#version 430 core // Constants #define PI 3.14159265359 #define INV_PI 0.31830988618 #define EPSILON 1e-4 #define MAX_FLOAT 3.402823466e38 #define MAX_RAY_DEPTH 8 #define MAX_LIGHTS 16 // Material types #define MATERIAL_DIFFUSE 0 #define MATERIAL_METAL 1 #define MATERIAL_DIELECTRIC 2 #define MATERIAL_EMISSIVE 3 // Light types #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 #define LIGHT_SPOT 2 // Material structure - 使用 vec4 确保对齐 struct Material { vec4 albedo_metallic; // xyz = albedo, w = metallic vec4 emission_roughness; // xyz = emission, w = roughness int type; float ior; float padding1; float padding2; }; // Light structure - 使用 vec4 确保对齐 struct Light { 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; }; struct HitInfo { bool hit; float t; vec3 position; vec3 normal; vec2 texcoord; uint material_id; }; // Utility functions float saturate(float x) { return clamp(x, 0.0, 1.0); } vec3 saturate(vec3 x) { return clamp(x, vec3(0.0), vec3(1.0)); } // Random number generation (PCG Hash) 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; } vec2 random_vec2(inout uint seed) { return vec2(random_float(seed), random_float(seed)); } vec3 random_vec3(inout uint seed) { return vec3(random_float(seed), random_float(seed), random_float(seed)); } // Random direction in hemisphere vec3 random_hemisphere_direction(vec3 normal, inout uint seed) { float z = random_float(seed); float r = sqrt(max(0.0, 1.0 - z * z)); float phi = 2.0 * PI * random_float(seed); vec3 dir = vec3(r * cos(phi), r * sin(phi), z); // Create coordinate system 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); return normalize(tangent * dir.x + bitangent * dir.y + normal * dir.z); } // 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); // } // Schlick's approximation for Fresnel vec3 fresnel_schlick(float cos_theta, vec3 f0) { return f0 + (1.0 - f0) * pow(1.0 - cos_theta, 5.0); } // GGX distribution float distribution_ggx(vec3 N, vec3 H, float roughness) { float a = roughness * roughness; float a2 = a * a; float NdotH = max(dot(N, H), 0.0); float NdotH2 = NdotH * NdotH; float nom = a2; float denom = (NdotH2 * (a2 - 1.0) + 1.0); denom = PI * denom * denom; return nom / max(denom, EPSILON); } // Smith's geometry function float geometry_smith(vec3 N, vec3 V, vec3 L, float roughness) { float NdotV = max(dot(N, V), 0.0); float NdotL = max(dot(N, L), 0.0); float r = roughness + 1.0; float k = (r * r) / 8.0; float ggx1 = NdotV / (NdotV * (1.0 - k) + k); float ggx2 = NdotL / (NdotL * (1.0 - k) + k); return ggx1 * ggx2; } 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; layout(binding = 3, r32ui) uniform readonly uimage2D g_material_id; // Output 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 { 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; // 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); // 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_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_dir_raw); 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), mat_albedo, mat_metallic); vec3 F = fresnel_schlick(max(dot(H, view_dir), 0.0), F0); 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 - mat_metallic); vec3 radiance = light_color * light_intensity * attenuation; direct_light += (kD * mat_albedo * INV_PI + specular) * radiance * NdotL; } } return direct_light; } 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; } // ============ 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) { 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; // 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 from buffer Material material; uint mat_count = uint(materials.length()); if (material_id < mat_count) { material = materials[material_id]; } else { // 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 += get_material_emission(material); // 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); } // Ambient lighting color += get_material_albedo(material) * 0.05; // Clamp color = clamp(color, vec3(0.0), vec3(10.0)); // Accumulation 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)); }