refactor: 重构shaders目录结构,手动编写include处理逻辑
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@ -1,7 +1,7 @@
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* 1. 修复全局光照导致的采样问题
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* 2. 重构代码,统一化结构、加入ResourceManager
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* 2.1. 优化cpu-gpu交互效率
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2.2 修改shader文件结构
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* 2.2 修改shader文件结构
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3. 支持更多材质及pbr参数
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4. 添加HDRI支持
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5. 支持glTF 2.0模型加载
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Binary file not shown.
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@ -170,6 +170,14 @@ private:
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* @return File content
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*/
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std::string read_file_(const std::string &path);
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/*
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* @brief Process #include directives in shader source
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* @param source Shader source code
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* @param base_dir Base directory for relative includes
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* @return Processed source with includes resolved
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*/
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std::string process_includes_(const std::string &source, const std::string &base_dir);
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};
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} // namespace are
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@ -0,0 +1,190 @@
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// BVH traversal and ray-triangle intersection
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#ifndef BVH_GLSL
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#define BVH_GLSL
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// Ray-AABB intersection
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bool intersect_aabb(Ray ray, vec3 aabb_min, vec3 aabb_max, float t_max) {
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vec3 inv_d = 1.0 / ray.direction;
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vec3 t0 = (aabb_min - ray.origin) * inv_d;
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vec3 t1 = (aabb_max - ray.origin) * inv_d;
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vec3 tmin3 = min(t0, t1);
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vec3 tmax3 = max(t0, t1);
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float tmin = max(max(tmin3.x, tmin3.y), tmin3.z);
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float tmax2 = min(min(tmax3.x, tmax3.y), tmax3.z);
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return (tmax2 >= max(tmin, 0.0)) && (tmin <= t_max);
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}
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// Moller-Trumbore triangle intersection
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bool intersect_triangle(Ray ray, TriangleGpu tri, inout HitInfo hit) {
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vec3 v0 = tri.v0_material.xyz;
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vec3 v1 = tri.v1.xyz;
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vec3 v2 = tri.v2.xyz;
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vec3 e1 = v1 - v0;
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vec3 e2 = v2 - v0;
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vec3 pvec = cross(ray.direction, e2);
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float det = dot(e1, pvec);
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if (abs(det) < EPSILON) return false;
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float inv_det = 1.0 / det;
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vec3 tvec = ray.origin - v0;
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float u = dot(tvec, pvec) * inv_det;
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if (u < 0.0 || u > 1.0) return false;
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vec3 qvec = cross(tvec, e1);
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float v = dot(ray.direction, qvec) * inv_det;
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if (v < 0.0 || u + v > 1.0) return false;
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float t = dot(e2, qvec) * inv_det;
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if (t < EPSILON || t >= hit.t) return false;
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float w = 1.0 - u - v;
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vec3 n0 = tri.n0.xyz;
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vec3 n1 = tri.n1.xyz;
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vec3 n2 = tri.n2.xyz;
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vec2 uv0 = tri.uv0_uv1.xy;
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vec2 uv1 = tri.uv0_uv1.zw;
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vec2 uv2 = tri.uv2.xy;
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vec3 t0 = tri.t0.xyz;
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vec3 t1 = tri.t1.xyz;
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vec3 t2 = normalize(cross(n0, t0));
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hit.hit = true;
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hit.t = t;
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hit.position = ray.origin + t * ray.direction;
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hit.normal = normalize(n0 * w + n1 * u + n2 * v);
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hit.texcoord = uv0 * w + uv1 * u + uv2 * v;
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hit.tangent = normalize(t0 * w + t1 * u + t2 * v);
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hit.material_id = as_uint(tri.v0_material.w);
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return true;
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}
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// BVH traversal (closest hit)
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HitInfo trace_ray_bvh(Ray ray) {
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HitInfo hit;
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hit.hit = false;
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hit.t = MAX_FLOAT;
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if (!u_use_bvh || u_bvh_node_count == 0u) {
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return hit;
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}
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uint stack[64];
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int sp = 0;
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stack[sp++] = 0u;
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while (sp > 0) {
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uint node_idx = stack[--sp];
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if (node_idx >= u_bvh_node_count) continue;
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BVHNodeGpu node = bvh_nodes[node_idx];
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vec3 bmin = node.aabb_min_left_first.xyz;
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vec3 bmax = node.aabb_max_count.xyz;
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uint left_first = as_uint(node.aabb_min_left_first.w);
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uint count = as_uint(node.aabb_max_count.w);
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if (!intersect_aabb(ray, bmin, bmax, hit.t)) continue;
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if (count > 0u) {
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for (uint i = 0u; i < count; ++i) {
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TriangleGpu tri = bvh_tris[left_first + i];
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intersect_triangle(ray, tri, hit);
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}
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} else {
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uint left = left_first;
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uint right = left_first + 1u;
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if (sp < 63) stack[sp++] = right;
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if (sp < 63) stack[sp++] = left;
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}
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}
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return hit;
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}
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// Any-hit BVH for shadow ray
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bool trace_any_bvh(Ray ray, float t_max) {
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if (!u_use_bvh || u_bvh_node_count == 0u) return false;
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uint stack[64];
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int sp = 0;
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stack[sp++] = 0u;
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HitInfo hit;
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hit.hit = false;
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hit.t = t_max;
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while (sp > 0) {
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uint node_idx = stack[--sp];
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if (node_idx >= u_bvh_node_count) continue;
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BVHNodeGpu node = bvh_nodes[node_idx];
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vec3 bmin = node.aabb_min_left_first.xyz;
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vec3 bmax = node.aabb_max_count.xyz;
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uint left_first = as_uint(node.aabb_min_left_first.w);
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uint count = as_uint(node.aabb_max_count.w);
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if (!intersect_aabb(ray, bmin, bmax, hit.t)) continue;
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if (count > 0u) {
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for (uint i = 0u; i < count; ++i) {
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TriangleGpu tri = bvh_tris[left_first + i];
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if (intersect_triangle(ray, tri, hit)) return true;
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}
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} else {
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uint left = left_first;
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uint right = left_first + 1u;
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if (sp < 63) stack[sp++] = right;
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if (sp < 63) stack[sp++] = left;
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}
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}
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return false;
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}
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// Read primary hit from G-Buffer
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HitInfo trace_primary_gbuffer(Ray ray, ivec2 pixel_coords) {
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HitInfo hit;
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hit.hit = false;
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hit.t = MAX_FLOAT;
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hit.position = vec3(0.0);
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hit.normal = vec3(0.0, 1.0, 0.0);
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hit.texcoord = vec2(0.0);
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hit.tangent = vec3(0.0);
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hit.material_id = 0u;
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hit.material_type = 0;
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vec4 pos = imageLoad(g_position, pixel_coords);
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if (pos.w <= 0.5) {
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return hit;
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}
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vec3 p = pos.xyz;
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vec3 n = normalize(imageLoad(g_normal, pixel_coords).xyz);
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uint mid = imageLoad(g_material_id, pixel_coords).r;
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vec4 mat = imageLoad(g_material, pixel_coords);
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int mtype = int(mat.w);
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vec4 texcoord_tangent = imageLoad(g_texcoord, pixel_coords);
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vec2 texcoord = texcoord_tangent.xy;
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vec4 tangent_data = imageLoad(g_tangent, pixel_coords);
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vec3 tangent = tangent_data.xyz;
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hit.hit = true;
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hit.position = p;
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hit.normal = n;
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hit.texcoord = texcoord;
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hit.tangent = tangent;
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hit.material_id = mid;
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hit.material_type = mtype;
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hit.t = length(p - ray.origin);
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return hit;
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}
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#endif // BVH_GLSL
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@ -0,0 +1,32 @@
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// Common constants and definitions for ray tracing
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#ifndef COMMON_GLSL
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#define COMMON_GLSL
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// Mathematical constants
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#define PI 3.14159265359
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#define INV_PI 0.31830988618
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#define EPSILON 1e-4
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#define MAX_FLOAT 3.402823466e38
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#define RR_THRESHOLD 0.1
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// Material types
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#define MATERIAL_DIFFUSE 0
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#define MATERIAL_METAL 1
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#define MATERIAL_DIELECTRIC 2
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#define MATERIAL_EMISSIVE 3
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// Light types
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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#define LIGHT_SPOT 2
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// Texture slots
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#define TEXTURE_SLOT_ALBEDO 0
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#define TEXTURE_SLOT_NORMAL 1
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#define TEXTURE_SLOT_METALLIC 2
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#define TEXTURE_SLOT_ROUGHNESS 3
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#define TEXTURE_SLOT_AO 4
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#define TEXTURE_SLOT_EMISSION 5
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#endif // COMMON_GLSL
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// Direct lighting with shadow rays
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#ifndef LIGHTING_GLSL
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#define LIGHTING_GLSL
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vec3 eval_direct_lighting(inout HitInfo hit, Material mat, inout uint seed) {
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if (u_light_count == 0u) return vec3(0.0);
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uint light_idx = uint(random_float(seed) * float(u_light_count)) % u_light_count;
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Light light = lights[light_idx];
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vec3 L;
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float dist = MAX_FLOAT;
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vec3 radiance = vec3(0.0);
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if (light.type == LIGHT_POINT) {
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vec3 to_light = light.position - hit.position;
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dist = length(to_light);
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if (dist > light.range) return vec3(0.0);
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L = to_light / dist;
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float atten = 1.0 / max(dist * dist, 0.01);
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radiance = light.color * light.intensity * atten;
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} else if (light.type == LIGHT_DIRECTIONAL) {
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L = normalize(-light.direction);
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radiance = light.color * light.intensity;
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} else {
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return vec3(0.0);
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}
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float n_dot_l = max(dot(hit.normal, L), 0.0);
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if (n_dot_l <= 0.0) return vec3(0.0);
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Ray shadow_ray;
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shadow_ray.origin = hit.position + hit.normal * EPSILON;
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shadow_ray.direction = L;
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float t_max = (light.type == LIGHT_POINT) ? (dist - EPSILON) : MAX_FLOAT;
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if (trace_any_bvh(shadow_ray, t_max)) return vec3(0.0);
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float pdf_light = 1.0 / float(u_light_count);
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vec3 brdf = mat.albedo * INV_PI;
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return brdf * radiance * n_dot_l * mat.ao / max(pdf_light, EPSILON);
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}
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vec3 environment_color(vec3 dir) {
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return vec3(0.1, 0.1, 0.15);
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}
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#endif // LIGHTING_GLSL
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// Material handling and PBR scattering
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#ifndef MATERIAL_GLSL
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#define MATERIAL_GLSL
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// Helper function to sample texture from array by index
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vec4 sample_texture_array(int slot, int index, vec2 uv) {
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if (index <= 0) return vec4(1.0);
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if (slot == 0) return texture(u_texture_albedo_array, vec3(uv, float(index - 1)));
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if (slot == 1) return texture(u_texture_normal_array, vec3(uv, float(index - 1)));
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if (slot == 2) return texture(u_texture_metallic_array, vec3(uv, float(index - 1)));
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if (slot == 3) return texture(u_texture_roughness_array, vec3(uv, float(index - 1)));
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if (slot == 4) return texture(u_texture_ao_array, vec3(uv, float(index - 1)));
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if (slot == 5) return texture(u_texture_emission_array, vec3(uv, float(index - 1)));
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return vec4(1.0);
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}
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// Apply normal map in world space
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vec3 apply_normal_map(vec3 normal, vec2 texcoord, vec3 tangent, uint normal_handle) {
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if (normal_handle == 0 || !u_enable_textures) return normal;
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vec3 T = normalize(tangent - normal * dot(tangent, normal));
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vec3 B = cross(normal, T);
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mat3 TBN = mat3(T, B, normal);
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vec3 map_n = sample_texture_array(1, int(normal_handle), texcoord).xyz * 2.0 - 1.0;
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return normalize(TBN * map_n);
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}
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// Apply material textures to get final PBR values
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void apply_material_textures(inout Material mat, inout vec3 normal, vec2 texcoord, vec3 tangent) {
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if (!u_enable_textures) return;
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if (mat.texture_handles[0] != 0) {
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mat.albedo = sample_texture_array(0, int(mat.texture_handles[0]), texcoord).rgb;
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}
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if (mat.texture_handles[1] != 0) {
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normal = apply_normal_map(normal, texcoord, tangent, mat.texture_handles[1]);
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}
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if (mat.texture_handles[2] != 0) {
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mat.metallic = sample_texture_array(2, int(mat.texture_handles[2]), texcoord).r;
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}
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if (mat.texture_handles[3] != 0) {
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mat.roughness = sample_texture_array(3, int(mat.texture_handles[3]), texcoord).r;
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}
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if (mat.texture_handles[4] != 0) {
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mat.ao = sample_texture_array(4, int(mat.texture_handles[4]), texcoord).r;
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}
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if (mat.texture_handles[5] != 0) {
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mat.emission = sample_texture_array(5, int(mat.texture_handles[5]), texcoord).rgb;
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}
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}
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// Fresnel functions
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vec3 fresnel_schlick(float cos_theta, vec3 f0) {
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return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);
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}
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float fresnel_dielectric(float cos_theta, float ior) {
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float r0 = (1.0 - ior) / (1.0 + ior);
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r0 = r0 * r0;
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return r0 + (1.0 - r0) * pow(1.0 - cos_theta, 5.0);
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}
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// Scatter functions
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ScatterResult scatter_diffuse(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
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ScatterResult r;
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r.scattered = true;
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r.attenuation = mat.albedo;
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vec3 dir = hit.normal + random_unit_vector(seed);
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if (near_zero(dir)) dir = hit.normal;
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r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
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r.scattered_ray.direction = normalize(dir);
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return r;
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}
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ScatterResult scatter_metal(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
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ScatterResult r;
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vec3 reflected = reflect_vector(normalize(ray_in.direction), hit.normal);
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vec3 fuzz = mat.roughness * random_in_unit_sphere(seed);
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vec3 dir = reflected + fuzz;
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r.scattered = dot(dir, hit.normal) > 0.0;
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r.attenuation = mat.albedo;
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r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
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r.scattered_ray.direction = normalize(dir);
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return r;
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}
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ScatterResult scatter_dielectric(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
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ScatterResult r;
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r.scattered = true;
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r.attenuation = vec3(1.0);
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vec3 unit_dir = normalize(ray_in.direction);
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float cos_theta = dot(-unit_dir, hit.normal);
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float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
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bool entering = cos_theta > 0.0;
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float eta = entering ? (1.0 / mat.ior) : mat.ior;
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vec3 normal = entering ? hit.normal : -hit.normal;
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float sin_theta_t = eta * sin_theta;
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bool total_internal_reflection = sin_theta_t >= 1.0;
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float f0 = pow((1.0 - mat.ior) / (1.0 + mat.ior), 2.0);
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float f = f0 + (1.0 - f0) * pow(1.0 - abs(cos_theta), 5.0);
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vec3 dir;
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if (total_internal_reflection || random_float(seed) < f) {
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dir = reflect_vector(unit_dir, normal);
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} else {
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dir = refract_vector(unit_dir, normal, eta);
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}
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r.scattered_ray.origin = hit.position + dir * EPSILON;
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r.scattered_ray.direction = normalize(dir);
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return r;
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}
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ScatterResult scatter_ray(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
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if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse(ray_in, hit, mat, seed);
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if (mat.type == MATERIAL_METAL) return scatter_metal(ray_in, hit, mat, seed);
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if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric(ray_in, hit, mat, seed);
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ScatterResult r;
|
||||
r.scattered = false;
|
||||
r.attenuation = vec3(0.0);
|
||||
return r;
|
||||
}
|
||||
|
||||
// Fetch material with fallback
|
||||
Material fetch_material(uint material_id) {
|
||||
uint cnt = uint(materials.length());
|
||||
if (material_id < cnt) return materials[material_id];
|
||||
|
||||
Material m;
|
||||
m.albedo = vec3(0.5);
|
||||
m.metallic = 0.0;
|
||||
m.emission = vec3(0.0);
|
||||
m.roughness = 0.5;
|
||||
m.type = MATERIAL_DIFFUSE;
|
||||
m.ior = 1.5;
|
||||
m.ao = 1.0;
|
||||
return m;
|
||||
}
|
||||
|
||||
#endif // MATERIAL_GLSL
|
||||
|
|
@ -0,0 +1,24 @@
|
|||
// Math utility functions
|
||||
|
||||
#ifndef MATH_GLSL
|
||||
#define MATH_GLSL
|
||||
|
||||
bool near_zero(vec3 v) {
|
||||
return (abs(v.x) < EPSILON) && (abs(v.y) < EPSILON) && (abs(v.z) < EPSILON);
|
||||
}
|
||||
|
||||
vec3 reflect_vector(vec3 v, vec3 n) {
|
||||
return v - 2.0 * dot(v, n) * n;
|
||||
}
|
||||
|
||||
vec3 refract_vector(vec3 uv, vec3 n, float etai_over_etat) {
|
||||
float cos_theta = min(dot(-uv, n), 1.0);
|
||||
vec3 r_out_perp = etai_over_etat * (uv + cos_theta * n);
|
||||
vec3 r_out_parallel = -sqrt(abs(1.0 - dot(r_out_perp, r_out_perp))) * n;
|
||||
return r_out_perp + r_out_parallel;
|
||||
}
|
||||
|
||||
uint as_uint(float f) { return floatBitsToUint(f); }
|
||||
float as_float(uint u) { return uintBitsToFloat(u); }
|
||||
|
||||
#endif // MATH_GLSL
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
// PCG Random Number Generator
|
||||
|
||||
#ifndef RNG_GLSL
|
||||
#define RNG_GLSL
|
||||
|
||||
uint pcg_hash(uint seed) {
|
||||
uint state = seed * 747796405u + 2891336453u;
|
||||
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
|
||||
return (word >> 22u) ^ word;
|
||||
}
|
||||
|
||||
float random_float(inout uint seed) {
|
||||
seed = pcg_hash(seed);
|
||||
return float(seed) / 4294967296.0;
|
||||
}
|
||||
|
||||
vec3 random_vec3(inout uint seed) {
|
||||
return vec3(random_float(seed), random_float(seed), random_float(seed));
|
||||
}
|
||||
|
||||
#endif // RNG_GLSL
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
// Sampling utility functions
|
||||
|
||||
#ifndef SAMPLING_GLSL
|
||||
#define SAMPLING_GLSL
|
||||
|
||||
// Cosine-weighted hemisphere sampling (avoids infinite loop)
|
||||
vec3 random_in_unit_sphere(inout uint seed) {
|
||||
float z = 1.0 - 2.0 * random_float(seed);
|
||||
float r = sqrt(max(0.0, 1.0 - z * z));
|
||||
float phi = 2.0 * PI * random_float(seed);
|
||||
return vec3(r * cos(phi), r * sin(phi), z);
|
||||
}
|
||||
|
||||
vec3 random_unit_vector(inout uint seed) {
|
||||
return normalize(random_in_unit_sphere(seed));
|
||||
}
|
||||
|
||||
#endif // SAMPLING_GLSL
|
||||
|
|
@ -0,0 +1,69 @@
|
|||
// Data structures for ray tracing
|
||||
|
||||
#ifndef STRUCTS_GLSL
|
||||
#define STRUCTS_GLSL
|
||||
|
||||
struct Material {
|
||||
vec3 albedo;
|
||||
vec3 emission;
|
||||
float metallic;
|
||||
float roughness;
|
||||
int type;
|
||||
float ior;
|
||||
float ao;
|
||||
float padding1;
|
||||
uint texture_handles[6];
|
||||
};
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
int type;
|
||||
vec3 direction;
|
||||
float intensity;
|
||||
vec3 color;
|
||||
float range;
|
||||
vec2 spot_angles;
|
||||
vec2 padding;
|
||||
};
|
||||
|
||||
struct Ray {
|
||||
vec3 origin;
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
struct HitInfo {
|
||||
bool hit;
|
||||
float t;
|
||||
vec3 position;
|
||||
vec3 normal;
|
||||
vec2 texcoord;
|
||||
vec3 tangent;
|
||||
uint material_id;
|
||||
int material_type;
|
||||
};
|
||||
|
||||
struct ScatterResult {
|
||||
bool scattered;
|
||||
vec3 attenuation;
|
||||
Ray scattered_ray;
|
||||
};
|
||||
|
||||
struct BVHNodeGpu {
|
||||
vec4 aabb_min_left_first;
|
||||
vec4 aabb_max_count;
|
||||
};
|
||||
|
||||
struct TriangleGpu {
|
||||
vec4 v0_material;
|
||||
vec4 v1;
|
||||
vec4 v2;
|
||||
vec4 n0;
|
||||
vec4 n1;
|
||||
vec4 n2;
|
||||
vec4 uv0_uv1;
|
||||
vec4 uv2;
|
||||
vec4 t0;
|
||||
vec4 t1;
|
||||
};
|
||||
|
||||
#endif // STRUCTS_GLSL
|
||||
|
|
@ -1,759 +0,0 @@
|
|||
#version 430 core
|
||||
|
||||
#define PI 3.14159265359
|
||||
#define INV_PI 0.31830988618
|
||||
#define EPSILON 1e-4
|
||||
#define MAX_FLOAT 3.402823466e38
|
||||
#define RR_THRESHOLD 0.1
|
||||
|
||||
#define MATERIAL_DIFFUSE 0
|
||||
#define MATERIAL_METAL 1
|
||||
#define MATERIAL_DIELECTRIC 2
|
||||
#define MATERIAL_EMISSIVE 3
|
||||
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
#define LIGHT_SPOT 2
|
||||
|
||||
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;
|
||||
|
||||
// Material params + material id (for primary hit fast-path)
|
||||
layout(binding = 5, rgba32f) uniform readonly image2D g_material;
|
||||
layout(binding = 6, r32ui) uniform readonly uimage2D g_material_id;
|
||||
|
||||
// Texcoord from G-Buffer
|
||||
layout(binding = 7, rgba32f) uniform readonly image2D g_texcoord;
|
||||
|
||||
// Tangent from G-Buffer
|
||||
layout(binding = 8, rgba32f) uniform readonly image2D g_tangent;
|
||||
|
||||
// Output
|
||||
layout(binding = 3, rgba32f) uniform image2D output_image;
|
||||
layout(binding = 4, rgba32f) uniform image2D accumulation_image;
|
||||
|
||||
struct Material {
|
||||
vec3 albedo;
|
||||
vec3 emission;
|
||||
float metallic;
|
||||
float roughness;
|
||||
int type;
|
||||
float ior;
|
||||
float ao; // ambient occlusion
|
||||
float padding1;
|
||||
uint texture_handles[6];
|
||||
};
|
||||
|
||||
struct Light {
|
||||
vec3 position;
|
||||
int type;
|
||||
vec3 direction;
|
||||
float intensity;
|
||||
vec3 color;
|
||||
float range;
|
||||
vec2 spot_angles;
|
||||
vec2 padding;
|
||||
};
|
||||
|
||||
struct Ray {
|
||||
vec3 origin;
|
||||
vec3 direction;
|
||||
};
|
||||
|
||||
struct HitInfo {
|
||||
bool hit;
|
||||
float t;
|
||||
vec3 position;
|
||||
vec3 normal;
|
||||
vec2 texcoord;
|
||||
vec3 tangent;
|
||||
uint material_id;
|
||||
int material_type; // material type from G-Buffer
|
||||
};
|
||||
|
||||
struct ScatterResult {
|
||||
bool scattered;
|
||||
vec3 attenuation;
|
||||
Ray scattered_ray;
|
||||
};
|
||||
|
||||
struct BVHNodeGpu {
|
||||
vec4 aabb_min_left_first; // xyz min, w = left_first (uint bits in float)
|
||||
vec4 aabb_max_count; // xyz max, w = count (uint bits in float)
|
||||
};
|
||||
|
||||
struct TriangleGpu {
|
||||
vec4 v0_material; // xyz v0, w material_id (uint bits in float)
|
||||
vec4 v1;
|
||||
vec4 v2;
|
||||
vec4 n0;
|
||||
vec4 n1;
|
||||
vec4 n2;
|
||||
vec4 uv0_uv1; // xy uv0, zw uv1
|
||||
vec4 uv2; // xy uv2
|
||||
vec4 t0; // tangent at v0
|
||||
vec4 t1; // tangent at v1
|
||||
};
|
||||
|
||||
layout(std430, binding = 0) readonly buffer MaterialBuffer { Material materials[]; };
|
||||
layout(std430, binding = 1) readonly buffer LightBuffer { Light lights[]; };
|
||||
layout(std430, binding = 2) readonly buffer BVHNodeBuffer { BVHNodeGpu bvh_nodes[]; };
|
||||
layout(std430, binding = 3) readonly buffer TriangleBuffer { TriangleGpu bvh_tris[]; };
|
||||
|
||||
uniform uint u_frame_count;
|
||||
uniform uint u_samples_per_pixel;
|
||||
uniform uint u_max_depth;
|
||||
uniform uint u_light_count;
|
||||
uniform mat4 u_inv_view_projection;
|
||||
uniform bool u_enable_accumulation;
|
||||
uniform bool u_use_bvh;
|
||||
uniform uint u_bvh_node_count;
|
||||
uniform bool u_enable_textures;
|
||||
|
||||
// Global texture arrays for bindless sampling (6 arrays for each texture type)
|
||||
layout(binding = 10) uniform sampler2DArray u_texture_albedo_array;
|
||||
layout(binding = 11) uniform sampler2DArray u_texture_normal_array;
|
||||
layout(binding = 12) uniform sampler2DArray u_texture_metallic_array;
|
||||
layout(binding = 13) uniform sampler2DArray u_texture_roughness_array;
|
||||
layout(binding = 14) uniform sampler2DArray u_texture_ao_array;
|
||||
layout(binding = 15) uniform sampler2DArray u_texture_emission_array;
|
||||
|
||||
// Helper function to sample texture from array by index
|
||||
vec4 sample_texture_array(int slot, int index, vec2 uv) {
|
||||
if (index <= 0) return vec4(1.0);
|
||||
|
||||
if (slot == 0) return texture(u_texture_albedo_array, vec3(uv, float(index - 1)));
|
||||
if (slot == 1) return texture(u_texture_normal_array, vec3(uv, float(index - 1)));
|
||||
if (slot == 2) return texture(u_texture_metallic_array, vec3(uv, float(index - 1)));
|
||||
if (slot == 3) return texture(u_texture_roughness_array, vec3(uv, float(index - 1)));
|
||||
if (slot == 4) return texture(u_texture_ao_array, vec3(uv, float(index - 1)));
|
||||
if (slot == 5) return texture(u_texture_emission_array, vec3(uv, float(index - 1)));
|
||||
|
||||
return vec4(1.0);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Utility
|
||||
// ============================================================================
|
||||
|
||||
/*
|
||||
* @brief Check if vector is near zero
|
||||
*/
|
||||
bool near_zero(vec3 v) {
|
||||
return (abs(v.x) < EPSILON) && (abs(v.y) < EPSILON) && (abs(v.z) < EPSILON);
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief Reflect vector around normal
|
||||
*/
|
||||
vec3 reflect_vector(vec3 v, vec3 n) {
|
||||
return v - 2.0 * dot(v, n) * n;
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief Refract vector through surface
|
||||
*/
|
||||
vec3 refract_vector(vec3 uv, vec3 n, float etai_over_etat) {
|
||||
float cos_theta = min(dot(-uv, n), 1.0);
|
||||
vec3 r_out_perp = etai_over_etat * (uv + cos_theta * n);
|
||||
vec3 r_out_parallel = -sqrt(abs(1.0 - dot(r_out_perp, r_out_perp))) * n;
|
||||
return r_out_perp + r_out_parallel;
|
||||
}
|
||||
|
||||
uint as_uint(float f) { return floatBitsToUint(f); }
|
||||
float as_float(uint u) { return uintBitsToFloat(u); }
|
||||
|
||||
// ============================================================================
|
||||
// RNG (PCG)
|
||||
// ============================================================================
|
||||
|
||||
uint pcg_hash(uint seed) {
|
||||
uint state = seed * 747796405u + 2891336453u;
|
||||
uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
|
||||
return (word >> 22u) ^ word;
|
||||
}
|
||||
|
||||
float random_float(inout uint seed) {
|
||||
seed = pcg_hash(seed);
|
||||
return float(seed) / 4294967296.0;
|
||||
}
|
||||
|
||||
vec3 random_vec3(inout uint seed) {
|
||||
return vec3(random_float(seed), random_float(seed), random_float(seed));
|
||||
}
|
||||
|
||||
vec3 random_in_unit_sphere(inout uint seed) {
|
||||
// Use cosine-weighted hemisphere sampling to avoid infinite loop
|
||||
float z = 1.0 - 2.0 * random_float(seed);
|
||||
float r = sqrt(max(0.0, 1.0 - z * z));
|
||||
float phi = 2.0 * PI * random_float(seed);
|
||||
return vec3(r * cos(phi), r * sin(phi), z);
|
||||
}
|
||||
|
||||
vec3 random_unit_vector(inout uint seed) {
|
||||
return normalize(random_in_unit_sphere(seed));
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Camera ray
|
||||
// ============================================================================
|
||||
|
||||
/*
|
||||
* @brief Generate primary ray in world space (center pixel, no jitter)
|
||||
*/
|
||||
Ray generate_camera_ray(ivec2 pixel_coords, ivec2 image_size) {
|
||||
vec2 uv = (vec2(pixel_coords) + vec2(0.5)) / vec2(image_size);
|
||||
vec2 ndc = uv * 2.0 - 1.0;
|
||||
|
||||
vec4 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0);
|
||||
vec4 p_far = u_inv_view_projection * vec4(ndc, 1.0, 1.0);
|
||||
vec3 near_ws = p_near.xyz / p_near.w;
|
||||
vec3 far_ws = p_far.xyz / p_far.w;
|
||||
|
||||
Ray r;
|
||||
r.origin = near_ws;
|
||||
r.direction = normalize(far_ws - near_ws);
|
||||
return r;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Intersection
|
||||
// ============================================================================
|
||||
|
||||
/*
|
||||
* @brief Ray-AABB intersection
|
||||
*/
|
||||
bool intersect_aabb(Ray ray, vec3 aabb_min, vec3 aabb_max, float t_max) {
|
||||
vec3 inv_d = 1.0 / ray.direction;
|
||||
vec3 t0 = (aabb_min - ray.origin) * inv_d;
|
||||
vec3 t1 = (aabb_max - ray.origin) * inv_d;
|
||||
|
||||
vec3 tmin3 = min(t0, t1);
|
||||
vec3 tmax3 = max(t0, t1);
|
||||
|
||||
float tmin = max(max(tmin3.x, tmin3.y), tmin3.z);
|
||||
float tmax2 = min(min(tmax3.x, tmax3.y), tmax3.z);
|
||||
|
||||
return (tmax2 >= max(tmin, 0.0)) && (tmin <= t_max);
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief Moller-Trumbore triangle intersection
|
||||
*/
|
||||
bool intersect_triangle(Ray ray, TriangleGpu tri, inout HitInfo hit) {
|
||||
vec3 v0 = tri.v0_material.xyz;
|
||||
vec3 v1 = tri.v1.xyz;
|
||||
vec3 v2 = tri.v2.xyz;
|
||||
|
||||
vec3 e1 = v1 - v0;
|
||||
vec3 e2 = v2 - v0;
|
||||
vec3 pvec = cross(ray.direction, e2);
|
||||
float det = dot(e1, pvec);
|
||||
|
||||
if (abs(det) < EPSILON) return false;
|
||||
float inv_det = 1.0 / det;
|
||||
|
||||
vec3 tvec = ray.origin - v0;
|
||||
float u = dot(tvec, pvec) * inv_det;
|
||||
if (u < 0.0 || u > 1.0) return false;
|
||||
|
||||
vec3 qvec = cross(tvec, e1);
|
||||
float v = dot(ray.direction, qvec) * inv_det;
|
||||
if (v < 0.0 || u + v > 1.0) return false;
|
||||
|
||||
float t = dot(e2, qvec) * inv_det;
|
||||
if (t < EPSILON || t >= hit.t) return false;
|
||||
|
||||
float w = 1.0 - u - v;
|
||||
vec3 n0 = tri.n0.xyz;
|
||||
vec3 n1 = tri.n1.xyz;
|
||||
vec3 n2 = tri.n2.xyz;
|
||||
|
||||
vec2 uv0 = tri.uv0_uv1.xy;
|
||||
vec2 uv1 = tri.uv0_uv1.zw;
|
||||
vec2 uv2 = tri.uv2.xy;
|
||||
|
||||
// Interpolate tangents
|
||||
vec3 t0 = tri.t0.xyz;
|
||||
vec3 t1 = tri.t1.xyz;
|
||||
// Compute t2 from normal and t0 (t2 = cross(n, t0))
|
||||
vec3 t2 = normalize(cross(n0, t0)); // approximate third tangent
|
||||
|
||||
hit.hit = true;
|
||||
hit.t = t;
|
||||
hit.position = ray.origin + t * ray.direction;
|
||||
hit.normal = normalize(n0 * w + n1 * u + n2 * v);
|
||||
hit.texcoord = uv0 * w + uv1 * u + uv2 * v;
|
||||
|
||||
// Interpolate tangent using barycentric coordinates
|
||||
hit.tangent = normalize(t0 * w + t1 * u + t2 * v);
|
||||
|
||||
hit.material_id = as_uint(tri.v0_material.w);
|
||||
return true;
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief BVH traversal (closest hit)
|
||||
*/
|
||||
HitInfo trace_ray_bvh(Ray ray) {
|
||||
HitInfo hit;
|
||||
hit.hit = false;
|
||||
hit.t = MAX_FLOAT;
|
||||
|
||||
if (!u_use_bvh || u_bvh_node_count == 0u) {
|
||||
return hit;
|
||||
}
|
||||
|
||||
uint stack[64];
|
||||
int sp = 0;
|
||||
stack[sp++] = 0u;
|
||||
|
||||
while (sp > 0) {
|
||||
uint node_idx = stack[--sp];
|
||||
if (node_idx >= u_bvh_node_count) continue;
|
||||
|
||||
BVHNodeGpu node = bvh_nodes[node_idx];
|
||||
vec3 bmin = node.aabb_min_left_first.xyz;
|
||||
vec3 bmax = node.aabb_max_count.xyz;
|
||||
uint left_first = as_uint(node.aabb_min_left_first.w);
|
||||
uint count = as_uint(node.aabb_max_count.w);
|
||||
|
||||
if (!intersect_aabb(ray, bmin, bmax, hit.t)) continue;
|
||||
|
||||
if (count > 0u) {
|
||||
for (uint i = 0u; i < count; ++i) {
|
||||
TriangleGpu tri = bvh_tris[left_first + i];
|
||||
intersect_triangle(ray, tri, hit);
|
||||
}
|
||||
} else {
|
||||
uint left = left_first;
|
||||
uint right = left_first + 1u;
|
||||
if (sp < 63) stack[sp++] = right;
|
||||
if (sp < 63) stack[sp++] = left;
|
||||
}
|
||||
}
|
||||
|
||||
return hit;
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief Any-hit BVH for shadow ray
|
||||
*/
|
||||
bool trace_any_bvh(Ray ray, float t_max) {
|
||||
if (!u_use_bvh || u_bvh_node_count == 0u) return false;
|
||||
|
||||
uint stack[64];
|
||||
int sp = 0;
|
||||
stack[sp++] = 0u;
|
||||
|
||||
HitInfo hit;
|
||||
hit.hit = false;
|
||||
hit.t = t_max;
|
||||
|
||||
while (sp > 0) {
|
||||
uint node_idx = stack[--sp];
|
||||
if (node_idx >= u_bvh_node_count) continue;
|
||||
|
||||
BVHNodeGpu node = bvh_nodes[node_idx];
|
||||
vec3 bmin = node.aabb_min_left_first.xyz;
|
||||
vec3 bmax = node.aabb_max_count.xyz;
|
||||
uint left_first = as_uint(node.aabb_min_left_first.w);
|
||||
uint count = as_uint(node.aabb_max_count.w);
|
||||
|
||||
if (!intersect_aabb(ray, bmin, bmax, hit.t)) continue;
|
||||
|
||||
if (count > 0u) {
|
||||
for (uint i = 0u; i < count; ++i) {
|
||||
TriangleGpu tri = bvh_tris[left_first + i];
|
||||
if (intersect_triangle(ray, tri, hit)) return true;
|
||||
}
|
||||
} else {
|
||||
uint left = left_first;
|
||||
uint right = left_first + 1u;
|
||||
if (sp < 63) stack[sp++] = right;
|
||||
if (sp < 63) stack[sp++] = left;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Primary-ray fast path via G-Buffer
|
||||
// ============================================================================
|
||||
|
||||
/*
|
||||
* @brief Read primary hit from G-Buffer if current pixel has geometry
|
||||
* @note Uses g_position.w as "valid" marker (your gbuffer writes 1.0 on hits, clear is 0).
|
||||
*/
|
||||
HitInfo trace_primary_gbuffer(Ray ray, ivec2 pixel_coords) {
|
||||
HitInfo hit;
|
||||
hit.hit = false;
|
||||
hit.t = MAX_FLOAT;
|
||||
hit.position = vec3(0.0);
|
||||
hit.normal = vec3(0.0, 1.0, 0.0);
|
||||
hit.texcoord = vec2(0.0);
|
||||
hit.tangent = vec3(0.0);
|
||||
hit.material_id = 0u;
|
||||
hit.material_type = 0;
|
||||
|
||||
vec4 pos = imageLoad(g_position, pixel_coords);
|
||||
if (pos.w <= 0.5) {
|
||||
return hit;
|
||||
}
|
||||
|
||||
vec3 p = pos.xyz;
|
||||
vec3 n = normalize(imageLoad(g_normal, pixel_coords).xyz);
|
||||
|
||||
// integer material id
|
||||
uint mid = imageLoad(g_material_id, pixel_coords).r;
|
||||
|
||||
// material type stored in g_material.w
|
||||
vec4 mat = imageLoad(g_material, pixel_coords);
|
||||
int mtype = int(mat.w);
|
||||
|
||||
// Read texcoord from G-Buffer
|
||||
vec4 texcoord_tangent = imageLoad(g_texcoord, pixel_coords);
|
||||
vec2 texcoord = texcoord_tangent.xy;
|
||||
|
||||
// Read tangent from G-Buffer
|
||||
vec4 tangent_data = imageLoad(g_tangent, pixel_coords);
|
||||
vec3 tangent = tangent_data.xyz;
|
||||
|
||||
hit.hit = true;
|
||||
hit.position = p;
|
||||
hit.normal = n;
|
||||
hit.texcoord = texcoord;
|
||||
hit.tangent = tangent;
|
||||
hit.material_id = mid;
|
||||
hit.material_type = mtype;
|
||||
|
||||
// For RR/any debug usage; path tracing uses this as starting point only.
|
||||
hit.t = length(p - ray.origin);
|
||||
|
||||
return hit;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Material + scattering
|
||||
// ============================================================================
|
||||
|
||||
// Apply normal map in world space
|
||||
vec3 apply_normal_map(vec3 normal, vec2 texcoord, vec3 tangent, uint normal_handle) {
|
||||
if (normal_handle == 0 || !u_enable_textures) return normal;
|
||||
|
||||
vec3 T = normalize(tangent - normal * dot(tangent, normal));
|
||||
vec3 B = cross(normal, T);
|
||||
mat3 TBN = mat3(T, B, normal);
|
||||
|
||||
vec3 map_n = sample_texture_array(1, int(normal_handle), texcoord).xyz * 2.0 - 1.0;
|
||||
return normalize(TBN * map_n);
|
||||
}
|
||||
|
||||
// Apply material textures to get final PBR values
|
||||
void apply_material_textures(inout Material mat, inout vec3 normal, vec2 texcoord, vec3 tangent) {
|
||||
if (!u_enable_textures) return;
|
||||
|
||||
// Albedo texture (replace)
|
||||
if (mat.texture_handles[0] != 0) {
|
||||
mat.albedo = sample_texture_array(0, int(mat.texture_handles[0]), texcoord).rgb;
|
||||
}
|
||||
|
||||
// Normal map
|
||||
if (mat.texture_handles[1] != 0) {
|
||||
normal = apply_normal_map(normal, texcoord, tangent, mat.texture_handles[1]);
|
||||
}
|
||||
|
||||
// Metallic texture (replace)
|
||||
if (mat.texture_handles[2] != 0) {
|
||||
mat.metallic = sample_texture_array(2, int(mat.texture_handles[2]), texcoord).r;
|
||||
}
|
||||
|
||||
// Roughness texture (replace)
|
||||
if (mat.texture_handles[3] != 0) {
|
||||
mat.roughness = sample_texture_array(3, int(mat.texture_handles[3]), texcoord).r;
|
||||
}
|
||||
|
||||
// AO texture (store in material, apply during lighting)
|
||||
if (mat.texture_handles[4] != 0) {
|
||||
mat.ao = sample_texture_array(4, int(mat.texture_handles[4]), texcoord).r;
|
||||
}
|
||||
|
||||
// Emission texture (replace)
|
||||
if (mat.texture_handles[5] != 0) {
|
||||
mat.emission = sample_texture_array(5, int(mat.texture_handles[5]), texcoord).rgb;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 fresnel_schlick(float cos_theta, vec3 f0) {
|
||||
return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0);
|
||||
}
|
||||
|
||||
float fresnel_dielectric(float cos_theta, float ior) {
|
||||
float r0 = (1.0 - ior) / (1.0 + ior);
|
||||
r0 = r0 * r0;
|
||||
return r0 + (1.0 - r0) * pow(1.0 - cos_theta, 5.0);
|
||||
}
|
||||
|
||||
ScatterResult scatter_diffuse(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
|
||||
ScatterResult r;
|
||||
r.scattered = true;
|
||||
r.attenuation = mat.albedo;
|
||||
|
||||
vec3 dir = hit.normal + random_unit_vector(seed);
|
||||
if (near_zero(dir)) dir = hit.normal;
|
||||
|
||||
r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
|
||||
r.scattered_ray.direction = normalize(dir);
|
||||
return r;
|
||||
}
|
||||
|
||||
ScatterResult scatter_metal(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
|
||||
ScatterResult r;
|
||||
|
||||
vec3 reflected = reflect_vector(normalize(ray_in.direction), hit.normal);
|
||||
vec3 fuzz = mat.roughness * random_in_unit_sphere(seed);
|
||||
vec3 dir = reflected + fuzz;
|
||||
|
||||
r.scattered = dot(dir, hit.normal) > 0.0;
|
||||
r.attenuation = mat.albedo;
|
||||
r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
|
||||
r.scattered_ray.direction = normalize(dir);
|
||||
return r;
|
||||
}
|
||||
|
||||
ScatterResult scatter_dielectric(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
|
||||
ScatterResult r;
|
||||
r.scattered = true;
|
||||
r.attenuation = vec3(1.0);
|
||||
|
||||
vec3 unit_dir = normalize(ray_in.direction);
|
||||
float cos_theta = dot(-unit_dir, hit.normal);
|
||||
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
|
||||
|
||||
// Determine if ray is entering or exiting the material
|
||||
// If dot(dir, normal) < 0, ray is entering (from air into material)
|
||||
bool entering = cos_theta > 0.0;
|
||||
|
||||
// eta: ratio of indices (etai/etat)
|
||||
// Entering: eta = 1.0/ior (air to material)
|
||||
// Exiting: eta = ior/1.0 (material to air)
|
||||
float eta = entering ? (1.0 / mat.ior) : mat.ior;
|
||||
|
||||
// Use correct normal for refraction calculation
|
||||
// When exiting, we need to use -normal
|
||||
vec3 normal = entering ? hit.normal : -hit.normal;
|
||||
|
||||
// Check for total internal reflection
|
||||
float sin_theta_t = eta * sin_theta;
|
||||
bool total_internal_reflection = sin_theta_t >= 1.0;
|
||||
|
||||
// Fresnel reflectance (Schlick approximation)
|
||||
float f0 = pow((1.0 - mat.ior) / (1.0 + mat.ior), 2.0);
|
||||
float f = f0 + (1.0 - f0) * pow(1.0 - abs(cos_theta), 5.0);
|
||||
|
||||
vec3 dir;
|
||||
if (total_internal_reflection || random_float(seed) < f) {
|
||||
// Reflect
|
||||
dir = reflect_vector(unit_dir, normal);
|
||||
} else {
|
||||
// Refract
|
||||
dir = refract_vector(unit_dir, normal, eta);
|
||||
}
|
||||
|
||||
r.scattered_ray.origin = hit.position + dir * EPSILON;
|
||||
r.scattered_ray.direction = normalize(dir);
|
||||
return r;
|
||||
}
|
||||
|
||||
ScatterResult scatter_ray(Ray ray_in, HitInfo hit, Material mat, inout uint seed) {
|
||||
if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse(ray_in, hit, mat, seed);
|
||||
if (mat.type == MATERIAL_METAL) return scatter_metal(ray_in, hit, mat, seed);
|
||||
if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric(ray_in, hit, mat, seed);
|
||||
|
||||
ScatterResult r;
|
||||
r.scattered = false;
|
||||
r.attenuation = vec3(0.0);
|
||||
return r;
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Direct lighting (with shadow ray)
|
||||
// ============================================================================
|
||||
|
||||
vec3 eval_direct_lighting(inout HitInfo hit, Material mat, inout uint seed) {
|
||||
if (u_light_count == 0u) return vec3(0.0);
|
||||
|
||||
uint light_idx = uint(random_float(seed) * float(u_light_count)) % u_light_count;
|
||||
Light light = lights[light_idx];
|
||||
|
||||
vec3 L;
|
||||
float dist = MAX_FLOAT;
|
||||
vec3 radiance = vec3(0.0);
|
||||
|
||||
if (light.type == LIGHT_POINT) {
|
||||
vec3 to_light = light.position - hit.position;
|
||||
dist = length(to_light);
|
||||
if (dist > light.range) return vec3(0.0);
|
||||
L = to_light / dist;
|
||||
|
||||
float atten = 1.0 / max(dist * dist, 0.01);
|
||||
radiance = light.color * light.intensity * atten;
|
||||
} else if (light.type == LIGHT_DIRECTIONAL) {
|
||||
L = normalize(-light.direction);
|
||||
radiance = light.color * light.intensity;
|
||||
} else {
|
||||
return vec3(0.0);
|
||||
}
|
||||
|
||||
float n_dot_l = max(dot(hit.normal, L), 0.0);
|
||||
if (n_dot_l <= 0.0) return vec3(0.0);
|
||||
|
||||
Ray shadow_ray;
|
||||
shadow_ray.origin = hit.position + hit.normal * EPSILON;
|
||||
shadow_ray.direction = L;
|
||||
|
||||
float t_max = (light.type == LIGHT_POINT) ? (dist - EPSILON) : MAX_FLOAT;
|
||||
if (trace_any_bvh(shadow_ray, t_max)) return vec3(0.0);
|
||||
|
||||
float pdf_light = 1.0 / float(u_light_count);
|
||||
vec3 brdf = mat.albedo * INV_PI;
|
||||
// Apply AO to the final lighting
|
||||
return brdf * radiance * n_dot_l * mat.ao / max(pdf_light, EPSILON);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// Path tracing
|
||||
// ============================================================================
|
||||
|
||||
Material fetch_material(uint material_id) {
|
||||
uint cnt = uint(materials.length());
|
||||
if (material_id < cnt) return materials[material_id];
|
||||
|
||||
Material m;
|
||||
m.albedo = vec3(0.5);
|
||||
m.metallic = 0.0;
|
||||
m.emission = vec3(0.0);
|
||||
m.roughness = 0.5;
|
||||
m.type = MATERIAL_DIFFUSE;
|
||||
m.ior = 1.5;
|
||||
m.ao = 1.0; // default: no AO
|
||||
return m;
|
||||
}
|
||||
|
||||
vec3 environment_color(vec3 dir) {
|
||||
return vec3(0.1, 0.1, 0.15);
|
||||
}
|
||||
|
||||
/*
|
||||
* @brief Trace path with primary-ray G-Buffer acceleration
|
||||
*/
|
||||
vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint seed) {
|
||||
Ray ray = generate_camera_ray(pixel_coords, image_size);
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
vec3 throughput = vec3(1.0);
|
||||
|
||||
// Depth 0: try G-Buffer hit first
|
||||
HitInfo hit0 = trace_primary_gbuffer(ray, pixel_coords);
|
||||
if (hit0.hit) {
|
||||
Material mat0 = fetch_material(hit0.material_id);
|
||||
|
||||
// Override material type from G-Buffer if available
|
||||
if (hit0.material_type >= 0) {
|
||||
mat0.type = hit0.material_type;
|
||||
}
|
||||
|
||||
// Apply PBR textures (use tangent from G-Buffer if available)
|
||||
apply_material_textures(mat0, hit0.normal, hit0.texcoord, hit0.tangent);
|
||||
|
||||
radiance += throughput * mat0.emission;
|
||||
|
||||
ScatterResult sc0 = scatter_ray(ray, hit0, mat0, seed);
|
||||
if (!sc0.scattered) return radiance;
|
||||
|
||||
throughput *= sc0.attenuation;
|
||||
ray = sc0.scattered_ray;
|
||||
}
|
||||
|
||||
// Subsequent bounces: BVH
|
||||
for (uint depth = (hit0.hit ? 1u : 0u); depth < u_max_depth; ++depth) {
|
||||
HitInfo hit = trace_ray_bvh(ray);
|
||||
if (!hit.hit) {
|
||||
radiance += throughput * environment_color(ray.direction);
|
||||
break;
|
||||
}
|
||||
|
||||
Material mat = fetch_material(hit.material_id);
|
||||
|
||||
// Apply PBR textures (use tangent from intersection)
|
||||
apply_material_textures(mat, hit.normal, hit.texcoord, hit.tangent);
|
||||
|
||||
radiance += throughput * mat.emission;
|
||||
|
||||
ScatterResult sc = scatter_ray(ray, hit, mat, seed);
|
||||
if (!sc.scattered) break;
|
||||
|
||||
throughput *= sc.attenuation;
|
||||
|
||||
if (depth > 3u) {
|
||||
float p = max(throughput.r, max(throughput.g, throughput.b));
|
||||
p = clamp(p, 0.0, 0.95);
|
||||
if (p < RR_THRESHOLD || random_float(seed) > p) break;
|
||||
throughput /= p;
|
||||
}
|
||||
|
||||
ray = sc.scattered_ray;
|
||||
|
||||
if (all(lessThan(throughput, vec3(EPSILON)))) break;
|
||||
}
|
||||
|
||||
return radiance;
|
||||
}
|
||||
|
||||
// ACES Filmic Tone Mapping
|
||||
vec3 aces_tonemap(vec3 x) {
|
||||
float a = 2.51;
|
||||
float b = 0.03;
|
||||
float c = 2.43;
|
||||
float d = 0.59;
|
||||
float e = 0.14;
|
||||
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
uint base_seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x);
|
||||
uint seed = base_seed + u_frame_count * 719393u;
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
uint spp = max(u_samples_per_pixel, 1u);
|
||||
|
||||
for (uint s = 0u; s < spp; ++s) {
|
||||
color += trace_path_primary_gbuffer(pixel_coords, image_size, seed);
|
||||
}
|
||||
color /= float(spp);
|
||||
|
||||
color = clamp(color, vec3(0.0), vec3(100.0));
|
||||
|
||||
// Store HDR color to accumulation buffer BEFORE tone mapping
|
||||
vec3 accumulation_color = color;
|
||||
|
||||
if (u_enable_accumulation && u_frame_count > 0u) {
|
||||
vec3 accumulated = imageLoad(accumulation_image, pixel_coords).rgb;
|
||||
float w = 1.0 / float(u_frame_count + 1u);
|
||||
accumulation_color = mix(accumulated, color, w);
|
||||
}
|
||||
|
||||
// Apply ACES tone mapping to output (not accumulation)
|
||||
vec3 output_color = aces_tonemap(accumulation_color);
|
||||
|
||||
imageStore(accumulation_image, pixel_coords, vec4(accumulation_color, 1.0));
|
||||
imageStore(output_image, pixel_coords, vec4(output_color, 1.0));
|
||||
}
|
||||
|
|
@ -0,0 +1,171 @@
|
|||
#version 430 core
|
||||
|
||||
// Include shared modules
|
||||
#include "../include/common.glsl"
|
||||
#include "../include/structs.glsl"
|
||||
#include "../include/math.glsl"
|
||||
#include "../include/rng.glsl"
|
||||
#include "../include/sampling.glsl"
|
||||
|
||||
// Workgroup size
|
||||
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 = 5, rgba32f) uniform readonly image2D g_material;
|
||||
layout(binding = 6, r32ui) uniform readonly uimage2D g_material_id;
|
||||
layout(binding = 7, rgba32f) uniform readonly image2D g_texcoord;
|
||||
layout(binding = 8, rgba32f) uniform readonly image2D g_tangent;
|
||||
|
||||
// Output
|
||||
layout(binding = 3, rgba32f) uniform image2D output_image;
|
||||
layout(binding = 4, rgba32f) uniform image2D accumulation_image;
|
||||
|
||||
// SSBO bindings
|
||||
layout(std430, binding = 0) readonly buffer MaterialBuffer { Material materials[]; };
|
||||
layout(std430, binding = 1) readonly buffer LightBuffer { Light lights[]; };
|
||||
layout(std430, binding = 2) readonly buffer BVHNodeBuffer { BVHNodeGpu bvh_nodes[]; };
|
||||
layout(std430, binding = 3) readonly buffer TriangleBuffer { TriangleGpu bvh_tris[]; };
|
||||
|
||||
// Uniforms
|
||||
uniform uint u_frame_count;
|
||||
uniform uint u_samples_per_pixel;
|
||||
uniform uint u_max_depth;
|
||||
uniform uint u_light_count;
|
||||
uniform mat4 u_inv_view_projection;
|
||||
uniform bool u_enable_accumulation;
|
||||
uniform bool u_use_bvh;
|
||||
uniform uint u_bvh_node_count;
|
||||
uniform bool u_enable_textures;
|
||||
|
||||
// Texture arrays
|
||||
layout(binding = 10) uniform sampler2DArray u_texture_albedo_array;
|
||||
layout(binding = 11) uniform sampler2DArray u_texture_normal_array;
|
||||
layout(binding = 12) uniform sampler2DArray u_texture_metallic_array;
|
||||
layout(binding = 13) uniform sampler2DArray u_texture_roughness_array;
|
||||
layout(binding = 14) uniform sampler2DArray u_texture_ao_array;
|
||||
layout(binding = 15) uniform sampler2DArray u_texture_emission_array;
|
||||
|
||||
// Include material, BVH, and lighting modules (needs uniform declarations above)
|
||||
#include "../include/material.glsl"
|
||||
#include "../include/bvh.glsl"
|
||||
#include "../include/lighting.glsl"
|
||||
|
||||
// Generate camera ray (center pixel, no jitter)
|
||||
Ray generate_camera_ray(ivec2 pixel_coords, ivec2 image_size) {
|
||||
vec2 uv = (vec2(pixel_coords) + vec2(0.5)) / vec2(image_size);
|
||||
vec2 ndc = uv * 2.0 - 1.0;
|
||||
|
||||
vec4 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0);
|
||||
vec4 p_far = u_inv_view_projection * vec4(ndc, 1.0, 1.0);
|
||||
vec3 near_ws = p_near.xyz / p_near.w;
|
||||
vec3 far_ws = p_far.xyz / p_far.w;
|
||||
|
||||
Ray r;
|
||||
r.origin = near_ws;
|
||||
r.direction = normalize(far_ws - near_ws);
|
||||
return r;
|
||||
}
|
||||
|
||||
// Path tracing with G-Buffer acceleration for primary ray
|
||||
vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint seed) {
|
||||
Ray ray = generate_camera_ray(pixel_coords, image_size);
|
||||
|
||||
vec3 radiance = vec3(0.0);
|
||||
vec3 throughput = vec3(1.0);
|
||||
|
||||
// Depth 0: try G-Buffer hit first
|
||||
HitInfo hit0 = trace_primary_gbuffer(ray, pixel_coords);
|
||||
if (hit0.hit) {
|
||||
Material mat0 = fetch_material(hit0.material_id);
|
||||
|
||||
if (hit0.material_type >= 0) {
|
||||
mat0.type = hit0.material_type;
|
||||
}
|
||||
|
||||
apply_material_textures(mat0, hit0.normal, hit0.texcoord, hit0.tangent);
|
||||
|
||||
radiance += throughput * mat0.emission;
|
||||
|
||||
ScatterResult sc0 = scatter_ray(ray, hit0, mat0, seed);
|
||||
if (!sc0.scattered) return radiance;
|
||||
|
||||
throughput *= sc0.attenuation;
|
||||
ray = sc0.scattered_ray;
|
||||
}
|
||||
|
||||
// Subsequent bounces: BVH
|
||||
for (uint depth = (hit0.hit ? 1u : 0u); depth < u_max_depth; ++depth) {
|
||||
HitInfo hit = trace_ray_bvh(ray);
|
||||
if (!hit.hit) {
|
||||
radiance += throughput * environment_color(ray.direction);
|
||||
break;
|
||||
}
|
||||
|
||||
Material mat = fetch_material(hit.material_id);
|
||||
apply_material_textures(mat, hit.normal, hit.texcoord, hit.tangent);
|
||||
|
||||
radiance += throughput * mat.emission;
|
||||
|
||||
ScatterResult sc = scatter_ray(ray, hit, mat, seed);
|
||||
if (!sc.scattered) break;
|
||||
|
||||
throughput *= sc.attenuation;
|
||||
|
||||
if (depth > 3u) {
|
||||
float p = max(throughput.r, max(throughput.g, throughput.b));
|
||||
p = clamp(p, 0.0, 0.95);
|
||||
if (p < RR_THRESHOLD || random_float(seed) > p) break;
|
||||
throughput /= p;
|
||||
}
|
||||
|
||||
ray = sc.scattered_ray;
|
||||
|
||||
if (all(lessThan(throughput, vec3(EPSILON)))) break;
|
||||
}
|
||||
|
||||
return radiance;
|
||||
}
|
||||
|
||||
// ACES Filmic Tone Mapping
|
||||
vec3 aces_tonemap(vec3 x) {
|
||||
float a = 2.51;
|
||||
float b = 0.03;
|
||||
float c = 2.43;
|
||||
float d = 0.59;
|
||||
float e = 0.14;
|
||||
return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
uint base_seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x);
|
||||
uint seed = base_seed + u_frame_count * 719393u;
|
||||
|
||||
vec3 color = vec3(0.0);
|
||||
uint spp = max(u_samples_per_pixel, 1u);
|
||||
|
||||
for (uint s = 0u; s < spp; ++s) {
|
||||
color += trace_path_primary_gbuffer(pixel_coords, image_size, seed);
|
||||
}
|
||||
color /= float(spp);
|
||||
|
||||
color = clamp(color, vec3(0.0), vec3(100.0));
|
||||
|
||||
vec3 accumulation_color = color;
|
||||
|
||||
if (u_enable_accumulation && u_frame_count > 0u) {
|
||||
vec3 accumulated = imageLoad(accumulation_image, pixel_coords).rgb;
|
||||
float w = 1.0 / float(u_frame_count + 1u);
|
||||
accumulation_color = mix(accumulated, color, w);
|
||||
}
|
||||
|
||||
vec3 output_color = aces_tonemap(accumulation_color);
|
||||
|
||||
imageStore(accumulation_image, pixel_coords, vec4(accumulation_color, 1.0));
|
||||
imageStore(output_image, pixel_coords, vec4(output_color, 1.0));
|
||||
}
|
||||
|
|
@ -30,7 +30,8 @@ bool ShaderManager::initialize() {
|
|||
}
|
||||
|
||||
void ShaderManager::release() {
|
||||
if (!initialized_) return;
|
||||
if (!initialized_)
|
||||
return;
|
||||
|
||||
shader_cache_.clear();
|
||||
|
||||
|
|
@ -43,9 +44,9 @@ void ShaderManager::release() {
|
|||
ARE_LOG_INFO("ShaderManager released");
|
||||
}
|
||||
|
||||
std::shared_ptr<Shader> ShaderManager::load_shader(const std::string& name,
|
||||
const std::string& vertex_path,
|
||||
const std::string& fragment_path) {
|
||||
std::shared_ptr<Shader> ShaderManager::load_shader(const std::string &name,
|
||||
const std::string &vertex_path,
|
||||
const std::string &fragment_path) {
|
||||
auto it = shader_cache_.find(name);
|
||||
if (it != shader_cache_.end()) {
|
||||
ARE_LOG_INFO("Shader '" + name + "' loaded from cache");
|
||||
|
|
@ -63,8 +64,8 @@ std::shared_ptr<Shader> ShaderManager::load_shader(const std::string& name,
|
|||
return shader;
|
||||
}
|
||||
|
||||
std::shared_ptr<Shader> ShaderManager::load_compute_shader(const std::string& name,
|
||||
const std::string& compute_path) {
|
||||
std::shared_ptr<Shader> ShaderManager::load_compute_shader(const std::string &name,
|
||||
const std::string &compute_path) {
|
||||
auto it = shader_cache_.find(name);
|
||||
if (it != shader_cache_.end()) {
|
||||
ARE_LOG_INFO("Compute shader '" + name + "' loaded from cache");
|
||||
|
|
@ -82,9 +83,10 @@ std::shared_ptr<Shader> ShaderManager::load_compute_shader(const std::string& na
|
|||
return shader;
|
||||
}
|
||||
|
||||
std::shared_ptr<Shader> ShaderManager::get_shader(const std::string& name) const {
|
||||
std::shared_ptr<Shader> ShaderManager::get_shader(const std::string &name) const {
|
||||
auto it = shader_cache_.find(name);
|
||||
if (it != shader_cache_.end()) return it->second;
|
||||
if (it != shader_cache_.end())
|
||||
return it->second;
|
||||
|
||||
ARE_LOG_WARN("Shader '" + name + "' not found in cache");
|
||||
return nullptr;
|
||||
|
|
@ -94,7 +96,7 @@ bool ShaderManager::load_builtin_shaders_() {
|
|||
// Load G-buffer shader
|
||||
ARE_LOG_INFO("Loading G-buffer shaders..");
|
||||
gbuffer_shader_ = std::make_shared<Shader>();
|
||||
if (!gbuffer_shader_->load("shaders/gbuffer.vert", "shaders/gbuffer.frag")) {
|
||||
if (!gbuffer_shader_->load("shaders/gbuffer/gbuffer.vert", "shaders/gbuffer/gbuffer.frag")) {
|
||||
ARE_LOG_ERROR("Failed to load G-Buffer shader");
|
||||
return false;
|
||||
}
|
||||
|
|
@ -103,7 +105,7 @@ bool ShaderManager::load_builtin_shaders_() {
|
|||
// Load screen bliting shader
|
||||
ARE_LOG_INFO("Loading screen blit shaders...");
|
||||
screen_blit_shader_ = std::make_shared<Shader>();
|
||||
if (!screen_blit_shader_->load("shaders/screen_blit.vert", "shaders/screen_blit.frag")) {
|
||||
if (!screen_blit_shader_->load("shaders/postprocess/screen_blit.vert", "shaders/postprocess/screen_blit.frag")) {
|
||||
ARE_LOG_ERROR("Failed to load screen blit shader");
|
||||
return false;
|
||||
}
|
||||
|
|
@ -113,7 +115,7 @@ bool ShaderManager::load_builtin_shaders_() {
|
|||
// Load ray tracing shader
|
||||
ARE_LOG_INFO("Loading ray tracing compute shader...");
|
||||
raytracing_shader_ = std::make_shared<Shader>();
|
||||
if (!raytracing_shader_->load_compute("shaders/raytracing.comp")) {
|
||||
if (!raytracing_shader_->load_compute("shaders/raytracing/raytracing.comp")) {
|
||||
ARE_LOG_ERROR("Failed to load ray tracing shader");
|
||||
return false;
|
||||
}
|
||||
|
|
@ -123,7 +125,7 @@ bool ShaderManager::load_builtin_shaders_() {
|
|||
// Load denoising shader
|
||||
ARE_LOG_INFO("Loading denoise compute shader...");
|
||||
denoise_shader_ = std::make_shared<Shader>();
|
||||
if (!denoise_shader_->load_compute("shaders/denoiser.comp")) {
|
||||
if (!denoise_shader_->load_compute("shaders/postprocess/denoiser.comp")) {
|
||||
ARE_LOG_ERROR("Failed to load denoise shader");
|
||||
return false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
#include "resource/shader.h"
|
||||
#include "utils/logger.h"
|
||||
#include "basic/math.h"
|
||||
#include <glad/glad.h>
|
||||
#include "utils/logger.h"
|
||||
#include <fstream>
|
||||
#include <glad/glad.h>
|
||||
#include <sstream>
|
||||
|
||||
namespace are {
|
||||
|
|
@ -11,7 +11,7 @@ Shader::Shader()
|
|||
: handle_(INVALID_HANDLE) {
|
||||
}
|
||||
|
||||
Shader::Shader(Shader&& other) noexcept
|
||||
Shader::Shader(Shader &&other) noexcept
|
||||
: handle_(other.handle_)
|
||||
, uniform_cache_(std::move(other.uniform_cache_)) {
|
||||
other.handle_ = INVALID_HANDLE;
|
||||
|
|
@ -22,8 +22,9 @@ Shader::~Shader() {
|
|||
release();
|
||||
}
|
||||
|
||||
Shader& Shader::operator=(Shader&& other) noexcept {
|
||||
if (this == &other) return *this;
|
||||
Shader &Shader::operator=(Shader &&other) noexcept {
|
||||
if (this == &other)
|
||||
return *this;
|
||||
|
||||
release();
|
||||
handle_ = other.handle_;
|
||||
|
|
@ -34,7 +35,7 @@ Shader& Shader::operator=(Shader&& other) noexcept {
|
|||
return *this;
|
||||
}
|
||||
|
||||
bool Shader::load(const std::string& vertex_path, const std::string& fragment_path) {
|
||||
bool Shader::load(const std::string &vertex_path, const std::string &fragment_path) {
|
||||
std::string vertex_source = read_file_(vertex_path);
|
||||
std::string fragment_source = read_file_(fragment_path);
|
||||
|
||||
|
|
@ -43,10 +44,16 @@ bool Shader::load(const std::string& vertex_path, const std::string& fragment_pa
|
|||
return false;
|
||||
}
|
||||
|
||||
// Process #include directives
|
||||
std::string vertex_dir = vertex_path.substr(0, vertex_path.find_last_of("/\\"));
|
||||
std::string fragment_dir = fragment_path.substr(0, fragment_path.find_last_of("/\\"));
|
||||
vertex_source = process_includes_(vertex_source, vertex_dir);
|
||||
fragment_source = process_includes_(fragment_source, fragment_dir);
|
||||
|
||||
return compile(vertex_source, fragment_source);
|
||||
}
|
||||
|
||||
bool Shader::load_compute(const std::string& compute_path) {
|
||||
bool Shader::load_compute(const std::string &compute_path) {
|
||||
std::string compute_source = read_file_(compute_path);
|
||||
|
||||
if (compute_source.empty()) {
|
||||
|
|
@ -54,12 +61,17 @@ bool Shader::load_compute(const std::string& compute_path) {
|
|||
return false;
|
||||
}
|
||||
|
||||
// Process #include directives
|
||||
std::string compute_dir = compute_path.substr(0, compute_path.find_last_of("/\\"));
|
||||
compute_source = process_includes_(compute_source, compute_dir);
|
||||
|
||||
return compile_compute(compute_source);
|
||||
}
|
||||
|
||||
bool Shader::compile(const std::string& vertex_source, const std::string& fragment_source) {
|
||||
bool Shader::compile(const std::string &vertex_source, const std::string &fragment_source) {
|
||||
uint vertex_shader = compile_shader_(vertex_source, GL_VERTEX_SHADER);
|
||||
if (vertex_shader == 0) return false;
|
||||
if (vertex_shader == 0)
|
||||
return false;
|
||||
|
||||
uint fragment_shader = compile_shader_(fragment_source, GL_FRAGMENT_SHADER);
|
||||
if (fragment_shader == 0) {
|
||||
|
|
@ -76,9 +88,10 @@ bool Shader::compile(const std::string& vertex_source, const std::string& fragme
|
|||
return success;
|
||||
}
|
||||
|
||||
bool Shader::compile_compute(const std::string& compute_source) {
|
||||
bool Shader::compile_compute(const std::string &compute_source) {
|
||||
uint compute_shader = compile_shader_(compute_source, GL_COMPUTE_SHADER);
|
||||
if (compute_shader == 0) return false;
|
||||
if (compute_shader == 0)
|
||||
return false;
|
||||
|
||||
uint shaders[] = { compute_shader };
|
||||
bool success = link_program_(shaders, 1);
|
||||
|
|
@ -102,43 +115,43 @@ void Shader::release() {
|
|||
uniform_cache_.clear();
|
||||
}
|
||||
|
||||
void Shader::set_bool(const std::string& name, bool value) const {
|
||||
void Shader::set_bool(const std::string &name, bool value) const {
|
||||
glUniform1i(get_uniform_location_(name), static_cast<int>(value));
|
||||
}
|
||||
|
||||
void Shader::set_int(const std::string& name, int value) const {
|
||||
void Shader::set_int(const std::string &name, int value) const {
|
||||
glUniform1i(get_uniform_location_(name), value);
|
||||
}
|
||||
|
||||
void Shader::set_uint(const std::string& name, uint value) const {
|
||||
void Shader::set_uint(const std::string &name, uint value) const {
|
||||
glUniform1ui(get_uniform_location_(name), value);
|
||||
}
|
||||
|
||||
void Shader::set_float(const std::string& name, float value) const {
|
||||
void Shader::set_float(const std::string &name, float value) const {
|
||||
glUniform1f(get_uniform_location_(name), value);
|
||||
}
|
||||
|
||||
void Shader::set_vec2(const std::string& name, const Vec2& value) const {
|
||||
void Shader::set_vec2(const std::string &name, const Vec2 &value) const {
|
||||
glUniform2fv(get_uniform_location_(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
void Shader::set_vec3(const std::string& name, const Vec3& value) const {
|
||||
void Shader::set_vec3(const std::string &name, const Vec3 &value) const {
|
||||
glUniform3fv(get_uniform_location_(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
void Shader::set_vec4(const std::string& name, const Vec4& value) const {
|
||||
void Shader::set_vec4(const std::string &name, const Vec4 &value) const {
|
||||
glUniform4fv(get_uniform_location_(name), 1, &value[0]);
|
||||
}
|
||||
|
||||
void Shader::set_mat3(const std::string& name, const Mat3& value) const {
|
||||
void Shader::set_mat3(const std::string &name, const Mat3 &value) const {
|
||||
glUniformMatrix3fv(get_uniform_location_(name), 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
|
||||
void Shader::set_mat4(const std::string& name, const Mat4& value) const {
|
||||
void Shader::set_mat4(const std::string &name, const Mat4 &value) const {
|
||||
glUniformMatrix4fv(get_uniform_location_(name), 1, GL_FALSE, MathUtils::value_ptr(value));
|
||||
}
|
||||
|
||||
int Shader::get_uniform_location_(const std::string& name) const {
|
||||
int Shader::get_uniform_location_(const std::string &name) const {
|
||||
auto it = uniform_cache_.find(name);
|
||||
if (it != uniform_cache_.end()) {
|
||||
return it->second;
|
||||
|
|
@ -154,9 +167,9 @@ int Shader::get_uniform_location_(const std::string& name) const {
|
|||
return location;
|
||||
}
|
||||
|
||||
uint Shader::compile_shader_(const std::string& source, uint type) {
|
||||
uint Shader::compile_shader_(const std::string &source, uint type) {
|
||||
uint shader = glCreateShader(type);
|
||||
const char* source_cstr = source.c_str();
|
||||
const char *source_cstr = source.c_str();
|
||||
glShaderSource(shader, 1, &source_cstr, nullptr);
|
||||
glCompileShader(shader);
|
||||
|
||||
|
|
@ -166,8 +179,8 @@ uint Shader::compile_shader_(const std::string& source, uint type) {
|
|||
char info_log[512];
|
||||
glGetShaderInfoLog(shader, 512, nullptr, info_log);
|
||||
|
||||
std::string type_str = (type == GL_VERTEX_SHADER) ? "VERTEX" :
|
||||
(type == GL_FRAGMENT_SHADER) ? "FRAGMENT" : "COMPUTE";
|
||||
std::string type_str = (type == GL_VERTEX_SHADER) ? "VERTEX" : (type == GL_FRAGMENT_SHADER) ? "FRAGMENT"
|
||||
: "COMPUTE";
|
||||
ARE_LOG_ERROR("Shader compilation failed (" + type_str + "): " + std::string(info_log));
|
||||
|
||||
glDeleteShader(shader);
|
||||
|
|
@ -177,7 +190,7 @@ uint Shader::compile_shader_(const std::string& source, uint type) {
|
|||
return shader;
|
||||
}
|
||||
|
||||
bool Shader::link_program_(const uint* shaders, uint count) {
|
||||
bool Shader::link_program_(const uint *shaders, uint count) {
|
||||
handle_ = glCreateProgram();
|
||||
|
||||
for (uint i = 0; i < count; ++i) {
|
||||
|
|
@ -201,7 +214,7 @@ bool Shader::link_program_(const uint* shaders, uint count) {
|
|||
return true;
|
||||
}
|
||||
|
||||
std::string Shader::read_file_(const std::string& path) {
|
||||
std::string Shader::read_file_(const std::string &path) {
|
||||
std::ifstream file(path);
|
||||
if (!file.is_open()) {
|
||||
ARE_LOG_ERROR("Failed to open file: " + path);
|
||||
|
|
@ -213,4 +226,50 @@ std::string Shader::read_file_(const std::string& path) {
|
|||
return buffer.str();
|
||||
}
|
||||
|
||||
std::string Shader::process_includes_(const std::string &source, const std::string &base_dir) {
|
||||
std::string result;
|
||||
std::istringstream stream(source);
|
||||
std::string line;
|
||||
|
||||
while (std::getline(stream, line)) {
|
||||
// Check if line starts with #include
|
||||
std::string trimmed = line;
|
||||
// Trim leading whitespace
|
||||
size_t start = trimmed.find_first_not_of(" \t");
|
||||
if (start != std::string::npos) {
|
||||
trimmed = trimmed.substr(start);
|
||||
}
|
||||
|
||||
if (trimmed.find("#include") == 0) {
|
||||
// Extract path: #include "path" or #include <path>
|
||||
size_t first_quote = line.find('"');
|
||||
size_t last_quote = line.rfind('"');
|
||||
|
||||
if (first_quote != std::string::npos && last_quote != std::string::npos && first_quote != last_quote) {
|
||||
std::string include_path = line.substr(first_quote + 1, last_quote - first_quote - 1);
|
||||
std::string full_path = base_dir + "/" + include_path;
|
||||
|
||||
// Read included file
|
||||
std::string included_content = read_file_(full_path);
|
||||
if (!included_content.empty()) {
|
||||
// Get directory of included file for nested includes
|
||||
std::string included_dir = full_path.substr(0, full_path.find_last_of("/\\"));
|
||||
|
||||
// Recursively process includes
|
||||
result += process_includes_(included_content, included_dir) + "\n";
|
||||
} else {
|
||||
ARE_LOG_WARN("Include file not found or empty: " + full_path);
|
||||
}
|
||||
} else {
|
||||
// Invalid include syntax, keep original line
|
||||
result += line + "\n";
|
||||
}
|
||||
} else {
|
||||
result += line + "\n";
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
} // namespace are
|
||||
|
|
|
|||
Loading…
Reference in New Issue