engine/bin/data/shaders/raytrace/shader.ray-gen.glsl

554 lines
20 KiB
GLSL

#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_ARB_shader_clock : enable
#pragma shader_stage(raygen)
layout (constant_id = 0) const uint PASSES = 2;
layout (constant_id = 1) const uint TEXTURES = 512;
layout (constant_id = 2) const uint CUBEMAPS = 8;
layout (constant_id = 3) const uint CASCADES = 1;
#define COMPUTE 1
#define PBR 1
#define VXGI 0
#define RAYTRACE 1
#define BUFFER_REFERENCE 1
#define FOG 1
#define BLOOM 0
#define WHITENOISE 0
#define MAX_TEXTURES TEXTURES
#define TONE_MAP 1
#define GAMMA_CORRECT 1
#include "../common/macros.h"
#include "../common/structs.h"
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
layout (binding = 0) uniform accelerationStructureEXT tlas;
layout (binding = 1, rgba8) uniform volatile coherent image2D outImage;
layout (binding = 2) uniform UBO {
EyeMatrices eyes[2];
Settings settings;
} ubo;
layout (std140, binding = 3) readonly buffer Instances {
Instance instances[];
};
layout (std140, binding = 4) readonly buffer InstanceAddresseses {
InstanceAddresses instanceAddresses[];
};
layout (std140, binding = 5) readonly buffer Materials {
Material materials[];
};
layout (std140, binding = 6) readonly buffer Textures {
Texture textures[];
};
layout (std140, binding = 7) readonly buffer Lights {
Light lights[];
};
layout (binding = 8) uniform sampler2D samplerTextures[TEXTURES];
layout (binding = 9) uniform samplerCube samplerCubemaps[CUBEMAPS];
layout (binding = 10) uniform sampler3D samplerNoise;
#if VXGI
layout (binding = 11) uniform usampler3D voxelId[CASCADES];
layout (binding = 12) uniform sampler3D voxelNormal[CASCADES];
layout (binding = 13) uniform sampler3D voxelRadiance[CASCADES];
#endif
layout (location = 0) rayPayloadEXT RayTracePayload payload;
layout(buffer_reference, scalar) buffer Vertices { Vertex v[]; };
layout(buffer_reference, scalar) buffer Indices { uvec3 i[]; };
layout(buffer_reference, scalar) buffer Indirects { DrawCommand dc[]; };
layout(buffer_reference, scalar) buffer VPos { vec3 v[]; };
layout(buffer_reference, scalar) buffer VUv { vec2 v[]; };
layout(buffer_reference, scalar) buffer VColor { uint v[]; };
layout(buffer_reference, scalar) buffer VSt { vec2 v[]; };
layout(buffer_reference, scalar) buffer VNormal { vec3 v[]; };
layout(buffer_reference, scalar) buffer VTangent { vec3 v[]; };
layout(buffer_reference, scalar) buffer VID { uint v[]; };
#include "../common/functions.h"
#include "../common/light.h"
#include "../common/fog.h"
#if VXGI
#include "../common/vxgi.h"
#endif
Triangle parsePayload( RayTracePayload payload ) {
Triangle triangle;
triangle.instanceID = payload.instanceID;
if ( !payload.hit ) return triangle;
const vec3 bary = vec3(
1.0 - payload.attributes.x - payload.attributes.y,
payload.attributes.x,
payload.attributes.y
);
const InstanceAddresses instanceAddresses = instanceAddresses[triangle.instanceID];
if ( !(0 < instanceAddresses.index) ) return triangle;
const DrawCommand drawCommand = Indirects(nonuniformEXT(instanceAddresses.indirect)).dc[instanceAddresses.drawID];
const uint triangleID = payload.primitiveID + (drawCommand.indexID / 3);
Vertex points[3];
uvec3 indices = Indices(nonuniformEXT(instanceAddresses.index)).i[triangleID];
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/indices[_] += drawCommand.vertexID;
if ( 0 < instanceAddresses.vertex ) {
Vertices vertices = Vertices(nonuniformEXT(instanceAddresses.vertex));
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/points[_] = vertices.v[/*triangle.*/indices[_]];
} else {
if ( 0 < instanceAddresses.position ) {
VPos buf = VPos(nonuniformEXT(instanceAddresses.position));
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/points[_].position = buf.v[/*triangle.*/indices[_]];
}
if ( 0 < instanceAddresses.uv ) {
VUv buf = VUv(nonuniformEXT(instanceAddresses.uv));
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/points[_].uv = buf.v[/*triangle.*/indices[_]];
}
if ( 0 < instanceAddresses.st ) {
VSt buf = VSt(nonuniformEXT(instanceAddresses.st));
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/points[_].st = buf.v[/*triangle.*/indices[_]];
}
if ( 0 < instanceAddresses.normal ) {
VNormal buf = VNormal(nonuniformEXT(instanceAddresses.normal));
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/points[_].normal = buf.v[/*triangle.*/indices[_]];
}
if ( 0 < instanceAddresses.tangent ) {
VTangent buf = VTangent(nonuniformEXT(instanceAddresses.tangent));
for ( uint _ = 0; _ < 3; ++_ ) /*triangle.*/points[_].tangent = buf.v[/*triangle.*/indices[_]];
}
}
triangle.point.position = /*triangle.*/points[0].position * bary[0] + /*triangle.*/points[1].position * bary[1] + /*triangle.*/points[2].position * bary[2];
triangle.point.uv = /*triangle.*/points[0].uv * bary[0] + /*triangle.*/points[1].uv * bary[1] + /*triangle.*/points[2].uv * bary[2];
triangle.point.st = /*triangle.*/points[0].st * bary[0] + /*triangle.*/points[1].st * bary[1] + /*triangle.*/points[2].st * bary[2];
triangle.point.normal = /*triangle.*/points[0].normal * bary[0] + /*triangle.*/points[1].normal * bary[1] + /*triangle.*/points[2].normal * bary[2];
triangle.point.tangent = /*triangle.*/points[0].tangent * bary[0] + /*triangle.*/points[1].tangent * bary[1] + /*triangle.*/points[2].tangent * bary[2];
triangle.geomNormal = normalize(cross(points[1].position - points[0].position, points[2].position - points[0].position));
return triangle;
}
void trace( Ray ray, float tMin, float tMax ) {
uint rayFlags = gl_RayFlagsOpaqueEXT;
uint cullMask = 0xFF;
payload.hit = false;
surface.position.eye.z = tMax;
traceRayEXT(tlas, rayFlags, cullMask, 0, 0, 0, ray.origin, tMin, ray.direction, tMax, 0);
}
void trace( Ray ray, float tMin ) {
uint rayFlags = gl_RayFlagsOpaqueEXT;
uint cullMask = 0xFF;
float tMax = ubo.settings.rt.defaultRayBounds.y;
payload.hit = false;
surface.position.eye.z = tMax;
traceRayEXT(tlas, rayFlags, cullMask, 0, 0, 0, ray.origin, tMin, ray.direction, tMax, 0);
}
void trace( Ray ray ) {
trace( ray, ubo.settings.rt.defaultRayBounds.x, ubo.settings.rt.defaultRayBounds.y );
}
float shadowFactor( const Light light, float def ) {
Ray ray;
ray.origin = surface.position.world;
ray.direction = light.position - ray.origin;
float tMin = ubo.settings.rt.defaultRayBounds.x;
float tMax = length(ray.direction) - 0.0001;
ray.direction = normalize(ray.direction);
uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT;
uint cullMask = 0xFF;
payload.hit = true;
traceRayEXT(tlas, rayFlags, cullMask, 0, 0, 0, ray.origin, tMin, ray.direction, tMax, 0);
return payload.hit ? 0.0 : 1.0;
}
void setupSurface( RayTracePayload payload ) {
const Triangle triangle = parsePayload( payload );
const Instance instance = instances[triangle.instanceID];
surface.instance = instance;
surface.fragment = vec4(0);
surface.light = vec4(0);
// bind position
{
surface.position.world = vec3( instance.model * vec4(triangle.point.position, 1.0 ) );
surface.position.eye = vec3( ubo.eyes[surface.pass].view * vec4(surface.position.world, 1.0) );
}
// bind normals
{
surface.normal.world = normalize(vec3( instance.model * vec4(triangle.point.normal, 0.0 ) ));
// surface.normal.world = faceforward( surface.normal.world, surface.ray.direction, surface.normal.world );
// surface.normal.eye = normalize(vec3( ubo.eyes[surface.pass].view * vec4(surface.normal.world, 0.0) ));
// surface.tbn[0] = normalize(vec3( instance.model * vec4(triangle.tbn[0], 0.0 ) ));
// surface.tbn[1] = normalize(vec3( instance.model * vec4(triangle.tbn[1], 0.0 ) ));
// surface.tbn[2] = surface.normal.world;
vec3 tangent = normalize(vec3( instance.model * vec4(triangle.point.tangent, 0.0) ));
vec3 bitangent = normalize(vec3( instance.model * vec4(cross( triangle.point.normal, triangle.point.tangent ), 0.0) ));
if ( triangle.point.tangent != vec3(0) ) {
surface.tbn = mat3(tangent, bitangent, triangle.point.normal);
} else {
surface.tbn = mat3(1);
}
}
// bind UVs
{
surface.uv.xy = triangle.point.uv;
surface.st.xy = triangle.point.st;
}
const Material material = materials[surface.instance.materialID];
surface.material.albedo = material.colorBase;
surface.material.metallic = material.factorMetallic;
surface.material.roughness = material.factorRoughness;
surface.material.occlusion = material.factorOcclusion;
surface.light = material.colorEmissive;
if ( validTextureIndex( material.indexAlbedo ) ) {
surface.material.albedo *= sampleTexture( material.indexAlbedo );
}
// OPAQUE
if ( material.modeAlpha == 0 ) {
surface.material.albedo.a = 1;
// BLEND
} else if ( material.modeAlpha == 1 ) {
// MASK
} else if ( material.modeAlpha == 2 ) {
}
// Lightmap
if ( (surface.subID++ > 0 || bool(ubo.settings.lighting.useLightmaps)) && validTextureIndex( surface.instance.lightmapID ) ) {
vec4 light = sampleTexture( surface.instance.lightmapID, surface.st );
surface.material.lightmapped = light.a > 0.001;
if ( surface.material.lightmapped ) surface.light += surface.material.albedo * light;
} else {
surface.material.lightmapped = false;
}
// Emissive textures
if ( validTextureIndex( material.indexEmissive ) ) {
surface.light += sampleTexture( material.indexEmissive );
}
// Occlusion map
if ( validTextureIndex( material.indexOcclusion ) ) {
surface.material.occlusion = sampleTexture( material.indexOcclusion ).r;
}
// Metallic/Roughness map
if ( validTextureIndex( material.indexMetallicRoughness ) ) {
vec4 samp = sampleTexture( material.indexMetallicRoughness );
surface.material.metallic = samp.r;
surface.material.roughness = samp.g;
}
// Normals
if ( validTextureIndex( material.indexNormal ) && surface.tbn != mat3(1) ) {
surface.normal.world = surface.tbn * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - vec3(1.0));
}
{
surface.normal.eye = normalize(vec3( ubo.eyes[surface.pass].view * vec4(surface.normal.world, 0.0) ));
}
}
void directLighting() {
#if VXGI
indirectLighting();
#endif
surface.light.rgb += surface.material.albedo.rgb * ubo.settings.lighting.ambient.rgb * surface.material.occlusion; // add ambient lighting
surface.light.rgb += surface.material.indirect.rgb; // add indirect lighting
#if PBR
pbr();
#elif LAMBERT
lambert();
#elif PHONG
phong();
#endif
surface.fragment.rgb += surface.light.rgb;
surface.fragment.a = surface.material.albedo.a;
}
vec4 traceStep( Ray ray ) {
Ray fogRay = ray;
float eyeDepth = 0;
vec4 outFrag = vec4(0);
// initial condition
{
trace( ray );
if ( payload.hit ) {
setupSurface( payload );
directLighting();
} else if ( 0 <= ubo.settings.lighting.indexSkybox && ubo.settings.lighting.indexSkybox < CUBEMAPS ) {
surface.fragment = texture( samplerCubemaps[ubo.settings.lighting.indexSkybox], ray.direction );
surface.fragment.a = 4096;
surface.position.eye.z /= 8;
} else {
surface.fragment = vec4(ubo.settings.lighting.ambient.rgb, 0.5);
}
#if FOG
fog( ray, surface.fragment.rgb, surface.fragment.a );
#endif
outFrag = surface.fragment;
eyeDepth = surface.position.eye.z;
}
// "transparency"
if ( payload.hit && surface.material.albedo.a < 0.999 ) {
const vec4 TRANSPARENCY_COLOR = vec4(1.0 - surface.material.albedo.a);
if ( surface.material.albedo.a < 0.001 ) outFrag = vec4(0);
RayTracePayload surfacePayload = payload;
Ray transparency;
transparency.direction = ray.direction;
transparency.origin = surface.position.world;
fogRay = transparency;
trace( transparency, ubo.settings.rt.alphaTestOffset );
if ( payload.hit ) {
setupSurface( payload );
directLighting();
} else if ( 0 <= ubo.settings.lighting.indexSkybox && ubo.settings.lighting.indexSkybox < CUBEMAPS ) {
surface.fragment = texture( samplerCubemaps[ubo.settings.lighting.indexSkybox], ray.direction );
surface.fragment.a = 4096;
surface.position.eye.z /= 8;
}
#if FOG
fog( transparency, surface.fragment.rgb, surface.fragment.a );
#endif
outFrag += TRANSPARENCY_COLOR * surface.fragment;
eyeDepth = surface.position.eye.z;
payload = surfacePayload;
setupSurface( payload );
}
#if FOG
{
// surface.position.eye.z = eyeDepth;
// fog( fogRay, outFrag.rgb, outFrag.a );
// fog( ray, surface.fragment.rgb, surface.fragment.a );
}
#endif
// reflection
if ( payload.hit ) {
const float REFLECTIVITY = 1.0 - surface.material.roughness;
const vec4 REFLECTED_ALBEDO = surface.material.albedo * REFLECTIVITY;
if ( REFLECTIVITY > 0.001 ) {
RayTracePayload surfacePayload = payload;
Ray reflection;
reflection.origin = surface.position.world;
reflection.direction = reflect( ray.direction, surface.normal.world );
trace( reflection );
if ( payload.hit ) {
setupSurface( payload );
directLighting();
} else if ( 0 <= ubo.settings.lighting.indexSkybox && ubo.settings.lighting.indexSkybox < CUBEMAPS ) {
surface.fragment = texture( samplerCubemaps[ubo.settings.lighting.indexSkybox], reflection.direction );
surface.fragment.a = 4096;
}
#if FOG
fog( reflection, surface.fragment.rgb, surface.fragment.a );
#endif
outFrag += REFLECTED_ALBEDO * surface.fragment;
payload = surfacePayload;
setupSurface( payload );
}
}
return outFrag;
}
void main() {
// if ( ubo.settings.mode.frameNumber > 16 ) return;
// prngSeed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, ubo.settings.mode.frameNumber);
prngSeed = tea(gl_LaunchIDEXT.y * gl_LaunchSizeEXT.x + gl_LaunchIDEXT.x, int(clockARB()));
surface.pass = PushConstant.pass;
surface.subID = 0;
vec4 outFrag = vec4(0);
const uint SAMPLES = min(ubo.settings.rt.samples, 4);
const uint NUM_PATHS = min(ubo.settings.rt.paths, 8);
#if 1
const uint FRAME_ACCUMULATION_VALUE = ubo.settings.rt.frameAccumulationMinimum > 0 ? min(ubo.settings.rt.frameAccumulationMinimum, ubo.settings.mode.frameNumber + 1) : ubo.settings.mode.frameNumber + 1;
#else
const uint FRAME_ACCUMULATION_VALUE = min(32, ubo.settings.mode.frameNumber + 1);
#endif
const float BLEND_FACTOR = 1.0f / float(FRAME_ACCUMULATION_VALUE);
uint FRAME_NUMBER = ubo.settings.mode.frameNumber;
#if 0
for ( uint samp = 0; samp < SAMPLES; ++samp, ++FRAME_NUMBER ) {
{
const vec2 center = ( FRAME_NUMBER > 0 ) ? vec2( rnd(), rnd() ) : vec2(0.5);
const vec2 inUv = (vec2(gl_LaunchIDEXT.xy) + center) / vec2(gl_LaunchSizeEXT.xy);
#if 1
vec4 target = ubo.eyes[surface.pass].iProjection * vec4(inUv.x * 2.0f - 1.0f, inUv.y * 2.0f - 1.0f, 1, 1);
vec4 direction = ubo.eyes[surface.pass].iView * vec4(normalize(target.xyz), 0);
surface.ray.direction = vec3(direction);
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
#else
const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) );
const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0));
const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0));
const vec3 near3 = near4.xyz / near4.w;
const vec3 far3 = far4.xyz / far4.w;
surface.ray.direction = normalize( far3 - near3 );
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
#endif
}
{
vec4 curValue = vec4(0);
vec4 curWeight = vec4(1);
for ( uint path = 0; path < NUM_PATHS; ++path ) {
vec4 stepValue = traceStep( surface.ray );
curValue += stepValue * curWeight;
if ( !payload.hit ) break;
surface.ray.origin = surface.position.world;
surface.ray.direction = samplingHemisphere( prngSeed, surface.normal.world );
curWeight *= surface.material.albedo * dot( surface.ray.direction, surface.normal.world );
if ( length(curWeight) < 0.01 ) break;
}
outFrag += curValue;
}
}
{
outFrag /= SAMPLES;
}
#elif 0
{
const vec2 center = ( FRAME_NUMBER > 0 ) ? vec2( rnd(), rnd() ) : vec2(0.5);
const vec2 inUv = (vec2(gl_LaunchIDEXT.xy) + center) / vec2(gl_LaunchSizeEXT.xy);
#if 0
vec4 target = ubo.eyes[surface.pass].iProjection * vec4(inUv.x * 2.0f - 1.0f, inUv.y * 2.0f - 1.0f, 1, 1);
vec4 direction = ubo.eyes[surface.pass].iView * vec4(normalize(target.xyz), 0);
surface.ray.direction = vec3(direction);
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
#else
const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) );
const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0));
const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0));
const vec3 near3 = near4.xyz / near4.w;
const vec3 far3 = far4.xyz / far4.w;
surface.ray.direction = normalize( far3 - near3 );
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
#endif
}
{
vec4 curValue = vec4(0);
vec4 curWeight = vec4(1);
for ( uint path = 0; path < NUM_PATHS; ++path ) {
vec4 stepValue = traceStep( surface.ray );
curValue += stepValue * curWeight;
if ( !payload.hit ) break;
surface.ray.origin = surface.position.world;
surface.ray.direction = samplingHemisphere( prngSeed, surface.normal.world );
curWeight *= surface.material.albedo * dot( surface.ray.direction, surface.normal.world );
if ( length(curWeight) < 0.01 ) break;
}
outFrag += curValue;
}
{
surface.fragment = outFrag;
}
#else
{
const vec2 center = ( FRAME_NUMBER > 0 ) ? vec2( rnd(), rnd() ) : vec2(0.5);
const vec2 inUv = (vec2(gl_LaunchIDEXT.xy) + center) / vec2(gl_LaunchSizeEXT.xy);
#if 0
vec4 target = ubo.eyes[surface.pass].iProjection * vec4(inUv.x * 2.0f - 1.0f, inUv.y * 2.0f - 1.0f, 1, 1);
vec4 direction = ubo.eyes[surface.pass].iView * vec4(normalize(target.xyz), 0);
surface.ray.direction = vec3(direction);
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
#else
const mat4 iProjectionView = inverse( ubo.eyes[surface.pass].projection * mat4(mat3(ubo.eyes[surface.pass].view)) );
const vec4 near4 = iProjectionView * (vec4(2.0 * inUv - 1.0, -1.0, 1.0));
const vec4 far4 = iProjectionView * (vec4(2.0 * inUv - 1.0, 1.0, 1.0));
const vec3 near3 = near4.xyz / near4.w;
const vec3 far3 = far4.xyz / far4.w;
surface.ray.direction = normalize( far3 - near3 );
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz;
#endif
}
{
surface.fragment = traceStep( surface.ray );
}
#endif
{
#if BLOOM
float brightness = dot(surface.fragment.rgb, vec3(0.2126, 0.7152, 0.0722));
outFragBright = brightness > ubo.brightnessThreshold ? vec4(surface.fragment.rgb, 1.0) : vec4(0, 0, 0, 1);
#endif
#if FOG
fog( surface.ray, surface.fragment.rgb, surface.fragment.a );
#endif
#if TONE_MAP
surface.fragment.rgb = vec3(1.0) - exp(-surface.fragment.rgb * ubo.settings.bloom.exposure);
#endif
#if GAMMA_CORRECT
surface.fragment.rgb = pow(surface.fragment.rgb, vec3(1.0 / ubo.settings.bloom.gamma));
#endif
#if WHITENOISE
if ( enabled(ubo.settings.mode.type, 1) ) whitenoise(surface.fragment.rgb, ubo.settings.mode.parameters);
#endif
}
{
outFrag = surface.fragment;
outFrag.a = 1;
}
if ( ubo.settings.mode.frameNumber == 0 ) {
imageStore(outImage, ivec2(gl_LaunchIDEXT.xy), outFrag);
} else {
// if ( length(outFrag.rgb) < 0.01f ) return;
vec4 blended = mix(imageLoad(outImage, ivec2(gl_LaunchIDEXT.xy)), outFrag, BLEND_FACTOR);
imageStore(outImage, ivec2(gl_LaunchIDEXT.xy), blended);
}
}