.rgen.hlsl
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2025-09-04 10:54:47 +08:00

186 lines
5.8 KiB
HLSL

/* 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.
*/
#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
RaytracingAccelerationStructure rs : register(t0);
RWTexture2D<float4> image : register(u1);
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
[[vk::binding(2, 0)]]
ConstantBuffer<CameraProperties> cam : register(b2);
struct Payload
{
[[vk::location(0)]] float4 color;
[[vk::location(1)]] float4 intersection; // {x, y, z, intersectionType}
[[vk::location(2)]] float4 normal; // {nx, ny, nz, distance}
};
[[vk::constant_id(0)]] const int render_mode = 0;
[[vk::constant_id(1)]] const int maxRays = 12;
[shader("raygeneration")]
void main()
{
uint3 LaunchID = DispatchRaysIndex();
uint3 LaunchSize = DispatchRaysDimensions();
const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
const float2 inUV = pixelCenter/float2(LaunchSize.xy);
float2 d = inUV * 2.0 - 1.0;
float4 origin = mul(cam.viewInverse, float4(0,0,0,1));
float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
float4 direction = mul(cam.viewInverse, float4(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;
float4 color = float4(0, 0, 0, 0);
// 0 = normal, 1 = shadow, 2 = AO
uint current_mode = 0;
float expectedDistance = -1;
RayDesc rayDesc;
rayDesc.TMin = tmin;
rayDesc.TMax = tmax;
Payload hitValue;
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)
{
rayDesc.Origin = origin.xyz;
rayDesc.Direction = direction.xyz;
TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, hitValue);
object_type = uint(hitValue.intersection.w);
const float3 object_intersection_pt = hitValue.intersection.xyz;
const float3 object_normal = hitValue.normal.xyz;
if (render_mode != RENDER_DEFAULT)
{
color = hitValue.color;
break;
}
if (object_type == 0)
{
float4 newColor = hitValue.color;
//shadow
{
const float shadow_mult = 2;
const float shadow_scale = 0.25;
float3 lightPt = float3(0, -20, 0);
float3 currentDirection = lightPt - hitValue.intersection.xyz;
expectedDistance = sqrt(dot(currentDirection, currentDirection));
currentDirection = normalize(currentDirection);
rayDesc.Origin = object_intersection_pt;
rayDesc.Direction = currentDirection;
TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, hitValue);
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 = float4(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;
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.Origin = object_intersection_pt;
rayDesc.Direction = direction;
TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, hitValue);
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 = float4(accumulated_ao, accumulated_ao, accumulated_ao, 1);
break;
}
newColor.xyz *= accumulated_ao;
const float r = max(0, 1 - color.a);
color += r * float4(newColor.rgb, 1);
}
} else if (object_type == 1)
{
origin = float4(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)
{
float4 newColor = hitValue.color;
float r = 1 - color.a;
color.rgb += r * newColor.rgb * newColor.a;
color.a += 0.1 * r * newColor.a;
origin = float4(hitValue.intersection.xyz, 0);
}
}
image[int2(LaunchID.xy)] = color;
}