aurora-rendering-engine/shaders/raytracing/raytracing.comp

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#version 430 core
// Include shared modules
#include "../include/common.glsl"
#include "../include/structs.glsl"
#include "../include/math.glsl"
#include "../include/rng.glsl"
#include "../include/sobol.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, rg32f) uniform readonly image2D g_normal; // Octahedral encoded
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"
// Sobol sampling state
struct SobolState {
uint sample_index; // Which sample (0, 1, 2, ...)
uint dimension; // Current dimension being used
uint scramble; // Seed for Owen scrambling
};
// Initialize Sobol state
SobolState init_sobol(uint pixel_index, uint frame, uint sample_idx) {
SobolState state;
// Sample index combines frame and sample number for temporal variation
// Add +1 to avoid degenerate index 0 (Sobol at index 0 produces all zeros before scrambling)
// Add pixel_index offset to ensure spatial variation within same frame
state.sample_index = sample_idx + frame * 1024u + pixel_index + 1u;
state.dimension = 0u;
// Use pixel index for per-pixel Owen scrambling
state.scramble = pcg_hash(pixel_index + frame * 668265263u);
return state;
}
// Get next Sobol float in [0, 1)
float sobol_next(inout SobolState state) {
float value;
if (state.dimension < 8u) {
// Use Sobol for first 8 dimensions
value = sobol_get(state.sample_index, state.dimension, state.scramble);
} else {
// Fall back to PCG for higher dimensions
uint rng_state = pcg_hash(state.scramble + state.dimension * 2654435761u);
value = float(rng_state) / 4294967296.0;
}
state.dimension++;
return value;
}
// Sobol-based random in unit sphere
vec3 sobol_in_unit_sphere(inout SobolState state) {
float z = 1.0 - 2.0 * sobol_next(state);
float r = sqrt(max(0.0, 1.0 - z * z));
float phi = 2.0 * PI * sobol_next(state);
return vec3(r * cos(phi), r * sin(phi), z);
}
// Sobol-based unit vector
vec3 sobol_unit_vector(inout SobolState state) {
return normalize(sobol_in_unit_sphere(state));
}
// Sobol-based GGX half vector sampling
vec3 sobol_ggx_half_vector(float roughness, vec3 N, inout SobolState state) {
float a = roughness * roughness;
float a2 = a * a;
float u1 = clamp(sobol_next(state), 0.001, 0.999);
float u2 = sobol_next(state);
float cos_theta = sqrt((1.0 - u1) / ((a2 - 1.0) * u1 + 1.0));
cos_theta = clamp(cos_theta, 0.0, 1.0);
float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
float phi = 2.0 * PI * u2;
vec3 H_tangent = vec3(sin_theta * cos(phi), sin_theta * sin(phi), cos_theta);
mat3 onb = build_onb(N);
return normalize(onb * H_tangent);
}
// Sobol-based diffuse scattering
ScatterResult scatter_diffuse_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
ScatterResult r;
r.scattered = true;
r.attenuation = mat.albedo;
vec3 dir = hit.normal + sobol_unit_vector(state);
if (near_zero(dir)) dir = hit.normal;
r.scattered_ray.origin = hit.position + hit.normal * EPSILON;
r.scattered_ray.direction = normalize(dir);
return r;
}
// Sobol-based metal scattering (GGX)
ScatterResult scatter_metal_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
ScatterResult r;
vec3 V = normalize(-ray_in.direction);
vec3 N = hit.normal;
float roughness = clamp(mat.roughness, 0.04, 1.0);
vec3 H = sobol_ggx_half_vector(roughness, N, state);
if (dot(H, N) < 0.0) H = -H;
vec3 L = reflect(-V, H);
float NdotL = dot(N, L);
if (NdotL <= 0.0) {
r.scattered = false;
r.attenuation = vec3(0.0);
return r;
}
float HdotV = max(dot(H, V), 0.001);
vec3 F = fresnel_schlick(HdotV, mat.albedo);
r.attenuation = clamp(F, vec3(0.0), vec3(1.0));
r.scattered = true;
r.scattered_ray.origin = hit.position + N * EPSILON;
r.scattered_ray.direction = normalize(L);
return r;
}
// Sobol-based dielectric scattering
ScatterResult scatter_dielectric_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
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));
bool entering = cos_theta > 0.0;
float eta = entering ? (1.0 / mat.ior) : mat.ior;
vec3 normal = entering ? hit.normal : -hit.normal;
float sin_theta_t = eta * sin_theta;
bool total_internal_reflection = sin_theta_t >= 1.0;
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 || sobol_next(state) < f) {
dir = reflect_vector(unit_dir, normal);
} else {
dir = refract_vector(unit_dir, normal, eta);
}
r.scattered_ray.origin = hit.position + dir * EPSILON;
r.scattered_ray.direction = normalize(dir);
return r;
}
// Sobol-based scatter dispatcher
ScatterResult scatter_ray_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse_sobol(ray_in, hit, mat, state);
if (mat.type == MATERIAL_METAL) return scatter_metal_sobol(ray_in, hit, mat, state);
if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric_sobol(ray_in, hit, mat, state);
ScatterResult r;
r.scattered = false;
r.attenuation = vec3(0.0);
return r;
}
// 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 (Sobol sampling)
vec3 trace_path_sobol(ivec2 pixel_coords, ivec2 image_size, inout SobolState sobol) {
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_sobol(ray, hit0, mat0, sobol);
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_sobol(ray, hit, mat, sobol);
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 || sobol_next(sobol) > 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 pixel_index = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x);
uint seed = init_seed(pixel_coords, image_size, u_frame_count);
vec3 color = vec3(0.0);
uint spp = max(u_samples_per_pixel, 1u);
for (uint s = 0u; s < spp; ++s) {
SobolState sobol = init_sobol(pixel_index, u_frame_count, s);
color += trace_path_sobol(pixel_coords, image_size, sobol);
}
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));
}