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Seele/res/shaders/raytracing/RayGen.slang
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2025-01-29 16:15:48 +01:00

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import Common;
import LightEnv;
import RayTracingData;
struct Ray
{
float3 o;
float3 d;
}
const static float S_O = 6.9;
const static float f = 0.035;
const static float A = 0.0;
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 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;
}
[shader("raygeneration")]
void raygen()
{
if(pSamps.pass == pSamps.samplesPerPixel) return;
uint2 pix = DispatchRaysIndex().xy;
uint2 imgdim = DispatchRaysDimensions().xy;
//-- 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
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;
RayDesc rayDesc;
rayDesc.Origin = lensSample;
rayDesc.Direction = normalize(focus - lensSample);
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
const uint maxDepth = 12;
RayPayload payload;
// initialize accumulated radiance and bxdf
payload.light=float3(0);
payload.emissive = 1;
payload.depth = 1;
payload.rndSeed = rndSeed + 1;
payload.anyHit = false;
TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0);
float3 accumulatedRadiance = payload.light / pSamps.samplesPerPixel;
pRayTracingParams.radianceAccumulator[pix] += float4(accumulatedRadiance, 0);
float3 compensatedRadiance = pRayTracingParams.radianceAccumulator[pix].xyz * pSamps.samplesPerPixel / (pSamps.pass + 1);
pRayTracingParams.image[pix] = float4(clamp(compensatedRadiance, 0, 1), 1);
}