rt: add test color-only bounce

no lighting yet, just base color
This commit is contained in:
Ivan 'provod' Avdeev 2023-02-07 10:46:57 -08:00
parent 3edcb7c007
commit 7188711451
3 changed files with 142 additions and 1 deletions

134
ref_vk/shaders/bounce.comp Normal file
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@ -0,0 +1,134 @@
#version 460 core
#extension GL_GOOGLE_include_directive : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_ray_query: require
#define RAY_QUERY
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set=0, binding=1) uniform accelerationStructureEXT tlas;
#define RAY_LIGHT_DIRECT_INPUTS(X) \
X(10, position_t, rgba32f) \
X(11, normals_gs, rgba16f) \
X(12, material_rmxx, rgba8)
#define X(index, name, format) layout(set=0,binding=index,format) uniform readonly image2D name;
RAY_LIGHT_DIRECT_INPUTS(X)
#undef X
layout(set=0, binding=20, rgba16f) uniform writeonly image2D out_indirect_diffuse;
#include "ray_primary_common.glsl"
#include "ray_primary_hit.glsl"
#include "brdf.h"
#include "noise.glsl"
void readNormals(ivec2 uv, out vec3 geometry_normal, out vec3 shading_normal) {
const vec4 n = imageLoad(normals_gs, uv);
geometry_normal = normalDecode(n.xy);
shading_normal = normalDecode(n.zw);
}
bool getHit(vec3 origin, vec3 direction, inout RayPayloadPrimary payload) {
rayQueryEXT rq;
const uint flags = 0
| gl_RayFlagsCullFrontFacingTrianglesEXT
//| gl_RayFlagsOpaqueEXT
//| gl_RayFlagsTerminateOnFirstHitEXT
//| gl_RayFlagsSkipClosestHitShaderEXT
;
const float L = 10000.; // TODO Why 10k?
rayQueryInitializeEXT(rq, tlas, flags, GEOMETRY_BIT_OPAQUE | GEOMETRY_BIT_ALPHA_TEST, origin, 0., direction, L);
while (rayQueryProceedEXT(rq)) {
if (0 != (rayQueryGetRayFlagsEXT(rq) & gl_RayFlagsOpaqueEXT))
continue;
// alpha test
// TODO check other possible ways of doing alpha test. They might be more efficient
// (although in this particular primary ray case it's not taht important):
// 1. Do a separate ray query for alpha masked geometry. Reason: here we might accidentally do the expensive
// texture sampling for geometry that's ultimately invisible (i.e. behind walls). Also, shader threads congruence.
// Separate pass could be more efficient as it'd be doing the same thing for every invocation.
// 2. Same as the above, but also with a completely independent TLAS. Why: no need to mask-check geometry for opaque-vs-alpha
const MiniGeometry geom = readCandidateMiniGeometry(rq);
const uint tex_base_color = getKusok(geom.kusok_index).tex_base_color;
const vec4 texture_color = texture(textures[nonuniformEXT(tex_base_color)], geom.uv);
const float alpha_mask_threshold = .1f;
if (texture_color.a >= alpha_mask_threshold) {
rayQueryConfirmIntersectionEXT(rq);
}
}
if (rayQueryGetIntersectionTypeEXT(rq, true) != gl_RayQueryCommittedIntersectionTriangleEXT)
return false;
primaryRayHit(rq, payload);
//L = rayQueryGetIntersectionTEXT(rq, true);
return true;
}
vec3 computeBounce(ivec2 pix, vec3 direction) {
const vec4 material_data = imageLoad(material_rmxx, pix);
MaterialProperties material;
material.baseColor = vec3(1.);
material.emissive = vec3(0.f);
material.metalness = material_data.g;
material.roughness = material_data.r;
vec3 geometry_normal, shading_normal;
readNormals(pix, geometry_normal, shading_normal);
const float ray_normal_fudge = .01;
const vec3 pos = imageLoad(position_t, pix).xyz + geometry_normal * ray_normal_fudge;
vec3 throughput = vec3(1.);
// 1. Make a "random" material-based ray for diffuse lighting
vec3 bounce_direction = vec3(0.);
vec3 brdf_weight = vec3(0.);
const int brdf_type = DIFFUSE_TYPE;
//const int brdf_type = SPECULAR_TYPE; // FIXME test
const vec2 u = vec2(rand01(), rand01());
if (!evalIndirectCombinedBRDF(u, shading_normal, geometry_normal, -direction, material, brdf_type, bounce_direction, brdf_weight))
return vec3(0.);//vec3(1., 0., 0.);
const float throughput_threshold = 1e-3;
throughput *= brdf_weight;
if (dot(throughput, throughput) < throughput_threshold)
return vec3(0.);//, 1., 0.);
// 2. Rake yuri it, get hit
// 3. Get relevant Geometry data
RayPayloadPrimary payload;
payload.base_color_a = vec4(0.);
if (!getHit(pos, bounce_direction, payload))
return vec3(0.);//, 0., 1.);
// FIXME test
return payload.base_color_a.rgb * throughput;
// TODO
// 4. Sample light sources
//vec3 diffuse = vec3(0.), specular = vec3(0.);
//computeLighting(pos + geometry_normal * .001, shading_normal, throughput, -direction, material, diffuse, specular);
}
void main() {
const ivec2 pix = ivec2(gl_GlobalInvocationID);
const ivec2 res = ivec2(imageSize(out_indirect_diffuse));
if (any(greaterThanEqual(pix, res))) {
return;
}
const vec2 uv = (gl_GlobalInvocationID.xy + .5) / res * 2. - 1.;
const vec3 origin = (ubo.ubo.inv_view * vec4(0, 0, 0, 1)).xyz;
const vec4 target = ubo.ubo.inv_proj * vec4(uv.x, uv.y, 1, 1);
const vec3 direction = normalize((ubo.ubo.inv_view * vec4(target.xyz, 0)).xyz);
rand01_state = ubo.ubo.random_seed + pix.x * 1833 + pix.y * 31337 + 12;
const vec3 diffuse = computeBounce(pix, direction);
imageStore(out_indirect_diffuse, pix, vec4(diffuse, 0.f));
}

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@ -11,7 +11,6 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0, rgba16f) uniform image2D out_dest;
layout(set = 0, binding = 9, rgba16f) uniform readonly image2D prev_dest;
layout(set = 0, binding = 1, rgba8) uniform readonly image2D base_color_a;
@ -24,10 +23,13 @@ layout(set = 0, binding = 6, rgba16f) uniform readonly image2D emissive;
layout(set = 0, binding = 7, rgba32f) uniform readonly image2D position_t;
layout(set = 0, binding = 8, rgba16f) uniform readonly image2D normals_gs;
layout(set = 0, binding = 9, rgba16f) uniform readonly image2D prev_dest;
layout(set = 0, binding = 10, rgba32f) uniform readonly image2D geometry_prev_position;
layout(set = 0, binding = 11) uniform UBO { UniformBuffer ubo; } ubo;
layout(set = 0, binding = 12, rgba16f) uniform readonly image2D indirect_diffuse;
//layout(set = 0, binding = 2, rgba16f) uniform readonly image2D light_poly_diffuse;
/* layout(set = 0, binding = 3, rgba16f) uniform readonly image2D specular; */
/* layout(set = 0, binding = 4, rgba16f) uniform readonly image2D additive; */
@ -97,6 +99,7 @@ void main() {
//imageStore(out_dest, pix, vec4(imageLoad(specular, pix)*.5 + .5f)); return;
//imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(light_poly, pix).rgb), 0.)); return;
//imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(specular, pix).rgb), 0.)); return;
//imageStore(out_dest, pix, vec4(aces_tonemap(imageLoad(indirect_diffuse, pix).rgb), 0.)); return;
/*
vec3 geometry_normal, shading_normal;
@ -151,6 +154,7 @@ void main() {
vec3 diffuse = vec3(0.);
diffuse += imageLoad(light_point_diffuse, p).rgb;
diffuse += imageLoad(light_poly_diffuse, p).rgb;
diffuse += imageLoad(indirect_diffuse, p).rgb;
vec3 specular = vec3(0.);
specular += imageLoad(light_poly_specular, p).rgb;

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@ -35,6 +35,9 @@
"light_direct_point": {
"comp": "ray_light_direct_point"
},
"bounce": {
"comp": "bounce"
},
"denoiser": {
"comp": "denoiser"
},