mirror of
https://github.com/TheRedShip/RT_GPU.git
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208 lines
3.9 KiB
GLSL
208 lines
3.9 KiB
GLSL
#version 430 core
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layout(local_size_x = 16, local_size_y = 16) in;
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layout(binding = 0, rgba32f) uniform image2D output_image;
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layout(binding = 1, rgba32f) uniform image2D accumulation_image;
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struct GPUCamera
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{
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mat4 view_matrix;
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vec3 position;
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float aperture_size;
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float focus_distance;
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float fov;
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int bounce;
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};
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layout(std140, binding = 0) uniform CameraData
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{
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GPUCamera camera;
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};
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struct GPUObject {
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mat4 rotation;
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vec3 position; // 12 + 4
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vec3 normal; // 12 + 4
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vec3 vertex1; // 12 + 4
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vec3 vertex2; // 12 + 4
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float radius; // 4
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int mat_index; // 4
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int type; // 4
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};
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layout(std430, binding = 1) buffer ObjectBuffer
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{
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GPUObject objects[];
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};
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struct GPUTriangle
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{
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vec3 position;
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vec3 vertex1;
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vec3 vertex2;
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vec3 normal;
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int mat_index;
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};
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layout(std430, binding = 2) buffer TriangleBuffer
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{
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GPUTriangle triangles[];
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};
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struct GPUBvh
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{
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vec3 min;
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vec3 max;
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int left_index;
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int right_index;
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int is_leaf;
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int first_primitive;
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int primitive_count;
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};
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layout(std430, binding = 5) buffer BvhBuffer
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{
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GPUBvh bvh[];
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};
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uniform int u_objectsNum;
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uniform int u_bvhNum;
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uniform vec2 u_resolution;
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uniform int u_frameCount;
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uniform float u_time;
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struct Ray
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{
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vec3 origin;
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vec3 direction;
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};
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struct hitInfo
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{
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float t;
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float last_t;
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vec3 normal;
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vec3 position;
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int obj_index;
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int mat_index;
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};
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#include "shaders/intersect.glsl"
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int traceRay(Ray ray)
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{
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int num_hit;
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num_hit = 0;
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for (int i = 0; i < u_objectsNum; i++)
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{
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GPUObject obj = objects[i];
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hitInfo temp_hit;
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if (intersect(ray, obj, temp_hit))
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num_hit++;
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}
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return (num_hit);
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}
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hitInfo traceBVH(Ray ray, inout int num_hit)
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{
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hitInfo hit;
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hit.t = 1e30;
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hit.obj_index = -1;
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const int MAX_STACK_SIZE = 64;
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int stack[MAX_STACK_SIZE];
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int stack_ptr = 0;
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stack[0] = 0;
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vec3 inv_dir = 1.0 / ray.direction;
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while (stack_ptr >= 0)
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{
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int current_index = stack[stack_ptr--];
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GPUBvh node = bvh[current_index];
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if (intersectRayBVH(ray, node))
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{
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num_hit++;
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if (node.is_leaf != 0)
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{
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for (int i = 0; i < node.primitive_count; i++)
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{
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GPUTriangle obj = triangles[node.first_primitive + i];
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hitInfo temp_hit;
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if (intersectTriangle(ray, obj, temp_hit) && temp_hit.t > 0.0f && temp_hit.t < hit.t + 0.0001)
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{
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hit.t = temp_hit.t;
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hit.normal = temp_hit.normal;
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hit.obj_index = node.first_primitive + i;
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}
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}
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}
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if (node.is_leaf == 0 && stack_ptr < MAX_STACK_SIZE - 2)
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{
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stack_ptr++;
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stack[stack_ptr] = node.left_index;
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stack_ptr++;
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stack[stack_ptr] = node.right_index;
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}
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}
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}
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return (hit);
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}
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Ray initRay(vec2 uv)
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{
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float fov = camera.fov;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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vec3 origin = camera.position;
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vec3 view_space_ray = normalize(vec3(uv.x, uv.y, -focal_length));
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vec3 ray_direction = normalize((inverse(camera.view_matrix) * vec4(view_space_ray, 0.0)).xyz);
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return (Ray(origin, ray_direction));
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}
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void main()
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{
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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if (pixel_coords.x >= int(u_resolution.x) || pixel_coords.y >= int(u_resolution.y))
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return;
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vec2 uv = ((vec2(pixel_coords)) / u_resolution) * 2.0 - 1.0;;
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uv.x *= u_resolution.x / u_resolution.y;
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Ray ray = initRay(uv);
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int hits = 0;
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hitInfo hit = traceBVH(ray, hits);
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vec3 color = vec3(0.);
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// if (hit.obj_index != -1)
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// color = vec3(hit.normal);
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if (hits > 150)
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color = vec3(1., 0., 0.);
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else
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color = vec3(float(hits) / float(100));
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imageStore(output_image, pixel_coords, vec4(color, 1.));
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} |