Fix:修复了material最大只能加载255个的问题

master
ternaryop8479 2026-02-10 00:32:56 +08:00
parent dbf5b8579c
commit 2e850c40ff
7 changed files with 184 additions and 292 deletions

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@ -12,11 +12,14 @@ constexpr int MAX_RAY_DEPTH = 8;
/// @brief Default samples per pixel for ray tracing
constexpr int DEFAULT_SPP = 1;
/// @brief G-Buffer attachment indices
constexpr int GBUFFER_POSITION = 0;
constexpr int GBUFFER_NORMAL = 1;
constexpr int GBUFFER_ALBEDO = 2;
constexpr int GBUFFER_COUNT = 3;
/// @brief G-Buffer texture types
enum GBufferTextureType {
GBUFFER_POSITION = 0,
GBUFFER_NORMAL = 1,
GBUFFER_ALBEDO = 2,
GBUFFER_MATERIAL_ID = 3,
GBUFFER_TEXTURE_COUNT = 4
};
/// @brief Compute shader work group size
constexpr int COMPUTE_GROUP_SIZE_X = 16;

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@ -54,7 +54,7 @@ private:
uint width_;
uint height_;
FramebufferHandle fbo_;
TextureHandle textures_[GBUFFER_COUNT];
TextureHandle textures_[GBUFFER_TEXTURE_COUNT];
TextureHandle depth_texture_;
bool initialized_;

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@ -16,7 +16,7 @@ in VS_OUT {
layout(location = 0) out vec4 g_position;
layout(location = 1) out vec4 g_normal;
layout(location = 2) out vec4 g_albedo;
layout(location = 3) out vec4 g_material;
layout(location = 3) out uvec4 g_material_id;
// Material uniforms
uniform vec3 u_albedo;
@ -24,7 +24,7 @@ uniform float u_metallic;
uniform float u_roughness;
uniform float u_ior;
uniform vec3 u_emission;
uniform uint u_material_type;
uniform uint u_material_id;
uniform bool u_has_albedo_map;
uniform sampler2D u_albedo_map;
@ -45,5 +45,5 @@ void main() {
g_albedo = vec4(albedo, 1.0);
// Material properties
g_material = vec4(u_metallic, u_roughness, u_ior, float(u_material_type));
g_material_id = uvec4(u_material_id, 0u, 0u, 0u);
}

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@ -19,28 +19,66 @@
#define LIGHT_POINT 1
#define LIGHT_SPOT 2
// Structures
// Material structure - 使用 vec4 确保对齐
struct Material {
vec3 albedo;
float metallic;
vec3 emission;
float roughness;
vec4 albedo_metallic; // xyz = albedo, w = metallic
vec4 emission_roughness; // xyz = emission, w = roughness
int type;
float ior;
vec2 padding;
float padding1;
float padding2;
};
// Light structure - 使用 vec4 确保对齐
struct Light {
vec3 position;
int type;
vec3 direction;
float intensity;
vec3 color;
float range;
vec2 spot_angles; // inner, outer
vec2 padding;
vec4 position_type; // xyz = position, w = type
vec4 direction_intensity; // xyz = direction, w = intensity
vec4 color_range; // xyz = color, w = range
vec4 spot_angles; // xy = spot angles, zw = padding
};
// 辅助函数:从 Material 获取属性
vec3 get_material_albedo(Material mat) {
return mat.albedo_metallic.xyz;
}
float get_material_metallic(Material mat) {
return mat.albedo_metallic.w;
}
vec3 get_material_emission(Material mat) {
return mat.emission_roughness.xyz;
}
float get_material_roughness(Material mat) {
return mat.emission_roughness.w;
}
// 辅助函数:从 Light 获取属性
vec3 get_light_position(Light light) {
return light.position_type.xyz;
}
int get_light_type(Light light) {
return int(light.position_type.w);
}
vec3 get_light_direction(Light light) {
return light.direction_intensity.xyz;
}
float get_light_intensity(Light light) {
return light.direction_intensity.w;
}
vec3 get_light_color(Light light) {
return light.color_range.xyz;
}
float get_light_range(Light light) {
return light.color_range.w;
}
struct Ray {
vec3 origin;
vec3 direction;
@ -153,10 +191,11 @@ layout(local_size_x = 16, local_size_y = 16) in;
layout(binding = 0, rgba32f) uniform readonly image2D g_position;
layout(binding = 1, rgba32f) uniform readonly image2D g_normal;
layout(binding = 2, rgba8) uniform readonly image2D g_albedo;
layout(binding = 3, r32ui) uniform readonly uimage2D g_material_id;
// Output
layout(binding = 3, rgba32f) uniform image2D output_image;
layout(binding = 4, rgba32f) uniform image2D accumulation_image;
layout(binding = 4, rgba32f) uniform image2D output_image;
layout(binding = 5, rgba32f) uniform image2D accumulation_image;
// Scene data
layout(std430, binding = 0) readonly buffer MaterialBuffer {
@ -182,21 +221,35 @@ vec3 evaluate_direct_lighting(vec3 position, vec3 normal, vec3 view_dir,
Material material, inout uint seed) {
vec3 direct_light = vec3(0.0);
// 获取材质属性
vec3 mat_albedo = get_material_albedo(material);
float mat_metallic = get_material_metallic(material);
float mat_roughness = get_material_roughness(material);
for (uint i = 0u; i < u_light_count; i++) {
Light light = lights[i];
// 获取光源属性
vec3 light_pos = get_light_position(light);
int light_type = get_light_type(light);
vec3 light_dir_raw = get_light_direction(light);
float light_intensity = get_light_intensity(light);
vec3 light_color = get_light_color(light);
float light_range = get_light_range(light);
vec3 light_dir;
float light_distance;
float attenuation = 1.0;
if (light.type == LIGHT_POINT) {
vec3 to_light = light.position - position;
if (light_type == LIGHT_POINT) {
vec3 to_light = light_pos - position;
light_distance = length(to_light);
light_dir = to_light / light_distance;
attenuation = 1.0 / max(light_distance * light_distance, 0.01);
if (light_distance > light.range) continue;
} else if (light.type == LIGHT_DIRECTIONAL) {
light_dir = normalize(-light.direction);
if (light_distance > light_range) continue;
} else if (light_type == LIGHT_DIRECTIONAL) {
light_dir = normalize(-light_dir_raw);
light_distance = MAX_FLOAT;
} else {
continue;
@ -209,20 +262,20 @@ vec3 evaluate_direct_lighting(vec3 position, vec3 normal, vec3 view_dir,
float NdotV = max(dot(normal, view_dir), 0.0);
// PBR lighting
vec3 F0 = mix(vec3(0.04), material.albedo, material.metallic);
vec3 F0 = mix(vec3(0.04), mat_albedo, mat_metallic);
vec3 F = fresnel_schlick(max(dot(H, view_dir), 0.0), F0);
float D = distribution_ggx(normal, H, max(material.roughness, 0.04));
float G = geometry_smith(normal, view_dir, light_dir, material.roughness);
float D = distribution_ggx(normal, H, max(mat_roughness, 0.04));
float G = geometry_smith(normal, view_dir, light_dir, mat_roughness);
vec3 numerator = D * G * F;
float denominator = 4.0 * NdotV * NdotL + EPSILON;
vec3 specular = numerator / denominator;
vec3 kS = F;
vec3 kD = (vec3(1.0) - kS) * (1.0 - material.metallic);
vec3 kD = (vec3(1.0) - kS) * (1.0 - mat_metallic);
vec3 radiance = light.color * light.intensity * attenuation;
direct_light += (kD * material.albedo * INV_PI + specular) * radiance * NdotL;
vec3 radiance = light_color * light_intensity * attenuation;
direct_light += (kD * mat_albedo * INV_PI + specular) * radiance * NdotL;
}
}
@ -237,10 +290,26 @@ void main() {
return;
}
// ============ DEBUG MODE 6: 显示材质Metallic ============
/*
{
uint mat_id = imageLoad(g_material_id, pixel_coords).r;
if (imageLoad(g_position, pixel_coords).w > 0.5 && mat_id < uint(materials.length())) {
Material mat = materials[mat_id];
float metallic_vis = get_material_metallic(mat);
imageStore(output_image, pixel_coords, vec4(metallic_vis, metallic_vis, metallic_vis, 1.0));
} else {
imageStore(output_image, pixel_coords, vec4(0.0, 0.0, 0.0, 1.0));
}
return;
}
*/
// Read G-Buffer
vec4 position_data = imageLoad(g_position, pixel_coords);
vec4 normal_data = imageLoad(g_normal, pixel_coords);
vec4 albedo_data = imageLoad(g_albedo, pixel_coords);
uint material_id = imageLoad(g_material_id, pixel_coords).r;
// Background
if (position_data.w < 0.5) {
@ -254,11 +323,6 @@ void main() {
vec3 normal = normalize(normal_data.xyz);
vec3 albedo = albedo_data.rgb;
// 关键修复从G-Buffer的alpha通道读取material_id
// 注意albedo_data是从RGBA8纹理读取的alpha值范围是[0,1]
// 我们需要将其转换回整数ID
uint material_id = uint(albedo_data.a * 255.0 + 0.5);
// Initialize random seed
uint seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x) + u_frame_count * 719393u;
@ -269,20 +333,17 @@ void main() {
uint mat_count = uint(materials.length());
if (material_id < mat_count) {
// 从SSBO读取材质
material = materials[material_id];
} else {
// 使用G-Buffer中的albedo作为fallback
material.albedo = albedo;
material.metallic = 0.0;
material.roughness = 0.5;
material.emission = vec3(0.0);
// Fallback - 创建默认材质
material.albedo_metallic = vec4(albedo, 0.0);
material.emission_roughness = vec4(0.0, 0.0, 0.0, 0.5);
material.type = MATERIAL_DIFFUSE;
material.ior = 1.5;
}
// Add emission
color += material.emission;
color += get_material_emission(material);
// Direct lighting
vec3 view_dir = normalize(u_camera_position - position);
@ -292,7 +353,7 @@ void main() {
}
// Ambient lighting
color += material.albedo * 0.05;
color += get_material_albedo(material) * 0.05;
// Clamp
color = clamp(color, vec3(0.0), vec3(10.0));
@ -307,197 +368,3 @@ void main() {
imageStore(accumulation_image, pixel_coords, vec4(color, 1.0));
imageStore(output_image, pixel_coords, vec4(color, 1.0));
}
// layout(local_size_x = 16, local_size_y = 16) in;
//
// // G-Buffer inputs
// layout(binding = 0, rgba32f) uniform readonly image2D g_position;
// layout(binding = 1, rgba32f) uniform readonly image2D g_normal;
// layout(binding = 2, rgba8) uniform readonly image2D g_albedo;
//
// // Output
// layout(binding = 3, rgba32f) uniform image2D output_image;
// layout(binding = 4, rgba32f) uniform image2D accumulation_image;
//
// // Scene data
// layout(std430, binding = 0) readonly buffer MaterialBuffer {
// Material materials[];
// };
//
// layout(std430, binding = 1) readonly buffer LightBuffer {
// Light lights[];
// };
//
// // Uniforms
// uniform uint u_frame_count;
// uniform uint u_samples_per_pixel;
// uniform uint u_max_depth;
// uniform uint u_light_count;
// uniform vec3 u_camera_position;
// uniform mat4 u_inv_view_projection;
// uniform bool u_enable_accumulation;
// uniform bool u_use_bvh;
//
// // Cosine-weighted hemisphere sampling
// vec3 cosine_weighted_hemisphere(vec3 normal, inout uint seed) {
// vec2 r = random_vec2(seed);
// float r1 = 2.0 * PI * r.x;
// float r2 = r.y;
// float r2s = sqrt(r2);
//
// vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
// vec3 tangent = normalize(cross(up, normal));
// vec3 bitangent = cross(normal, tangent);
//
// vec3 dir = tangent * cos(r1) * r2s + bitangent * sin(r1) * r2s + normal * sqrt(1.0 - r2);
// return normalize(dir);
// }
//
// // Evaluate direct lighting
// vec3 evaluate_direct_lighting(vec3 position, vec3 normal, vec3 view_dir,
// Material material, inout uint seed) {
// vec3 direct_light = vec3(0.0);
//
// for (uint i = 0u; i < u_light_count; i++) {
// Light light = lights[i];
// vec3 light_dir;
// float light_distance;
// float attenuation = 1.0;
//
// if (light.type == LIGHT_POINT) {
// vec3 to_light = light.position - position;
// light_distance = length(to_light);
// light_dir = to_light / light_distance;
// attenuation = 1.0 / max(light_distance * light_distance, 0.01);
//
// if (light_distance > light.range) continue;
// } else if (light.type == LIGHT_DIRECTIONAL) {
// light_dir = normalize(-light.direction);
// light_distance = MAX_FLOAT;
// } else {
// continue;
// }
//
// float NdotL = max(dot(normal, light_dir), 0.0);
//
// if (NdotL > 0.0) {
// vec3 H = normalize(view_dir + light_dir);
// float NdotV = max(dot(normal, view_dir), 0.0);
//
// // PBR lighting
// vec3 F0 = mix(vec3(0.04), material.albedo, material.metallic);
// vec3 F = fresnel_schlick(max(dot(H, view_dir), 0.0), F0);
// float D = distribution_ggx(normal, H, max(material.roughness, 0.04));
// float G = geometry_smith(normal, view_dir, light_dir, material.roughness);
//
// vec3 numerator = D * G * F;
// float denominator = 4.0 * NdotV * NdotL + EPSILON;
// vec3 specular = numerator / denominator;
//
// vec3 kS = F;
// vec3 kD = (vec3(1.0) - kS) * (1.0 - material.metallic);
//
// vec3 radiance = light.color * light.intensity * attenuation;
// direct_light += (kD * material.albedo * INV_PI + specular) * radiance * NdotL;
// }
// }
//
// return direct_light;
// }
//
// // Trace indirect lighting (simple path tracing)
// vec3 trace_indirect(vec3 position, vec3 normal, Material material, inout uint seed) {
// vec3 color = vec3(0.0);
//
// // Sample random direction
// vec3 ray_dir = cosine_weighted_hemisphere(normal, seed);
//
// // Sky color based on direction
// float t = 0.5 * (ray_dir.y + 1.0);
// vec3 sky_color = mix(vec3(1.0), vec3(0.5, 0.7, 1.0), t) * 0.2;
//
// color = sky_color;
//
// return color;
// }
//
// void main() {
// ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
// ivec2 image_size = imageSize(output_image);
//
// if (pixel_coords.x >= image_size.x || pixel_coords.y >= image_size.y) {
// return;
// }
//
// // Read G-Buffer
// vec4 position_data = imageLoad(g_position, pixel_coords);
// vec4 normal_data = imageLoad(g_normal, pixel_coords);
// vec4 albedo_data = imageLoad(g_albedo, pixel_coords);
//
// // Check if this pixel has valid geometry
// if (position_data.w < 0.5) {
// vec3 background = vec3(0.1, 0.1, 0.15);
// imageStore(output_image, pixel_coords, vec4(background, 1.0));
// imageStore(accumulation_image, pixel_coords, vec4(background, 1.0));
// return;
// }
//
// vec3 position = position_data.xyz;
// vec3 normal = normalize(normal_data.xyz);
// vec3 albedo = albedo_data.rgb;
// uint material_id = floatBitsToUint(albedo_data.a);
//
// if (material_id >= 1000u) {
// material_id = 0u;
// }
//
// // Initialize random seed
// uint seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x) + u_frame_count * 719393u;
//
// vec3 color = vec3(0.0);
//
// // Get material
// Material material;
// if (material_id < uint(materials.length())) {
// material = materials[material_id];
// } else {
// material.albedo = albedo;
// material.metallic = 0.0;
// material.roughness = 0.5;
// material.emission = vec3(0.0);
// material.type = MATERIAL_DIFFUSE;
// material.ior = 1.5;
// }
//
// // Add emission
// color += material.emission;
//
// // Direct lighting
// vec3 view_dir = normalize(u_camera_position - position);
//
// if (u_light_count > 0u) {
// color += evaluate_direct_lighting(position, normal, view_dir, material, seed);
// }
//
// // Indirect lighting (path tracing) - THIS ADDS NOISE
// for (uint samp_idx = 0u; samp_idx < u_samples_per_pixel; samp_idx++) { // 修复: sample -> samp_idx
// vec3 indirect = trace_indirect(position, normal, material, seed);
// color += indirect * material.albedo * INV_PI;
// }
//
// // Ambient
// color += material.albedo * 0.02;
//
// // Clamp
// color = clamp(color, vec3(0.0), vec3(100.0));
//
// // Accumulation for denoising
// if (u_enable_accumulation && u_frame_count > 0u) {
// vec3 accumulated = imageLoad(accumulation_image, pixel_coords).rgb;
// float weight = 1.0 / float(u_frame_count + 1u);
// color = mix(accumulated, color, weight);
// }
//
// imageStore(accumulation_image, pixel_coords, vec4(color, 1.0));
// imageStore(output_image, pixel_coords, vec4(color, 1.0));
// }

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@ -1,4 +1,5 @@
#include "core/gbuffer.h"
#include "basic/constants.h"
#include "utils/logger.h"
#include <glad/glad.h>
@ -10,7 +11,7 @@ GBuffer::GBuffer(uint width, uint height)
, fbo_(INVALID_HANDLE)
, depth_texture_(INVALID_HANDLE)
, initialized_(false) {
for (int i = 0; i < GBUFFER_COUNT; ++i) {
for (int i = 0; i < GBUFFER_TEXTURE_COUNT; ++i) {
textures_[i] = INVALID_HANDLE;
}
}
@ -33,32 +34,30 @@ bool GBuffer::initialize() {
textures_[GBUFFER_POSITION] = create_texture_(GL_RGBA32F, GL_RGBA, GL_FLOAT);
textures_[GBUFFER_NORMAL] = create_texture_(GL_RGBA32F, GL_RGBA, GL_FLOAT);
textures_[GBUFFER_ALBEDO] = create_texture_(GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE);
textures_[GBUFFER_MATERIAL_ID] = create_texture_(GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT);
// Attach textures to framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_POSITION,
GL_TEXTURE_2D, textures_[GBUFFER_POSITION], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_NORMAL,
GL_TEXTURE_2D, textures_[GBUFFER_NORMAL], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_ALBEDO,
GL_TEXTURE_2D, textures_[GBUFFER_ALBEDO], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_POSITION, GL_TEXTURE_2D, textures_[GBUFFER_POSITION], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_NORMAL, GL_TEXTURE_2D, textures_[GBUFFER_NORMAL], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_ALBEDO, GL_TEXTURE_2D, textures_[GBUFFER_ALBEDO], 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + GBUFFER_MATERIAL_ID, GL_TEXTURE_2D, textures_[GBUFFER_MATERIAL_ID], 0);
// Create depth texture
glGenTextures(1, &depth_texture_);
glBindTexture(GL_TEXTURE_2D, depth_texture_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width_, height_, 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, width_, height_, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, depth_texture_, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth_texture_, 0);
// Set draw buffers
GLenum draw_buffers[GBUFFER_COUNT] = {
GLenum draw_buffers[GBUFFER_TEXTURE_COUNT] = {
GL_COLOR_ATTACHMENT0 + GBUFFER_POSITION,
GL_COLOR_ATTACHMENT0 + GBUFFER_NORMAL,
GL_COLOR_ATTACHMENT0 + GBUFFER_ALBEDO
GL_COLOR_ATTACHMENT0 + GBUFFER_ALBEDO,
GL_COLOR_ATTACHMENT0 + GBUFFER_MATERIAL_ID
};
glDrawBuffers(GBUFFER_COUNT, draw_buffers);
glDrawBuffers(GBUFFER_TEXTURE_COUNT, draw_buffers);
// Check framebuffer completeness
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
@ -82,7 +81,7 @@ void GBuffer::release() {
fbo_ = INVALID_HANDLE;
}
for (int i = 0; i < GBUFFER_COUNT; ++i) {
for (int i = 0; i < GBUFFER_TEXTURE_COUNT; ++i) {
if (textures_[i] != INVALID_HANDLE) {
glDeleteTextures(1, &textures_[i]);
textures_[i] = INVALID_HANDLE;
@ -194,7 +193,7 @@ void GBuffer::resize(uint width, uint height) {
}
TextureHandle GBuffer::get_texture(int index) const {
if (index < 0 || index >= GBUFFER_COUNT) {
if (index < 0 || index >= GBUFFER_TEXTURE_COUNT) {
Logger::error("Invalid G-Buffer texture index");
return INVALID_HANDLE;
}

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@ -143,8 +143,8 @@ void RayTracer::trace(const Scene& scene, const GBuffer& gbuffer, TextureHandle
bind_gbuffer_(gbuffer);
// Bind output and accumulation textures
glBindImageTexture(3, output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(4, accumulation_texture_, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glBindImageTexture(GBUFFER_TEXTURE_COUNT, output_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32F);
glBindImageTexture(GBUFFER_TEXTURE_COUNT + 1, accumulation_texture_, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
// Bind BVH buffers if enabled
if (config_.use_bvh_ && bvh_built_) {
@ -234,14 +234,14 @@ void RayTracer::upload_scene_data_(const Scene& scene) {
// Upload materials
const auto& materials = scene.get_materials();
if (!materials.empty()) {
struct MaterialData {
Vec3 albedo;
float metallic;
Vec3 emission;
float roughness;
// 使用 vec4 确保对齐正确
struct alignas(16) MaterialData {
Vec4 albedo_metallic; // xyz = albedo, w = metallic
Vec4 emission_roughness; // xyz = emission, w = roughness
int type;
float ior;
Vec2 padding;
float padding1;
float padding2;
};
std::vector<MaterialData> material_data;
@ -249,34 +249,52 @@ void RayTracer::upload_scene_data_(const Scene& scene) {
for (const auto& mat : materials) {
MaterialData data;
data.albedo = mat->get_albedo();
data.metallic = mat->get_metallic();
data.emission = mat->get_emission();
data.roughness = mat->get_roughness();
data.albedo_metallic = Vec4(mat->get_albedo(), mat->get_metallic());
data.emission_roughness = Vec4(mat->get_emission(), mat->get_roughness());
data.type = static_cast<int>(mat->get_type());
data.ior = mat->get_ior();
data.padding1 = 0.0f;
data.padding2 = 0.0f;
material_data.push_back(data);
}
// 打印调试信息
Logger::info("MaterialData size: " + std::to_string(sizeof(MaterialData)) + " bytes");
Logger::info("Material[0] albedo: (" +
std::to_string(material_data[0].albedo_metallic.x) + ", " +
std::to_string(material_data[0].albedo_metallic.y) + ", " +
std::to_string(material_data[0].albedo_metallic.z) + ")");
Logger::info("Material[0] metallic: " + std::to_string(material_data[0].albedo_metallic.w));
// 找到金属材质并打印
for (size_t i = 0; i < material_data.size(); i++) {
if (material_data[i].albedo_metallic.w > 0.5f) {
Logger::info("Material[" + std::to_string(i) + "] is metallic: " +
std::to_string(material_data[i].albedo_metallic.w));
}
}
glBindBuffer(GL_SHADER_STORAGE_BUFFER, material_buffer_);
glBufferData(GL_SHADER_STORAGE_BUFFER,
material_data.size() * sizeof(MaterialData),
material_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, material_buffer_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
Logger::info("Uploaded " + std::to_string(material_data.size()) + " materials to GPU");
} else {
Logger::warning("No materials to upload");
}
// Upload lights
// Upload lights (保持不变)
const auto& lights = scene.get_lights();
if (!lights.empty()) {
struct LightData {
Vec3 position;
int type;
Vec3 direction;
float intensity;
Vec3 color;
float range;
Vec2 spot_angles;
Vec2 padding;
// 同样使用 vec4 确保对齐
struct alignas(16) LightData {
Vec4 position_type; // xyz = position, w = type (as float)
Vec4 direction_intensity; // xyz = direction, w = intensity
Vec4 color_range; // xyz = color, w = range
Vec4 spot_angles; // xy = spot angles, zw = padding
};
std::vector<LightData> light_data;
@ -284,28 +302,33 @@ void RayTracer::upload_scene_data_(const Scene& scene) {
for (const auto& light : lights) {
LightData data;
data.position = light->get_position();
data.type = static_cast<int>(light->get_type());
data.direction = light->get_direction();
data.intensity = light->get_intensity();
data.color = light->get_color();
data.range = light->get_range();
data.spot_angles = Vec2(light->get_inner_angle(), light->get_outer_angle());
data.position_type = Vec4(light->get_position(), static_cast<float>(light->get_type()));
data.direction_intensity = Vec4(light->get_direction(), light->get_intensity());
data.color_range = Vec4(light->get_color(), light->get_range());
data.spot_angles = Vec4(light->get_inner_angle(), light->get_outer_angle(), 0.0f, 0.0f);
light_data.push_back(data);
}
Logger::info("LightData size: " + std::to_string(sizeof(LightData)) + " bytes");
glBindBuffer(GL_SHADER_STORAGE_BUFFER, light_buffer_);
glBufferData(GL_SHADER_STORAGE_BUFFER,
light_data.size() * sizeof(LightData),
light_data.data(), GL_DYNAMIC_DRAW);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, light_buffer_);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
Logger::info("Uploaded " + std::to_string(light_data.size()) + " lights to GPU");
} else {
Logger::warning("No lights to upload");
}
}
void RayTracer::bind_gbuffer_(const GBuffer& gbuffer) {
glBindImageTexture(0, gbuffer.get_texture(GBUFFER_POSITION), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(1, gbuffer.get_texture(GBUFFER_NORMAL), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(2, gbuffer.get_texture(GBUFFER_ALBEDO), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glBindImageTexture(GBUFFER_POSITION, gbuffer.get_texture(GBUFFER_POSITION), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(GBUFFER_NORMAL, gbuffer.get_texture(GBUFFER_NORMAL), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glBindImageTexture(GBUFFER_ALBEDO, gbuffer.get_texture(GBUFFER_ALBEDO), 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA8);
glBindImageTexture(GBUFFER_MATERIAL_ID, gbuffer.get_texture(GBUFFER_MATERIAL_ID), 0, GL_FALSE, 0, GL_READ_ONLY, GL_R32UI);
}
void RayTracer::set_compute_shader(const Shader& shader) {