186 lines
5.8 KiB
HLSL
186 lines
5.8 KiB
HLSL
/* Copyright (c) 2024, Sascha Willems
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*
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* SPDX-License-Identifier: Apache-2.0
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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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#define RENDER_DEFAULT 0
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#define RENDER_BARYCENTRIC 1
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#define RENDER_INSTANCE_ID 2
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#define RENDER_DISTANCE 3
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#define RENDER_GLOBAL_XYZ 4
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#define RENDER_SHADOW_MAP 5
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#define RENDER_AO 6
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RaytracingAccelerationStructure rs : register(t0);
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RWTexture2D<float4> image : register(u1);
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struct CameraProperties
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{
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float4x4 viewInverse;
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float4x4 projInverse;
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};
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[[vk::binding(2, 0)]]
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ConstantBuffer<CameraProperties> cam : register(b2);
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struct Payload
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{
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[[vk::location(0)]] float4 color;
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[[vk::location(1)]] float4 intersection; // {x, y, z, intersectionType}
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[[vk::location(2)]] float4 normal; // {nx, ny, nz, distance}
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};
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[[vk::constant_id(0)]] const int render_mode = 0;
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[[vk::constant_id(1)]] const int maxRays = 12;
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[shader("raygeneration")]
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void main()
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{
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uint3 LaunchID = DispatchRaysIndex();
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uint3 LaunchSize = DispatchRaysDimensions();
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter/float2(LaunchSize.xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 origin = mul(cam.viewInverse, float4(0,0,0,1));
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float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
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float4 direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0));
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float tmin = 0.001;
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float tmax = 10000.0;
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uint max_rays = maxRays;
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if (render_mode != RENDER_DEFAULT)
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{
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max_rays = 1;
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}
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uint object_type = 100;
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float4 color = float4(0, 0, 0, 0);
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// 0 = normal, 1 = shadow, 2 = AO
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uint current_mode = 0;
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float expectedDistance = -1;
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RayDesc rayDesc;
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rayDesc.TMin = tmin;
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rayDesc.TMax = tmax;
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Payload hitValue;
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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)
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{
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rayDesc.Origin = origin.xyz;
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rayDesc.Direction = direction.xyz;
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, hitValue);
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object_type = uint(hitValue.intersection.w);
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const float3 object_intersection_pt = hitValue.intersection.xyz;
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const float3 object_normal = hitValue.normal.xyz;
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if (render_mode != RENDER_DEFAULT)
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{
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color = hitValue.color;
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break;
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}
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if (object_type == 0)
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{
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float4 newColor = hitValue.color;
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//shadow
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{
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const float shadow_mult = 2;
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const float shadow_scale = 0.25;
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float3 lightPt = float3(0, -20, 0);
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float3 currentDirection = lightPt - hitValue.intersection.xyz;
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expectedDistance = sqrt(dot(currentDirection, currentDirection));
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currentDirection = normalize(currentDirection);
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rayDesc.Origin = object_intersection_pt;
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rayDesc.Direction = currentDirection;
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, hitValue);
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float r = expectedDistance;
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float actDistance = hitValue.normal.w;
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float scale = actDistance < expectedDistance ? shadow_scale : 1;
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scale = min(scale * shadow_mult, 1);
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newColor.xyz *= scale;
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current_mode = 101;
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if (render_mode == RENDER_SHADOW_MAP)
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{
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color = float4(scale, scale, scale, 1);
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break;
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}
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}
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// ambient occlusion
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{
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const float ao_mult = 1;
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uint max_ao_each = 2;
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uint max_ao = max_ao_each * max_ao_each;
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const float max_dist = 2;
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float accumulated_ao = 0.f;
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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));
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float3 v = cross(object_normal, u);
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float accumulated_factor = 0;
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for (uint j = 0; j < max_ao_each; ++j)
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{
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float phi = 0.5*(-3.14159 + 2 * 3.14159 * (float(j + 1) / float(max_ao_each + 2)));
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for (uint k = 0; k < max_ao_each; ++k){
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float theta = 0.5*(-3.14159 + 2 * 3.14159 * (float(k + 1) / float(max_ao_each + 2)));
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float x = cos(phi) * sin(theta);
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float y = sin(phi) * sin(theta);
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float z = cos(theta);
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float3 direction = x * u + y * v + z * object_normal;
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rayDesc.Origin = object_intersection_pt;
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rayDesc.Direction = direction;
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, hitValue);
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float ao = min(hitValue.normal.w, max_dist);
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float factor = 0.2 + 0.8 * z * z;
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accumulated_factor += factor;
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accumulated_ao += ao * factor;
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}
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}
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accumulated_ao /= (max_dist * accumulated_factor);
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accumulated_ao *= accumulated_ao;
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accumulated_ao = max(min((accumulated_ao) * ao_mult, 1), 0);
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if (render_mode == RENDER_AO)
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{
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color = float4(accumulated_ao, accumulated_ao, accumulated_ao, 1);
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break;
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}
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newColor.xyz *= accumulated_ao;
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const float r = max(0, 1 - color.a);
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color += r * float4(newColor.rgb, 1);
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}
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} else if (object_type == 1)
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{
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origin = float4(hitValue.intersection.xyz, 0);
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const float IOR = hitValue.color.x;
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const float max_IOR = 1.01;
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float eta = 1 / IOR;
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float c = abs(dot(object_normal, direction.xyz));
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float t = (IOR - 1) / (max_IOR - 1);
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direction = normalize((1 - t) * direction + t * (eta * direction + (eta * c - (1 - eta*eta*(1 - c*c)))));
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} else if (object_type == 2)
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{
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float4 newColor = hitValue.color;
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float r = 1 - color.a;
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color.rgb += r * newColor.rgb * newColor.a;
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color.a += 0.1 * r * newColor.a;
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origin = float4(hitValue.intersection.xyz, 0);
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}
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}
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image[int2(LaunchID.xy)] = color;
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} |