328 lines
11 KiB
Plaintext
328 lines
11 KiB
Plaintext
#version 430 core
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// Include shared modules
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#include "../include/common.glsl"
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#include "../include/structs.glsl"
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#include "../include/math.glsl"
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#include "../include/rng.glsl"
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#include "../include/sobol.glsl"
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#include "../include/sampling.glsl"
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// Workgroup size
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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, rg32f) uniform readonly image2D g_normal; // Octahedral encoded
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layout(binding = 5, rgba32f) uniform readonly image2D g_material;
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layout(binding = 6, r32ui) uniform readonly uimage2D g_material_id;
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layout(binding = 2, rgba32f) uniform readonly image2D g_texcoord;
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layout(binding = 7, rgba32f) uniform readonly image2D g_tangent;
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// Output
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layout(binding = 3, rgba32f) uniform image2D output_image;
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layout(binding = 4, rgba32f) uniform image2D accumulation_image;
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// SSBO bindings
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layout(std430, binding = 0) readonly buffer MaterialBuffer { Material materials[]; };
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layout(std430, binding = 1) readonly buffer LightBuffer { Light lights[]; };
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layout(std430, binding = 2) readonly buffer BVHNodeBuffer { BVHNodeGpu bvh_nodes[]; };
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layout(std430, binding = 3) readonly buffer TriangleBuffer { TriangleCompactGpu bvh_tris[]; };
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layout(std430, binding = 4) readonly buffer AttrBuffer { TriangleAttrGpu bvh_attrs[]; };
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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 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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uniform uint u_bvh_node_count;
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uniform bool u_enable_textures;
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// Texture arrays
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layout(binding = 10) uniform sampler2DArray u_texture_albedo_array;
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layout(binding = 11) uniform sampler2DArray u_texture_normal_array;
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layout(binding = 12) uniform sampler2DArray u_texture_metallic_array;
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layout(binding = 13) uniform sampler2DArray u_texture_roughness_array;
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layout(binding = 14) uniform sampler2DArray u_texture_ao_array;
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layout(binding = 15) uniform sampler2DArray u_texture_emission_array;
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// Include material, BVH, and lighting modules (needs uniform declarations above)
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#include "../include/material.glsl"
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#include "../include/bvh.glsl"
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#include "../include/lighting.glsl"
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// Sobol sampling state
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struct SobolState {
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uint sample_index; // Which sample (0, 1, 2, ...)
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uint dimension; // Current dimension being used
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uint scramble; // Seed for Owen scrambling
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};
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// Initialize Sobol state
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SobolState init_sobol(uint pixel_index, uint frame, uint sample_idx) {
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SobolState state;
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// Sample index combines frame and sample number for temporal variation
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// Add +1 to avoid degenerate index 0 (Sobol at index 0 produces all zeros before scrambling)
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// Add pixel_index offset to ensure spatial variation within same frame
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state.sample_index = sample_idx + frame * 1024u + pixel_index + 1u;
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state.dimension = 0u;
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// Use pixel index for per-pixel Owen scrambling
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state.scramble = pcg_hash(pixel_index + frame * 668265263u);
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return state;
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}
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// Get next Sobol float in [0, 1)
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float sobol_next(inout SobolState state) {
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float value;
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if (state.dimension < 8u) {
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// Use Sobol for first 8 dimensions
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value = sobol_get(state.sample_index, state.dimension, state.scramble);
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} else {
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// Fall back to PCG for higher dimensions
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uint rng_state = pcg_hash(state.scramble + state.dimension * 2654435761u);
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value = float(rng_state) / 4294967296.0;
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}
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state.dimension++;
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return value;
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}
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// Sobol-based random in unit sphere
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vec3 sobol_in_unit_sphere(inout SobolState state) {
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float z = 1.0 - 2.0 * sobol_next(state);
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float r = sqrt(max(0.0, 1.0 - z * z));
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float phi = 2.0 * PI * sobol_next(state);
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return vec3(r * cos(phi), r * sin(phi), z);
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}
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// Sobol-based unit vector
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vec3 sobol_unit_vector(inout SobolState state) {
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return normalize(sobol_in_unit_sphere(state));
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}
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// Sobol-based GGX half vector sampling
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vec3 sobol_ggx_half_vector(float roughness, vec3 N, inout SobolState state) {
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float a = roughness * roughness;
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float a2 = a * a;
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float u1 = clamp(sobol_next(state), 0.001, 0.999);
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float u2 = sobol_next(state);
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float cos_theta = sqrt((1.0 - u1) / ((a2 - 1.0) * u1 + 1.0));
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cos_theta = clamp(cos_theta, 0.0, 1.0);
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float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
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float phi = 2.0 * PI * u2;
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vec3 H_tangent = vec3(sin_theta * cos(phi), sin_theta * sin(phi), cos_theta);
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mat3 onb = build_onb(N);
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return normalize(onb * H_tangent);
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}
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// Sobol-based diffuse scattering
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ScatterResult scatter_diffuse_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
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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 + sobol_unit_vector(state);
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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 = dir;
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return r;
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}
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// Sobol-based metal scattering (GGX)
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ScatterResult scatter_metal_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
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ScatterResult r;
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vec3 V = normalize(-ray_in.direction);
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vec3 N = hit.normal;
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float roughness = clamp(mat.roughness, 0.04, 1.0);
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vec3 H = sobol_ggx_half_vector(roughness, N, state);
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if (dot(H, N) < 0.0) H = -H;
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vec3 L = reflect(-V, H);
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float NdotL = dot(N, L);
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if (NdotL <= 0.0) {
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r.scattered = false;
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r.attenuation = vec3(0.0);
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return r;
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}
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float HdotV = max(dot(H, V), 0.001);
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vec3 F = fresnel_schlick(HdotV, mat.albedo);
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r.attenuation = clamp(F, vec3(0.0), vec3(1.0));
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r.scattered = true;
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r.scattered_ray.origin = hit.position + N * EPSILON;
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r.scattered_ray.direction = L;
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return r;
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}
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// Sobol-based dielectric scattering
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ScatterResult scatter_dielectric_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
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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 f = fresnel_dielectric(cos_theta, mat.ior);
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vec3 dir;
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if (total_internal_reflection || sobol_next(state) < 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 = dir;
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return r;
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}
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// Sobol-based scatter dispatcher
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ScatterResult scatter_ray_sobol(Ray ray_in, HitInfo hit, Material mat, inout SobolState state) {
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if (mat.type == MATERIAL_DIFFUSE) return scatter_diffuse_sobol(ray_in, hit, mat, state);
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if (mat.type == MATERIAL_METAL) return scatter_metal_sobol(ray_in, hit, mat, state);
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if (mat.type == MATERIAL_DIELECTRIC) return scatter_dielectric_sobol(ray_in, hit, mat, state);
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ScatterResult r;
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r.scattered = false;
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r.attenuation = vec3(0.0);
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return r;
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}
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// Generate camera ray (center pixel, no jitter)
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Ray generate_camera_ray(ivec2 pixel_coords, ivec2 image_size) {
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vec2 uv = (vec2(pixel_coords) + vec2(0.5)) / vec2(image_size);
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vec2 ndc = uv * 2.0 - 1.0;
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vec4 p_near = u_inv_view_projection * vec4(ndc, 0.0, 1.0);
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vec4 p_far = u_inv_view_projection * vec4(ndc, 1.0, 1.0);
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vec3 near_ws = p_near.xyz / p_near.w;
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vec3 far_ws = p_far.xyz / p_far.w;
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Ray r;
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r.origin = near_ws;
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r.direction = normalize(far_ws - near_ws);
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return r;
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}
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// Path tracing with G-Buffer acceleration for primary ray (Sobol sampling)
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vec3 trace_path_sobol(ivec2 pixel_coords, ivec2 image_size, inout SobolState sobol) {
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Ray ray = generate_camera_ray(pixel_coords, image_size);
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vec3 radiance = vec3(0.0);
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vec3 throughput = vec3(1.0);
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// Depth 0: try G-Buffer hit first
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HitInfo hit0 = trace_primary_gbuffer(ray, pixel_coords);
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if (hit0.hit) {
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Material mat0 = fetch_material(hit0.material_id);
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if (hit0.material_type >= 0) {
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mat0.type = hit0.material_type;
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}
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apply_material_textures(mat0, hit0.normal, hit0.texcoord, hit0.tangent);
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radiance += throughput * mat0.emission;
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ScatterResult sc0 = scatter_ray_sobol(ray, hit0, mat0, sobol);
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if (!sc0.scattered) return radiance;
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throughput *= sc0.attenuation;
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ray = sc0.scattered_ray;
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}
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// Subsequent bounces: BVH
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for (uint depth = (hit0.hit ? 1u : 0u); depth < u_max_depth; ++depth) {
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HitInfo hit = trace_ray_bvh(ray);
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if (!hit.hit) {
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radiance += throughput * environment_color(ray.direction);
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break;
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}
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Material mat = fetch_material(hit.material_id);
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apply_material_textures(mat, hit.normal, hit.texcoord, hit.tangent);
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radiance += throughput * mat.emission;
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ScatterResult sc = scatter_ray_sobol(ray, hit, mat, sobol);
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if (!sc.scattered) break;
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throughput *= sc.attenuation;
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if (depth > 3u) {
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float p = max(throughput.r, max(throughput.g, throughput.b));
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p = clamp(p, 0.0, 0.95);
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if (p < RR_THRESHOLD || sobol_next(sobol) > p) break;
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throughput /= p;
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}
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ray = sc.scattered_ray;
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if (all(lessThan(throughput, vec3(EPSILON)))) break;
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}
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return radiance;
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}
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// ACES Filmic Tone Mapping
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vec3 aces_tonemap(vec3 x) {
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float a = 2.51;
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float b = 0.03;
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float c = 2.43;
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float d = 0.59;
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float e = 0.14;
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return clamp((x * (a * x + b)) / (x * (c * x + d) + e), 0.0, 1.0);
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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) return;
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uint pixel_index = uint(pixel_coords.x) + uint(pixel_coords.y) * uint(image_size.x);
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uint seed = init_seed(pixel_coords, image_size, u_frame_count);
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vec3 color = vec3(0.0);
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uint spp = max(u_samples_per_pixel, 1u);
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for (uint s = 0u; s < spp; ++s) {
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SobolState sobol = init_sobol(pixel_index, u_frame_count, s);
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color += trace_path_sobol(pixel_coords, image_size, sobol);
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}
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color /= float(spp);
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color = clamp(color, vec3(0.0), vec3(100.0));
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vec3 accumulation_color = color;
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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 w = 1.0 / float(u_frame_count + 1u);
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accumulation_color = mix(accumulated, color, w);
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}
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vec3 output_color = aces_tonemap(accumulation_color);
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imageStore(accumulation_image, pixel_coords, vec4(accumulation_color, 1.0));
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imageStore(output_image, pixel_coords, vec4(output_color, 1.0));
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}
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