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https://github.com/TheRedShip/RT_GPU.git
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155 lines
3.3 KiB
GLSL
155 lines
3.3 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 GPUObject {
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vec3 position; // 12 + 4
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vec3 color; // 12 + 4
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float emission; // 4
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float roughness; // 4
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float metallic; // 4
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float radius; // 4
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vec3 normal; // 12 + 4
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vec3 edge1; // 12 + 4
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vec3 edge2; // 12 + 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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uniform int u_objectsNum;
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uniform vec2 u_resolution;
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uniform vec3 u_cameraPosition;
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uniform mat4 u_viewMatrix;
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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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vec3 normal;
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vec3 position;
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int obj_index;
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};
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#include "shaders/random.glsl"
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#include "shaders/intersect.glsl"
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hitInfo traceRay(Ray ray)
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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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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) && temp_hit.t > 0.0f && temp_hit.t < hit.t)
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{
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hit.t = temp_hit.t;
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hit.obj_index = i;
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hit.position = temp_hit.position;
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hit.normal = temp_hit.normal;
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}
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}
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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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{
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GPUObject obj;
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Ray new_ray;
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obj = objects[hit.obj_index];
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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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bool is_specular = (obj.metallic >= randomValue(rng_state));
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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 * float(is_specular));
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return (new_ray);
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}
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vec3 pathtrace(Ray ray, inout uint rng_state)
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{
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vec3 color = vec3(1.0);
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vec3 light = vec3(0.0);
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float closest_t = 1e30;
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for (int i = 0; i < 10; i++)
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{
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hitInfo hit = traceRay(ray);
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if (hit.obj_index == -1)
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{
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light += vec3(0); //ambient color
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break;
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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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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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}
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return (color * light);
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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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uint rng_state = uint(u_resolution.x) * uint(pixel_coords.y) + pixel_coords.x;
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rng_state = rng_state + u_frameCount * 719393;
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float fov = 90.0;
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float focal_length = 1.0 / tan(radians(fov) / 2.0);
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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(u_viewMatrix) * vec4(view_space_ray, 0.0)).xyz);
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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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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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imageStore(accumulation_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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