215 lines
6.7 KiB
C
215 lines
6.7 KiB
C
//#extension GL_EXT_nonuniform_qualifier : enable
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#if RT
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_ray_query : enable
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#endif
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layout (constant_id = 0) const uint TEXTURES = 512;
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layout (constant_id = 1) const uint CUBEMAPS = 128;
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layout (constant_id = 2) const uint LAYERS = 32;
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layout (binding = 5) uniform sampler2D samplerTextures[TEXTURES];
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layout (binding = 6) uniform samplerCube samplerCubemaps[CUBEMAPS];
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#define SHADOW_SAMPLES 16
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#define FRAGMENT 1
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#define BAKING 1
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#define PBR 1
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#define MAX_LIGHTS min(ubo.lights, lights.length())
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#define MAX_SHADOWS MAX_LIGHTS
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#define VIEW_MATRIX camera.viewport[0].view
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#include "../../common/macros.h"
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#include "../../common/structs.h"
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layout (binding = 7) uniform Camera {
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Viewport viewport[6];
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} camera;
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layout (binding = 8) uniform UBO {
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uint lights;
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uint currentID;
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uint padding1;
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uint padding2;
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} ubo;
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layout (std140, binding = 9) readonly buffer DrawCommands {
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DrawCommand drawCommands[];
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};
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layout (std140, binding = 10) readonly buffer Instances {
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Instance instances[];
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};
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layout (std140, binding = 11) readonly buffer InstanceAddresseses {
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InstanceAddresses instanceAddresses[];
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};
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layout (std140, binding = 12) readonly buffer Materials {
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Material materials[];
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};
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layout (std140, binding = 13) readonly buffer Textures {
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Texture textures[];
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};
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layout (std140, binding = 14) readonly buffer Lights {
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Light lights[];
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};
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layout (binding = 15, rgba8) uniform volatile coherent image3D outAlbedos;
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#if RT
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layout (binding = 16) uniform accelerationStructureEXT tlas;
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#endif
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#include "../../common/functions.h"
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#if RT
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float shadowFactor( const Light light, float def ) {
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Ray ray;
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ray.origin = surface.position.world;
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ray.direction = light.position - ray.origin;
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float tMin = 0.001;
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float tMax = length(ray.direction) + tMin;
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ray.direction = normalize(ray.direction);
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uint rayFlags = gl_RayFlagsOpaqueEXT | gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsSkipClosestHitShaderEXT;
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uint cullMask = 0xFF;
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rayQueryEXT rayQuery;
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rayQueryInitializeEXT(rayQuery, tlas, rayFlags, cullMask, ray.origin, tMin, ray.direction, tMax);
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while(rayQueryProceedEXT(rayQuery)) {}
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return rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionNoneEXT ? 1.0 : 0.0;
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}
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#else
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#include "../../common/shadows.h"
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#endif
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#include "../../common/light.h"
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layout (location = 0) flat in uvec4 inId;
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layout (location = 1) flat in vec4 inPOS0;
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layout (location = 2) in vec4 inPOS1;
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layout (location = 3) in vec3 inPosition;
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layout (location = 4) in vec2 inUv;
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layout (location = 5) in vec4 inColor;
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layout (location = 6) in vec2 inSt;
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layout (location = 7) in vec3 inNormal;
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layout (location = 8) in vec3 inTangent;
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layout (location = 0) out vec4 outAlbedo;
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void main() {
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const uint triangleID = uint(inId.x); // gl_PrimitiveID
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const uint drawID = uint(inId.y);
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const uint instanceID = uint(inId.z);
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/*
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surface.pass = 0; // PushConstant.pass;
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surface.fragment = vec4(0);
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surface.light = vec4(0);
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surface.motion = vec2(0);
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surface.material.indirect = vec4(0);
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surface.material.metallic = 1;
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surface.material.roughness = 0;
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surface.material.occlusion = 0;
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*/
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if ( instanceID != ubo.currentID ) discard;
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surface.uv.xy = wrap(inUv.xy);
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surface.uv.z = mipLevel(dFdx(inUv), dFdy(inUv));
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surface.position.world = inPosition;
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surface.normal.world = inNormal;
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const DrawCommand drawCommand = drawCommands[drawID];
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const Instance instance = instances[instanceID];
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const Material material = materials[instance.materialID];
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const uint mapID = instance.auxID;
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vec4 A = material.colorBase;
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surface.material.metallic = material.factorMetallic;
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surface.material.roughness = material.factorRoughness;
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surface.material.occlusion = 1.0f - material.factorOcclusion;
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#if 0
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vec3 N = inNormal;
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vec3 T = inTangent;
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T = normalize(T - dot(T, N) * N);
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vec3 B = cross(T, N);
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mat3 TBN = mat3(T, B, N);
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// mat3 TBN = mat3(N, B, T);
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if ( T != vec3(0) && validTextureIndex( material.indexNormal ) ) {
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surface.normal.world = TBN * normalize( sampleTexture( material.indexNormal ).xyz * 2.0 - 1.0 );
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} else {
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surface.normal.world = N;
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}
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#endif
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surface.light = material.colorEmissive;
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surface.material.albedo = vec4(1);
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{
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surface.normal.eye = surface.normal.eye;
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surface.position.eye = surface.position.eye;
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// pbr();
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const vec3 F0 = mix(vec3(0.04), surface.material.albedo.rgb, surface.material.metallic);
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for ( uint i = 0; i < min(ubo.lights, lights.length()); ++i ) {
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const Light light = lights[i];
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if ( light.type <= 0 ) continue;
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const mat4 mat = light.view; // inverse(light.view);
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const vec3 position = surface.position.world;
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// const vec3 position = vec3( mat * vec4(surface.position.world, 1.0) );
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const vec3 normal = surface.normal.world;
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// const vec3 normal = vec3( mat * vec4(surface.normal.world, 0.0) );
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if ( light.power <= LIGHT_POWER_CUTOFF ) continue;
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const vec3 Lp = light.position;
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const vec3 Liu = light.position - surface.position.world;
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const float La = 1.0 / (1 + PI * pow(length(Liu), 2.0));
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const float Ls = shadowFactor( light, 0.0 );
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if ( light.power * La * Ls <= LIGHT_POWER_CUTOFF ) continue;
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const vec3 Lo = normalize( -position );
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const float cosLo = max(0.0, abs(dot(normal, Lo)));
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const vec3 Li = normalize(Liu);
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const vec3 Lr = light.color.rgb * light.power * La * Ls;
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// const float cosLi = max(0.0, dot(normal, Li));
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const float cosLi = abs(dot(normal, Li));
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#if LAMBERT
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const vec3 diffuse = surface.material.albedo.rgb;
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const vec3 specular = vec3(0);
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#elif PBR
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const vec3 Lh = normalize(Li + Lo);
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// const float cosLh = max(0.0, dot(normal, Lh));
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const float cosLh = abs(dot(normal, Lh));
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const vec3 F = fresnelSchlick( F0, max( 0.0, dot(Lh, Lo) ) );
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const float D = 1; // ndfGGX( cosLh, surface.material.roughness );
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const float G = gaSchlickGGX(cosLi, cosLo, surface.material.roughness);
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const vec3 diffuse = mix( vec3(1.0) - F, vec3(0.0), surface.material.metallic ) * surface.material.albedo.rgb;
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const vec3 specular = (F * D * G) / max(EPSILON, 4.0 * cosLi * cosLo);
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#endif
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surface.light.rgb += (diffuse + specular) * Lr * cosLi;
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surface.light.a += light.power * La * Ls;
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}
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}
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#define EXPOSURE 0
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#define GAMMA 0
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// surface.light.rgb = vec3(1.0) - exp(-surface.light.rgb * EXPOSURE);
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// surface.light.rgb = pow(surface.light.rgb, vec3(1.0 / GAMMA));
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outAlbedo = vec4(surface.light.rgb, 1);
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{
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const vec2 st = inSt.xy * imageSize(outAlbedos).xy;
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const ivec3 uvw = ivec3(int(st.x), int(st.y), int(mapID));
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imageStore(outAlbedos, uvw, vec4(surface.light.rgb, 1) );
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}
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} |