371 lines
11 KiB
Plaintext
371 lines
11 KiB
Plaintext
#version 430 core
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// 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 MAX_RAY_DEPTH 8
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#define MAX_LIGHTS 16
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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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// Material structure - 使用 vec4 确保对齐
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struct Material {
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vec4 albedo_metallic; // xyz = albedo, w = metallic
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vec4 emission_roughness; // xyz = emission, w = roughness
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int type;
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float ior;
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float padding1;
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float padding2;
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};
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// Light structure - 使用 vec4 确保对齐
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struct Light {
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vec4 position_type; // xyz = position, w = type
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vec4 direction_intensity; // xyz = direction, w = intensity
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vec4 color_range; // xyz = color, w = range
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vec4 spot_angles; // xy = spot angles, zw = padding
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};
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// 辅助函数:从 Material 获取属性
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vec3 get_material_albedo(Material mat) {
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return mat.albedo_metallic.xyz;
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}
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float get_material_metallic(Material mat) {
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return mat.albedo_metallic.w;
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}
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vec3 get_material_emission(Material mat) {
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return mat.emission_roughness.xyz;
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}
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float get_material_roughness(Material mat) {
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return mat.emission_roughness.w;
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}
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// 辅助函数:从 Light 获取属性
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vec3 get_light_position(Light light) {
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return light.position_type.xyz;
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}
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int get_light_type(Light light) {
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return int(light.position_type.w);
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}
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vec3 get_light_direction(Light light) {
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return light.direction_intensity.xyz;
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}
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float get_light_intensity(Light light) {
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return light.direction_intensity.w;
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}
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vec3 get_light_color(Light light) {
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return light.color_range.xyz;
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}
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float get_light_range(Light light) {
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return light.color_range.w;
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}
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struct Ray {
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vec3 origin;
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vec3 direction;
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};
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struct HitInfo {
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bool hit;
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float t;
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vec3 position;
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vec3 normal;
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vec2 texcoord;
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uint material_id;
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};
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// Utility functions
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float saturate(float x) {
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return clamp(x, 0.0, 1.0);
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}
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vec3 saturate(vec3 x) {
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return clamp(x, vec3(0.0), vec3(1.0));
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}
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// Random number generation (PCG Hash)
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uint pcg_hash(uint seed) {
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uint state = seed * 747796405u + 2891336453u;
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uint word = ((state >> ((state >> 28u) + 4u)) ^ state) * 277803737u;
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return (word >> 22u) ^ word;
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}
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float random_float(inout uint seed) {
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seed = pcg_hash(seed);
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return float(seed) / 4294967296.0;
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}
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vec2 random_vec2(inout uint seed) {
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return vec2(random_float(seed), random_float(seed));
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}
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vec3 random_vec3(inout uint seed) {
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return vec3(random_float(seed), random_float(seed), random_float(seed));
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}
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// Random direction in hemisphere
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vec3 random_hemisphere_direction(vec3 normal, inout uint seed) {
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float z = random_float(seed);
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float r = sqrt(max(0.0, 1.0 - z * z));
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float phi = 2.0 * PI * random_float(seed);
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vec3 dir = vec3(r * cos(phi), r * sin(phi), z);
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// Create coordinate system
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vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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vec3 tangent = normalize(cross(up, normal));
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vec3 bitangent = cross(normal, tangent);
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return normalize(tangent * dir.x + bitangent * dir.y + normal * dir.z);
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}
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// Cosine-weighted hemisphere sampling
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// vec3 cosine_weighted_hemisphere(vec3 normal, inout uint seed) {
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// vec2 r = random_vec2(seed);
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// float r1 = 2.0 * PI * r.x;
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// float r2 = r.y;
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// float r2s = sqrt(r2);
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//
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// vec3 up = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
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// vec3 tangent = normalize(cross(up, normal));
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// vec3 bitangent = cross(normal, tangent);
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//
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// vec3 dir = tangent * cos(r1) * r2s + bitangent * sin(r1) * r2s + normal * sqrt(1.0 - r2);
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// return normalize(dir);
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// }
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// Schlick's approximation for Fresnel
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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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// GGX distribution
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float distribution_ggx(vec3 N, vec3 H, float roughness) {
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float a = roughness * roughness;
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float a2 = a * a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH * NdotH;
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float nom = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return nom / max(denom, EPSILON);
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}
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// Smith's geometry function
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float geometry_smith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float r = roughness + 1.0;
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float k = (r * r) / 8.0;
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float ggx1 = NdotV / (NdotV * (1.0 - k) + k);
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float ggx2 = NdotL / (NdotL * (1.0 - k) + k);
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return ggx1 * ggx2;
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}
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layout(local_size_x = 16, local_size_y = 16) in;
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// G-Buffer inputs
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layout(binding = 0, rgba32f) uniform readonly image2D g_position;
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layout(binding = 1, rgba32f) uniform readonly image2D g_normal;
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layout(binding = 2, rgba8) uniform readonly image2D g_albedo;
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layout(binding = 3, r32ui) uniform readonly uimage2D g_material_id;
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// Output
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layout(binding = 4, rgba32f) uniform image2D output_image;
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layout(binding = 5, rgba32f) uniform image2D accumulation_image;
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// Scene data
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layout(std430, binding = 0) readonly buffer MaterialBuffer {
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Material materials[];
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};
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layout(std430, binding = 1) readonly buffer LightBuffer {
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Light lights[];
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};
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// Uniforms
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uniform uint u_frame_count;
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uniform uint u_samples_per_pixel;
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uniform uint u_max_depth;
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uniform uint u_light_count;
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uniform vec3 u_camera_position;
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uniform mat4 u_inv_view_projection;
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uniform bool u_enable_accumulation;
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uniform bool u_use_bvh;
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// Evaluate direct lighting
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vec3 evaluate_direct_lighting(vec3 position, vec3 normal, vec3 view_dir,
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Material material, inout uint seed) {
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vec3 direct_light = vec3(0.0);
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// 获取材质属性
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vec3 mat_albedo = get_material_albedo(material);
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float mat_metallic = get_material_metallic(material);
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float mat_roughness = get_material_roughness(material);
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for (uint i = 0u; i < u_light_count; i++) {
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Light light = lights[i];
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// 获取光源属性
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vec3 light_pos = get_light_position(light);
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int light_type = get_light_type(light);
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vec3 light_dir_raw = get_light_direction(light);
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float light_intensity = get_light_intensity(light);
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vec3 light_color = get_light_color(light);
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float light_range = get_light_range(light);
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vec3 light_dir;
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float light_distance;
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float attenuation = 1.0;
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if (light_type == LIGHT_POINT) {
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vec3 to_light = light_pos - position;
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light_distance = length(to_light);
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light_dir = to_light / light_distance;
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attenuation = 1.0 / max(light_distance * light_distance, 0.01);
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if (light_distance > light_range) continue;
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} else if (light_type == LIGHT_DIRECTIONAL) {
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light_dir = normalize(-light_dir_raw);
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light_distance = MAX_FLOAT;
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} else {
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continue;
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}
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float NdotL = max(dot(normal, light_dir), 0.0);
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if (NdotL > 0.0) {
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vec3 H = normalize(view_dir + light_dir);
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float NdotV = max(dot(normal, view_dir), 0.0);
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// PBR lighting
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vec3 F0 = mix(vec3(0.04), mat_albedo, mat_metallic);
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vec3 F = fresnel_schlick(max(dot(H, view_dir), 0.0), F0);
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float D = distribution_ggx(normal, H, max(mat_roughness, 0.04));
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float G = geometry_smith(normal, view_dir, light_dir, mat_roughness);
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vec3 numerator = D * G * F;
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float denominator = 4.0 * NdotV * NdotL + EPSILON;
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vec3 specular = numerator / denominator;
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vec3 kS = F;
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vec3 kD = (vec3(1.0) - kS) * (1.0 - mat_metallic);
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vec3 radiance = light_color * light_intensity * attenuation;
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direct_light += (kD * mat_albedo * INV_PI + specular) * radiance * NdotL;
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}
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}
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return direct_light;
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}
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void main() {
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ivec2 pixel_coords = ivec2(gl_GlobalInvocationID.xy);
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ivec2 image_size = imageSize(output_image);
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if (pixel_coords.x >= image_size.x || pixel_coords.y >= image_size.y) {
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return;
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}
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// ============ DEBUG MODE 6: 显示材质Metallic ============
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/*
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{
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uint mat_id = imageLoad(g_material_id, pixel_coords).r;
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if (imageLoad(g_position, pixel_coords).w > 0.5 && mat_id < uint(materials.length())) {
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Material mat = materials[mat_id];
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float metallic_vis = get_material_metallic(mat);
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imageStore(output_image, pixel_coords, vec4(metallic_vis, metallic_vis, metallic_vis, 1.0));
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} else {
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imageStore(output_image, pixel_coords, vec4(0.0, 0.0, 0.0, 1.0));
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}
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return;
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}
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*/
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// Read G-Buffer
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vec4 position_data = imageLoad(g_position, pixel_coords);
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vec4 normal_data = imageLoad(g_normal, pixel_coords);
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vec4 albedo_data = imageLoad(g_albedo, pixel_coords);
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uint material_id = imageLoad(g_material_id, pixel_coords).r;
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// Background
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if (position_data.w < 0.5) {
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vec3 background = vec3(0.1, 0.1, 0.15);
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imageStore(output_image, pixel_coords, vec4(background, 1.0));
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imageStore(accumulation_image, pixel_coords, vec4(background, 1.0));
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return;
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}
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vec3 position = position_data.xyz;
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vec3 normal = normalize(normal_data.xyz);
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vec3 albedo = albedo_data.rgb;
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// Initialize random seed
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uint seed = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x) + u_frame_count * 719393u;
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vec3 color = vec3(0.0);
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// Get material from buffer
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Material material;
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uint mat_count = uint(materials.length());
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if (material_id < mat_count) {
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material = materials[material_id];
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} else {
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// Fallback - 创建默认材质
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material.albedo_metallic = vec4(albedo, 0.0);
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material.emission_roughness = vec4(0.0, 0.0, 0.0, 0.5);
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material.type = MATERIAL_DIFFUSE;
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material.ior = 1.5;
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}
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// Add emission
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color += get_material_emission(material);
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// Direct lighting
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vec3 view_dir = normalize(u_camera_position - position);
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if (u_light_count > 0u) {
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color += evaluate_direct_lighting(position, normal, view_dir, material, seed);
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}
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// Ambient lighting
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color += get_material_albedo(material) * 0.05;
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// Clamp
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color = clamp(color, vec3(0.0), vec3(10.0));
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// Accumulation
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if (u_enable_accumulation && u_frame_count > 0u) {
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vec3 accumulated = imageLoad(accumulation_image, pixel_coords).rgb;
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float weight = 1.0 / float(u_frame_count + 1u);
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color = mix(accumulated, color, weight);
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}
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imageStore(accumulation_image, pixel_coords, vec4(color, 1.0));
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imageStore(output_image, pixel_coords, vec4(color, 1.0));
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}
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