* Started working on a ray tracing glTF sample * Started working on a ray tracing glTF sample Added textures using descriptor indexing * Frame accumulation Pass glTF node transforms to BLAS build * Shader cleanup * Code cleanup, flip Y using TLAS transform matrix * Create AS for all primitives in the gltf scene * Remove unused variables * Added missing shaders * Minor cleanup
63 lines
2 KiB
GLSL
63 lines
2 KiB
GLSL
/* Copyright (c) 2023, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : require
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#extension GL_EXT_nonuniform_qualifier : require
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#extension GL_EXT_buffer_reference2 : require
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_EXT_shader_explicit_arithmetic_types_int64 : require
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(location = 2) rayPayloadEXT bool shadowed;
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hitAttributeEXT vec2 attribs;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 3, set = 0) uniform sampler2D image;
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struct GeometryNode {
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uint64_t vertexBufferDeviceAddress;
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uint64_t indexBufferDeviceAddress;
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int textureIndexBaseColor;
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int textureIndexOcclusion;
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};
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layout(binding = 4, set = 0) buffer GeometryNodes { GeometryNode nodes[]; } geometryNodes;
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layout(binding = 5, set = 0) uniform sampler2D textures[];
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#include "bufferreferences.glsl"
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#include "geometrytypes.glsl"
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void main()
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{
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Triangle tri = unpackTriangle(gl_PrimitiveID, 112);
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hitValue = vec3(tri.normal);
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GeometryNode geometryNode = geometryNodes.nodes[gl_GeometryIndexEXT];
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vec3 color = texture(textures[nonuniformEXT(geometryNode.textureIndexBaseColor)], tri.uv).rgb;
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if (geometryNode.textureIndexOcclusion > -1) {
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float occlusion = texture(textures[nonuniformEXT(geometryNode.textureIndexOcclusion)], tri.uv).r;
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color *= occlusion;
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}
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hitValue = color;
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// Shadow casting
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float tmin = 0.001;
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float tmax = 10000.0;
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float epsilon = 0.001;
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT + tri.normal * epsilon;
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shadowed = true;
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vec3 lightVector = vec3(-5.0, -2.5, -5.0);
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// Trace shadow ray and offset indices to match shadow hit/miss shader group indices
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// traceRayEXT(topLevelAS, gl_RayFlagsTerminateOnFirstHitEXT | gl_RayFlagsOpaqueEXT | gl_RayFlagsSkipClosestHitShaderEXT, 0xFF, 0, 0, 1, origin, tmin, lightVector, tmax, 2);
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// if (shadowed) {
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// hitValue *= 0.7;
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// }
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}
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