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Seele/res/shaders/raytracing/RayGen.slang
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import Common;
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import LightEnv;
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import RayTracingData;
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struct Ray
{
float3 o;
float3 d;
}
const static float S_O = 6.9;
const static float f = 0.035;
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const static float A = 0.04;
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const static float ka = 0;
const static float ks = 0;
const static float3 fogEmm = float3(0, 0.01, 0.01);
struct SampleParams
{
uint pass;
uint samplesPerPixel;
};
layout(push_constant)
ConstantBuffer<SampleParams> pSamps;
float3 rand01(uint3 x){ // pseudo-random number generator
for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
return float3(x)*(1.0/float(0xffffffffU));
}
float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float kt, bool useAtt, float3 rnd) {
float3 result = float3(0);
// Direct Illumination: Next Event Estimation over any present lights
/*for(int i = meshLights.length(); i-->0;) {
MeshDescriptor mesh = meshes[meshLights[i]];
for(int j = 0; j < mesh.numIndices; j+=3) {
float3 A = float3(vertices[mesh.vertexOffset + indices[mesh.indexOffset + j + 0]]);
float3 B = float3(vertices[mesh.vertexOffset + indices[mesh.indexOffset + j + 1]]);
float3 C = float3(vertices[mesh.vertexOffset + indices[mesh.indexOffset + j + 2]]);
float b1 = 1 - sqrt(rnd.x);
float b2 = (1 - rnd.y) * sqrt(rnd.x);
float b3 = rnd.y * sqrt(rnd.x);
float3 P = A * b1 + B * b2 + C * b3;
float3 omega = P - x;
float3 l = normalize(omega);
float v = 0.f;
if(intersect(Ray(x,l), matls, paramsls, sphereId, triId) && triId == j) {
v = 1.0f;
}
float3 e1 = C - A;
float3 e2 = B - A;
float area = length(cross(e1, e2)) / 2;
float rayLen = length(omega);
float cosTheta = dot(nl, l);
float cosThetaDash = dot(paramsls.n, -l);
float factor = area * (cosThetaDash / (rayLen * rayLen));
if(useAtt) {
float tau = phase(w, l) * exp(-kt * length(x - paramsls.x));
result += tau * matls.e * max(cosTheta, 0) * factor;
} else {
result += accmat * (matls.e * max(cosTheta, 0) * factor) / pi;
}
}
}*/
return result;
}
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[shader("raygeneration")]
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void raygen()
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{
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uint2 pix = DispatchRaysIndex().xy;
uint2 imgdim = DispatchRaysDimensions().xy;
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//-- define cam
Ray cam = Ray(pViewParams.cameraPosition_WS.xyz, pViewParams.cameraForward_WS.xyz);
float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx);
const float2 sdim = float2(0.036, 0.024);
float S_I = (S_O * f) / (S_O - f);
//-- sample sensor
float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample
float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y));
float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
float3 accrad=float3(0), accmat=float3(1); // initialize accumulated radiance and bxdf
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
//-- setup lens
float3 lensP = lc;
float3 lensN = -cam.d;
float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter
float3 lensY = cross(lensN, lensX);
uint3 rndSeed = uint3(pix, pSamps.pass);
float2 rnd01 = rand01(rndSeed).xy;
float3 lensSample = lensP + rnd01.x * A * lensX + rnd01.y * A * lensY;
float3 focalPoint = cam.o + (S_O + S_I) * cam.d;
float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN);
float3 focus = r.o + t * r.d;
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RayDesc rayDesc;
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rayDesc.Origin = lensSample;
rayDesc.Direction = normalize(focus - lensSample);
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rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
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const uint maxDepth = 12;
float emissive = 1;
RayPayload payload;
for(uint depth = 0; depth < maxDepth; ++depth) {
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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float3 rnd = rand01(uint3(pix, pSamps.pass*maxDepth + depth));
//float kt = ka + ks;
//float s = -log(rnd.z) / kt;
//float3 xs = r.o + s * r.d;
//if (s < t) {
// float p = kt * rnd.z;
// if (depth > 5) {
// if (rnd.z >= p) break;
// else accmat /= p;
// }
// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
// accrad += (fogEmm + ks * ldirect) / kt;
// accmat *= ks / kt;
// rayDesc.Origin = xs;
// rayDesc.Direction = float3(
// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// rnd.y
// );
// continue;
//}
float p = max(max(payload.material.color.x, payload.material.color.y), payload.material.color.z);
if(depth > 5) {
if (rnd.z >= p) break;
else accmat /= p;
}
accrad += accmat * payload.material.emissive * emissive;
accmat *= payload.material.color.xyz;
if (payload.material.color.w == 0) {
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break;
}
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//-- Ideal DIFFUSE reflection
else if (payload.material.color.w == 1) {
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
float3 x = payload.shading.position;
float3 l = -pLightEnv.directionalLights[i].direction.xyz;
float3 nl = l;
rayDesc.Origin = x;
rayDesc.Direction = l;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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// we have missed all geometry, so directional light is affecting us
if(payload.material.color.w == 0) {
float omega = 2 * PI;
accrad += accmat / PI * max(dot(l, nl), 0) * pLightEnv.directionalLights[i].color.xyz * omega;
}
}
//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
// float3 x = payload.shading.position;
// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
// float3 nl = -payload.shading.normal;
// rayDesc.Origin = x;
// rayDesc.Direction = l;
// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
//
// // hitting only after the light
// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
// {
// float omega = 2 * PI;
// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
// }
//}
// Indirect Illumination: cosine-weighted importance sampling
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = payload.shading.normalLight, u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w))), v = cross(w,u);
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
emissive = 0; // in the next bounce, consider reflective part only!
}
//-- Ideal SPECULAR reflection
else if (payload.material.color.w == 2) {
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = reflect(r.d,payload.shading.normal);
emissive = 1;
}
//-- Ideal dielectric REFRACTION
else if (payload.material.color.w == 3) {
bool into = all(payload.shading.normal==payload.shading.normalLight);
float cos2t, nc=1, nt=1.5, nnt = into ? nc/nt : nt/nc, ddn = dot(r.d,payload.shading.normalLight);
if ((cos2t = 1 - nnt * nnt*(1 - ddn * ddn)) >= 0) { // Fresnel reflection/refraction
float3 tdir = normalize(r.d*nnt - payload.shading.normal * ((into ? 1 : -1)*(ddn*nnt + sqrt(cos2t))));
float a = nt - nc, b = nt + nc, R0 = a*a/(b*b), c = 1 - (into ? -ddn : dot(tdir,payload.shading.normal));
float Re = R0 + (1 - R0)*c*c*c*c*c, Tr = 1 - Re, P = 0.25 + 0.5*Re, RP = Re/P, TP = Tr/(1-P);
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = rnd.x < P ? reflect(r.d,payload.shading.normal) : tdir; // pick reflection with probability P
accmat *= rnd.x < P ? RP : TP; // energy compensation
} else {
rayDesc.Origin = payload.shading.position;
rayDesc.Direction = reflect(r.d,payload.shading.normal); // Total internal reflection
}
emissive = 1;
}
}
if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0);
pRayTracingParams.radianceAccumulator[pix] += float4(accrad / pSamps.samplesPerPixel, 0);
pRayTracingParams.image[pix] = float4(clamp(pRayTracingParams.radianceAccumulator[pix].xyz, 0, 1), 1);
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}