refactor ray tracing
This commit is contained in:
@@ -12,6 +12,10 @@ import MATERIAL_FILE_NAME;
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[shader("closesthit")]
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void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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hitValue.hit = true;
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// todo: replace with anyhit shader
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if(hitValue.anyHit)
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return;
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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InstanceData inst = pScene.instances[InstanceID()];
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@@ -37,12 +41,103 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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MaterialParameter materialParams = params.getMaterialParameter();
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LightingParameter lightingParams = params.getLightingParameter();
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lightingParams.viewDir_WS = -WorldRayDirection();
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let brdf = Material.prepare(materialParams);
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float3 normal_WS = mul(params.getTangentToWorld(), brdf.normal);
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float3 normalLight_WS = dot(normal_WS,WorldRayOrigin())<0 ? normal_WS : -normal_WS;
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hitValue.material.color = float4(brdf.baseColor, 1);
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hitValue.material.emissive = float3(0, 0, 0);
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hitValue.shading.position = WorldRayOrigin() + RayTCurrent() * WorldRayDirection();
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hitValue.shading.normal = mul(params.getTangentToWorld(), brdf.normal);
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hitValue.shading.normalLight = dot(hitValue.shading.normal, WorldRayDirection()) < 0 ? hitValue.shading.normal : -hitValue.shading.normal;
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hitValue.depth++;
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float3 localAccRad = float3(0);
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float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
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//float kt = ka + ks;
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//float s = -log(rnd.z) / kt;
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//float3 xs = r.o + s * r.d;
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//if (s < t) {
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// float p = kt * rnd.z;
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// if (depth > 5) {
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// if (rnd.z >= p) break;
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// else accmat /= p;
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// }
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// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
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// accrad += (fogEmm + ks * ldirect) / kt;
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// accmat *= ks / kt;
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// rayDesc.Origin = xs;
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// rayDesc.Direction = float3(
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// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// rnd.y
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// );
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// continue;
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//}
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//float p = max(max(brdf.baseColor.x, brdf.baseColor.color.y), brdf.baseColor.color.z);
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//if(hitValue.depth > 5) {
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// if (rnd.z >= p) return;
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// else hitValue.accmat /= p;
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//}
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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//}
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for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
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float3 x = params.position_WS;
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float3 l = -pLightEnv.directionalLights[i].direction.xyz;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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RayPayload payload;
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payload.depth = hitValue.depth;
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payload.emissive = 1;
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payload.anyHit = true;
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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
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if(!payload.hit) {
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localAccRad += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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}
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//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
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// float3 x = payload.shading.position;
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// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
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// float3 nl = -payload.shading.normal;
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// rayDesc.Origin = x;
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// rayDesc.Direction = l;
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// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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//
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// // hitting only after the light
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// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
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// {
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// float omega = 2 * PI;
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// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
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// }
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//}
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 12) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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float3 w = normalLight_WS;
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float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
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float3 v = cross(w,u);
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rayDesc.Origin = params.position_WS;
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rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 0; // in the next bounce, consider reflective part only!
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payload.depth = hitValue.depth+1;
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payload.anyHit = false;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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if(payload.hit) {
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DirectionalLight dir;
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dir.color = float4(payload.light, 0);
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dir.direction = float4(-rayDesc.Direction, 0);
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localAccRad += dir.illuminate(lightingParams, brdf);
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}
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}
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hitValue.light += localAccRad;
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}
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@@ -3,9 +3,10 @@ import RayTracingData;
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[shader("miss")]
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void miss(inout RayPayload p)
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{
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p.shading.position = WorldRayDirection() * 1000.0f;
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p.shading.normal = -WorldRayDirection();
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p.shading.normalLight = -WorldRayDirection();
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p.material.color = float4(0, 0, 0, 0);
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p.material.emissive = float3(pRayTracingParams.skyBox.Sample(pRayTracingParams.skyBoxSampler, WorldRayDirection()).xyz);
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// p.shading.position = WorldRayDirection() * 1000.0f;
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// p.shading.normal = -WorldRayDirection();
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// p.shading.normalLight = -WorldRayDirection();
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// p.material.color = float4(0, 0, 0, 0);
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p.light = float3(pRayTracingParams.skyBox.Sample(pRayTracingParams.skyBoxSampler, WorldRayDirection()).xyz);
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p.hit = false;
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}
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@@ -10,7 +10,7 @@ struct Ray
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const static float S_O = 6.9;
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const static float f = 0.035;
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const static float A = 0.04;
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const static float A = 0.0;
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const static float ka = 0;
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const static float ks = 0;
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const static float3 fogEmm = float3(0, 0.01, 0.01);
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@@ -23,10 +23,6 @@ struct SampleParams
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layout(push_constant)
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ConstantBuffer<SampleParams> pSamps;
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float3 rand01(uint3 x){ // pseudo-random number generator
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for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
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return float3(x)*(1.0/float(0xffffffffU));
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}
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float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float kt, bool useAtt, float3 rnd) {
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float3 result = float3(0);
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@@ -67,6 +63,7 @@ float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float k
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[shader("raygeneration")]
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void raygen()
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{
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if(pSamps.pass == pSamps.samplesPerPixel) return;
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uint2 pix = DispatchRaysIndex().xy;
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uint2 imgdim = DispatchRaysDimensions().xy;
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@@ -82,7 +79,6 @@ void raygen()
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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));
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float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
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float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
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float3 accrad=float3(0), accmat=float3(1); // initialize accumulated radiance and bxdf
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Ray r = Ray(lc, normalize(lc - spos)); // construct ray
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@@ -107,107 +103,15 @@ void raygen()
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rayDesc.TMax = 10000.0;
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const uint maxDepth = 12;
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float emissive = 1;
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RayPayload payload;
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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));
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//float kt = ka + ks;
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//float s = -log(rnd.z) / kt;
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//float3 xs = r.o + s * r.d;
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//if (s < t) {
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// float p = kt * rnd.z;
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// if (depth > 5) {
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// if (rnd.z >= p) break;
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// else accmat /= p;
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// }
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// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
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// accrad += (fogEmm + ks * ldirect) / kt;
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// accmat *= ks / kt;
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// rayDesc.Origin = xs;
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// rayDesc.Direction = float3(
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// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// rnd.y
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// );
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// continue;
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//}
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float p = max(max(payload.material.color.x, payload.material.color.y), payload.material.color.z);
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if(depth > 5) {
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if (rnd.z >= p) break;
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else accmat /= p;
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}
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accrad += accmat * payload.material.emissive * emissive;
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accmat *= payload.material.color.xyz;
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if (payload.material.color.w == 0) {
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break;
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}
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//-- Ideal DIFFUSE reflection
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else if (payload.material.color.w == 1) {
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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//}
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for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
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float3 x = payload.shading.position;
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float3 l = -pLightEnv.directionalLights[i].direction.xyz;
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float3 nl = l;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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// initialize accumulated radiance and bxdf
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payload.light=float3(0);
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payload.emissive = 1;
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payload.depth = 1;
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payload.anyHit = false;
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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
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if(payload.material.color.w == 0) {
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float omega = 2 * PI;
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accrad += accmat / PI * max(dot(l, nl), 0) * pLightEnv.directionalLights[i].color.xyz * omega;
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}
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}
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//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
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// float3 x = payload.shading.position;
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// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
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// float3 nl = -payload.shading.normal;
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// rayDesc.Origin = x;
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// rayDesc.Direction = l;
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// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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//
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// // hitting only after the light
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// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
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// {
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// float omega = 2 * PI;
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// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
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// }
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//}
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// Indirect Illumination: cosine-weighted importance sampling
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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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);
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rayDesc.Origin = payload.shading.position;
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rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
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emissive = 0; // in the next bounce, consider reflective part only!
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}
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//-- Ideal SPECULAR reflection
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else if (payload.material.color.w == 2) {
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rayDesc.Origin = payload.shading.position;
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rayDesc.Direction = reflect(r.d,payload.shading.normal);
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emissive = 1;
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}
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//-- Ideal dielectric REFRACTION
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else if (payload.material.color.w == 3) {
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bool into = all(payload.shading.normal==payload.shading.normalLight);
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float cos2t, nc=1, nt=1.5, nnt = into ? nc/nt : nt/nc, ddn = dot(r.d,payload.shading.normalLight);
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if ((cos2t = 1 - nnt * nnt*(1 - ddn * ddn)) >= 0) { // Fresnel reflection/refraction
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float3 tdir = normalize(r.d*nnt - payload.shading.normal * ((into ? 1 : -1)*(ddn*nnt + sqrt(cos2t))));
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float a = nt - nc, b = nt + nc, R0 = a*a/(b*b), c = 1 - (into ? -ddn : dot(tdir,payload.shading.normal));
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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);
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rayDesc.Origin = payload.shading.position;
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rayDesc.Direction = rnd.x < P ? reflect(r.d,payload.shading.normal) : tdir; // pick reflection with probability P
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accmat *= rnd.x < P ? RP : TP; // energy compensation
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} else {
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rayDesc.Origin = payload.shading.position;
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rayDesc.Direction = reflect(r.d,payload.shading.normal); // Total internal reflection
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}
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emissive = 1;
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}
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}
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if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0);
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pRayTracingParams.radianceAccumulator[pix] += float4(accrad / pSamps.samplesPerPixel, 0);
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pRayTracingParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
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pRayTracingParams.image[pix] = float4(clamp(pRayTracingParams.radianceAccumulator[pix].xyz, 0, 1), 1);
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}
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@@ -18,21 +18,16 @@ struct CallablePayload
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float3 color;
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};
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struct ShadingParams
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{
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float3 position;
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float3 normal;
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float3 normalLight;
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};
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struct MaterialParams
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{
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float4 color;
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float3 emissive;
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}
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struct RayPayload
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{
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ShadingParams shading;
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MaterialParams material;
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float3 light;
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float emissive;
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uint depth;
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bool hit;
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bool anyHit;
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};
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float3 rand01(uint3 x){ // pseudo-random number generator
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for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
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return float3(x)*(1.0/float(0xffffffffU));
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}
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