rtx: fix shadows for surfaces with alpha mask

This commit is contained in:
Ivan 'provod' Avdeev 2021-12-08 12:08:26 -08:00
parent e831a9c9dd
commit 6e9b54869c
3 changed files with 32 additions and 14 deletions

View File

@ -65,7 +65,7 @@ bool shadowed(vec3 pos, vec3 dir, float dist) {
traceRayEXT(tlas,
flags,
GEOMETRY_BIT_OPAQUE,
0, 0, SHADER_OFFSET_MISS_SHADOW,
SHADER_OFFSET_HIT_SHADOW_BASE, SBT_RECORD_SIZE, SHADER_OFFSET_MISS_SHADOW,
pos, 0., dir, dist - shadow_offset_fudge, PAYLOAD_LOCATION_SHADOW);
return payload_shadow.hit_type == SHADOW_HIT;
}
@ -82,7 +82,7 @@ bool shadowedSky(vec3 pos, vec3 dir, float dist) {
traceRayEXT(tlas,
flags,
GEOMETRY_BIT_OPAQUE,
SHADER_OFFSET_HIT_SHADOW, SBT_RECORD_SIZE, SHADER_OFFSET_MISS_SHADOW,
SHADER_OFFSET_HIT_SHADOW_BASE, SBT_RECORD_SIZE, SHADER_OFFSET_MISS_SHADOW,
pos, 0., dir, dist - shadow_offset_fudge, PAYLOAD_LOCATION_SHADOW);
return payload_shadow.hit_type != SHADOW_SKY;
}

View File

@ -32,7 +32,9 @@ layout (constant_id = 3) const uint MAX_VISIBLE_SURFACE_LIGHTS = 255;
#define SHADER_OFFSET_HIT_REGULAR 0
#define SHADER_OFFSET_HIT_ALPHA_TEST 1
#define SHADER_OFFSET_HIT_ADDITIVE 2
#define SHADER_OFFSET_HIT_SHADOW 3
#define SHADER_OFFSET_HIT_REGULAR_BASE 0
#define SHADER_OFFSET_HIT_SHADOW_BASE 3
#define KUSOK_MATERIAL_FLAG_SKYBOX 0x80000000

View File

@ -28,11 +28,13 @@ enum {
ShaderBindingTable_Miss_Shadow,
ShaderBindingTable_Miss_Empty,
ShaderBindingTable_Hit,
ShaderBindingTable_Hit_Base,
ShaderBindingTable_Hit_WithAlphaTest,
ShaderBindingTable_Hit_Additive,
ShaderBindingTable_Hit_Shadow,
ShaderBindingTable_Hit__END = ShaderBindingTable_Hit_Shadow,
ShaderBindingTable_Hit_Shadow_Base,
ShaderBindingTable_Hit_Shadow_AlphaTest,
ShaderBindingTable_Hit__END = ShaderBindingTable_Hit_Shadow_AlphaTest,
ShaderBindingTable_COUNT
};
@ -431,15 +433,18 @@ static void createPipeline( void )
// TODO static assert
#define ASSERT_SHADER_OFFSET(sbt_kind, sbt_index, offset) \
ASSERT(offset == (sbt_index - sbt_kind))
ASSERT((offset) == (sbt_index - sbt_kind))
ASSERT_SHADER_OFFSET(ShaderBindingTable_RayGen, ShaderBindingTable_RayGen, 0);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Miss, ShaderBindingTable_Miss, SHADER_OFFSET_MISS_REGULAR);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Miss, ShaderBindingTable_Miss_Shadow, SHADER_OFFSET_MISS_SHADOW);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit, ShaderBindingTable_Hit, SHADER_OFFSET_HIT_REGULAR);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit, ShaderBindingTable_Hit_WithAlphaTest, SHADER_OFFSET_HIT_ALPHA_TEST);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit, ShaderBindingTable_Hit_Additive, SHADER_OFFSET_HIT_ADDITIVE);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit, ShaderBindingTable_Hit_Shadow, SHADER_OFFSET_HIT_SHADOW);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit_Base, ShaderBindingTable_Hit_Base, SHADER_OFFSET_HIT_REGULAR_BASE + SHADER_OFFSET_HIT_REGULAR);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit_Base, ShaderBindingTable_Hit_WithAlphaTest, SHADER_OFFSET_HIT_REGULAR_BASE + SHADER_OFFSET_HIT_ALPHA_TEST);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit_Base, ShaderBindingTable_Hit_Additive, SHADER_OFFSET_HIT_REGULAR_BASE + SHADER_OFFSET_HIT_ADDITIVE);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit_Base, ShaderBindingTable_Hit_Shadow_Base, SHADER_OFFSET_HIT_SHADOW_BASE + 0);
ASSERT_SHADER_OFFSET(ShaderBindingTable_Hit_Base, ShaderBindingTable_Hit_Shadow_AlphaTest, SHADER_OFFSET_HIT_SHADOW_BASE + SHADER_OFFSET_HIT_ALPHA_TEST);
shader_groups[ShaderBindingTable_RayGen] = (VkRayTracingShaderGroupCreateInfoKHR) {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
@ -477,7 +482,7 @@ static void createPipeline( void )
.intersectionShader = VK_SHADER_UNUSED_KHR,
};
shader_groups[ShaderBindingTable_Hit] = (VkRayTracingShaderGroupCreateInfoKHR) {
shader_groups[ShaderBindingTable_Hit_Base] = (VkRayTracingShaderGroupCreateInfoKHR) {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR,
@ -504,7 +509,7 @@ static void createPipeline( void )
.intersectionShader = VK_SHADER_UNUSED_KHR,
};
shader_groups[ShaderBindingTable_Hit_Shadow] = (VkRayTracingShaderGroupCreateInfoKHR) {
shader_groups[ShaderBindingTable_Hit_Shadow_Base] = (VkRayTracingShaderGroupCreateInfoKHR) {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR,
@ -513,6 +518,15 @@ static void createPipeline( void )
.intersectionShader = VK_SHADER_UNUSED_KHR,
};
shader_groups[ShaderBindingTable_Hit_Shadow_AlphaTest] = (VkRayTracingShaderGroupCreateInfoKHR) {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.anyHitShader = ShaderStageIndex_AnyHit_AlphaTest,
.closestHitShader = ShaderStageIndex_ClosestHit_Shadow,
.generalShader = VK_SHADER_UNUSED_KHR,
.intersectionShader = VK_SHADER_UNUSED_KHR,
};
XVK_CHECK(vkCreateRayTracingPipelinesKHR(vk_core.device, VK_NULL_HANDLE, g_pipeline_cache, 1, &rtpci, NULL, &g_rtx.pipeline));
ASSERT(g_rtx.pipeline != VK_NULL_HANDLE);
@ -551,6 +565,7 @@ static void prepareTlas( VkCommandBuffer cmdbuf ) {
switch (model->material_mode) {
case MaterialMode_Opaque:
inst[i].mask = GEOMETRY_BIT_OPAQUE;
inst[i].instanceShaderBindingTableRecordOffset = SHADER_OFFSET_HIT_REGULAR,
inst[i].flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR;
break;
case MaterialMode_Opaque_AlphaTest:
@ -560,6 +575,7 @@ static void prepareTlas( VkCommandBuffer cmdbuf ) {
break;
case MaterialMode_Refractive:
inst[i].mask = GEOMETRY_BIT_REFRACTIVE;
inst[i].instanceShaderBindingTableRecordOffset = SHADER_OFFSET_HIT_REGULAR,
inst[i].flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR;
break;
case MaterialMode_Additive:
@ -759,7 +775,7 @@ LIST_GBUFFER_IMAGES(GBUFFER_WRITE_BARRIER)
}
const VkStridedDeviceAddressRegionKHR sbt_raygen = SBT_INDEX(ShaderBindingTable_RayGen, 1);
const VkStridedDeviceAddressRegionKHR sbt_miss = SBT_INDEX(ShaderBindingTable_Miss, ShaderBindingTable_Miss_Empty - ShaderBindingTable_Miss);
const VkStridedDeviceAddressRegionKHR sbt_hit = SBT_INDEX(ShaderBindingTable_Hit, ShaderBindingTable_Hit__END - ShaderBindingTable_Hit);
const VkStridedDeviceAddressRegionKHR sbt_hit = SBT_INDEX(ShaderBindingTable_Hit_Base, ShaderBindingTable_Hit__END - ShaderBindingTable_Hit_Base);
const VkStridedDeviceAddressRegionKHR sbt_callable = { 0 };
vkCmdTraceRaysKHR(cmdbuf, &sbt_raygen, &sbt_miss, &sbt_hit, &sbt_callable, FRAME_WIDTH, FRAME_HEIGHT, 1 );