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https://github.com/TheRedShip/RT_GPU.git
synced 2025-09-27 10:48:34 +02:00
+ | Better material pathtraced system
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@ -73,22 +73,18 @@ hitInfo traceRay(Ray ray)
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return (hit);
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}
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Ray newRay(hitInfo hit, Ray ray, inout uint rng_state)
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Ray newRay(hitInfo hit, Ray ray, bool is_specular, inout uint rng_state)
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{
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GPUObject obj;
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Ray new_ray;
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// vec3 in_unit_sphere;
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obj = objects[hit.obj_index];
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// in_unit_sphere = normalize(randomVec3(uv, u_time));
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// in_unit_sphere *= sign(dot(in_unit_sphere, hit.normal));
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vec3 diffuse_dir = normalize(randomHemisphereDirection(hit.normal, rng_state));
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vec3 diffuse_dir = normalize(hit.normal + randomDirection(rng_state));
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vec3 specular_dir = reflect(ray.direction, hit.normal);
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new_ray.origin = hit.position + hit.normal * 0.001;
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new_ray.direction = mix(diffuse_dir, specular_dir, obj.roughness);
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new_ray.direction = mix(diffuse_dir, specular_dir, obj.roughness * float(is_specular));
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return (new_ray);
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}
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@ -110,14 +106,15 @@ vec3 pathtrace(Ray ray, inout uint rng_state)
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}
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GPUObject obj = objects[hit.obj_index];
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color *= obj.color;
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bool is_specular = (obj.metallic >= randomValue(rng_state));
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color *= mix(obj.color, vec3(1.0, 1.0, 1.0), is_specular);
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light += obj.emission * obj.color;
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if (obj.emission > 0.0)
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break;
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ray = newRay(hit, ray, rng_state);
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ray = newRay(hit, ray, is_specular, rng_state);
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}
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return (color * light);
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}
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@ -142,14 +139,15 @@ void main()
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Ray ray = Ray(u_cameraPosition, ray_direction);
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vec3 color = pathtrace(ray, rng_state);
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// color = vec3(sqrt(color.x), sqrt(color.y), sqrt(color.z));
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float blend = 1.0 / float(u_frameCount + 1);
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vec4 accum = imageLoad(accumulation_image, pixel_coords);
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accum.rgb = mix(accum.rgb, color, blend);
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accum.a = 1.0;
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accum.a = 1.0;
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imageStore(accumulation_image, pixel_coords, accum);
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imageStore(output_image, pixel_coords, accum);
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vec4 final_color = vec4(sqrt(accum.r), sqrt(accum.g), sqrt(accum.b), accum.a);
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imageStore(output_image, pixel_coords, final_color);
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}
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@ -1,48 +1,3 @@
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float rand_seed = 0;
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uint hash( uint x ) {
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x += ( x << 10u );
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x ^= ( x >> 6u );
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x += ( x << 3u );
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x ^= ( x >> 11u );
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x += ( x << 15u );
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return x;
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}
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uint hash( uvec2 v ) { return hash( v.x ^ hash(v.y) ); }
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uint hash( uvec3 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ); }
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uint hash( uvec4 v ) { return hash( v.x ^ hash(v.y) ^ hash(v.z) ^ hash(v.w) ); }
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float floatConstruct( uint m ) {
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const uint ieeeMantissa = 0x007FFFFFu;
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const uint ieeeOne = 0x3F800000u;
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m &= ieeeMantissa;
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m |= ieeeOne;
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float f = uintBitsToFloat( m );
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return f - 1.0;
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}
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float randombis( float x ) { return floatConstruct(hash(floatBitsToUint(x))); }
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float randombis( vec2 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float randombis( vec3 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float randombis( vec4 v ) { return floatConstruct(hash(floatBitsToUint(v))); }
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float random(vec2 uv, float time)
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{
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if (rand_seed == 0)
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rand_seed = time;
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rand_seed *= 2;
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return randombis(vec3(uv.xy, time * rand_seed));
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}
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vec3 randomVec3(vec2 uv, float time)
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{
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return (vec3((random(uv, time) - 0.5) * 2, (random(uv, time) - 0.5) * 2, (random(uv, time) - 0.5) * 2));
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}
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float randomValue(inout uint rng_state)
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{
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rng_state = rng_state * 747796405 + 2891336453;
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