mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-08-04 13:13:25 +03:00
0025201: Visualization - Implementing soft shadows and ambient occlusion in OCCT ray-tracing core
This commit is contained in:
13
src/Shaders/Display.fs
Normal file
13
src/Shaders/Display.fs
Normal file
@@ -0,0 +1,13 @@
|
||||
//! Input image.
|
||||
uniform sampler2D uInputTexture;
|
||||
|
||||
//! Output pixel color.
|
||||
out vec4 OutColor;
|
||||
|
||||
void main (void)
|
||||
{
|
||||
vec4 aColor = texelFetch (uInputTexture, ivec2 (gl_FragCoord.xy), 0);
|
||||
|
||||
// apply gamma correction (we use gamma = 2)
|
||||
OutColor = vec4 (sqrt (aColor.rgb), aColor.a);
|
||||
}
|
830
src/Shaders/PathtraceBase.fs
Normal file
830
src/Shaders/PathtraceBase.fs
Normal file
@@ -0,0 +1,830 @@
|
||||
#ifdef PATH_TRACING
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////
|
||||
// Specific data types
|
||||
|
||||
//! Describes local space at the hit point (visualization space).
|
||||
struct SLocalSpace
|
||||
{
|
||||
//! Local X axis.
|
||||
vec3 AxisX;
|
||||
|
||||
//! Local Y axis.
|
||||
vec3 AxisY;
|
||||
|
||||
//! Local Z axis.
|
||||
vec3 AxisZ;
|
||||
};
|
||||
|
||||
//! Describes material properties (BSDF).
|
||||
struct SMaterial
|
||||
{
|
||||
//! Weight of the Lambertian BRDF.
|
||||
vec4 Kd;
|
||||
|
||||
//! Weight of the reflection BRDF.
|
||||
vec3 Kr;
|
||||
|
||||
//! Weight of the transmission BTDF.
|
||||
vec3 Kt;
|
||||
|
||||
//! Weight of the Blinn BRDF (and roughness).
|
||||
vec4 Ks;
|
||||
|
||||
//! Fresnel coefficients.
|
||||
vec3 Fresnel;
|
||||
|
||||
//! Absorption color and intensity of the media.
|
||||
vec4 Absorption;
|
||||
};
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////
|
||||
// Support subroutines
|
||||
|
||||
//=======================================================================
|
||||
// function : LocalSpace
|
||||
// purpose : Generates local space for the given normal
|
||||
//=======================================================================
|
||||
SLocalSpace LocalSpace (in vec3 theNormal)
|
||||
{
|
||||
vec3 anAxisX = cross (vec3 (0.f, 1.f, 0.f), theNormal);
|
||||
vec3 anAxisY = cross (vec3 (1.f, 0.f, 0.f), theNormal);
|
||||
|
||||
float aSqrLenX = dot (anAxisX, anAxisX);
|
||||
float aSqrLenY = dot (anAxisY, anAxisY);
|
||||
|
||||
if (aSqrLenX > aSqrLenY)
|
||||
{
|
||||
anAxisX *= inversesqrt (aSqrLenX);
|
||||
anAxisY = cross (anAxisX, theNormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
anAxisY *= inversesqrt (aSqrLenY);
|
||||
anAxisX = cross (anAxisY, theNormal);
|
||||
}
|
||||
|
||||
return SLocalSpace (anAxisX, anAxisY, theNormal);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : toLocalSpace
|
||||
// purpose : Transforms the vector to local space from world space
|
||||
//=======================================================================
|
||||
vec3 toLocalSpace (in vec3 theVector, in SLocalSpace theSpace)
|
||||
{
|
||||
return vec3 (dot (theVector, theSpace.AxisX),
|
||||
dot (theVector, theSpace.AxisY),
|
||||
dot (theVector, theSpace.AxisZ));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : fromLocalSpace
|
||||
// purpose : Transforms the vector from local space to world space
|
||||
//=======================================================================
|
||||
vec3 fromLocalSpace (in vec3 theVector, in SLocalSpace theSpace)
|
||||
{
|
||||
return theVector.x * theSpace.AxisX +
|
||||
theVector.y * theSpace.AxisY +
|
||||
theVector.z * theSpace.AxisZ;
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : convolve
|
||||
// purpose : Performs a linear convolution of the vector components
|
||||
//=======================================================================
|
||||
float convolve (in vec3 theVector, in vec3 theFactor)
|
||||
{
|
||||
return dot (theVector, theFactor) * (1.f / max (theFactor.x + theFactor.y + theFactor.z, 1e-15f));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : sphericalDirection
|
||||
// purpose : Constructs vector from spherical coordinates
|
||||
//=======================================================================
|
||||
vec3 sphericalDirection (in float theCosTheta, in float thePhi)
|
||||
{
|
||||
float aSinTheta = sqrt (1.f - theCosTheta * theCosTheta);
|
||||
|
||||
return vec3 (aSinTheta * cos (thePhi),
|
||||
aSinTheta * sin (thePhi),
|
||||
theCosTheta);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : fresnelSchlick
|
||||
// purpose : Computes the Fresnel reflection formula using
|
||||
// Schlick's approximation.
|
||||
//=======================================================================
|
||||
vec3 fresnelSchlick (in float theCosI, in vec3 theSpecularColor)
|
||||
{
|
||||
return theSpecularColor + (UNIT - theSpecularColor) * pow (1.f - theCosI, 5.f);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : fresnelDielectric
|
||||
// purpose : Computes the Fresnel reflection formula for dielectric in
|
||||
// case of circularly polarized light (Based on PBRT code).
|
||||
//=======================================================================
|
||||
float fresnelDielectric (in float theCosI,
|
||||
in float theCosT,
|
||||
in float theEtaI,
|
||||
in float theEtaT)
|
||||
{
|
||||
float aParl = (theEtaT * theCosI - theEtaI * theCosT) /
|
||||
(theEtaT * theCosI + theEtaI * theCosT);
|
||||
|
||||
float aPerp = (theEtaI * theCosI - theEtaT * theCosT) /
|
||||
(theEtaI * theCosI + theEtaT * theCosT);
|
||||
|
||||
return (aParl * aParl + aPerp * aPerp) * 0.5f;
|
||||
}
|
||||
|
||||
#define ENVIRONMENT_IOR 1.f
|
||||
|
||||
//=======================================================================
|
||||
// function : fresnelDielectric
|
||||
// purpose : Computes the Fresnel reflection formula for dielectric in
|
||||
// case of circularly polarized light (based on PBRT code)
|
||||
//=======================================================================
|
||||
float fresnelDielectric (in float theCosI, in float theIndex)
|
||||
{
|
||||
float anEtaI = theCosI > 0.f ? 1.f : theIndex;
|
||||
float anEtaT = theCosI > 0.f ? theIndex : 1.f;
|
||||
|
||||
float aSinT = (anEtaI / anEtaT) * sqrt (1.f - theCosI * theCosI);
|
||||
|
||||
if (aSinT >= 1.f)
|
||||
{
|
||||
return 1.f;
|
||||
}
|
||||
|
||||
float aCosT = sqrt (1.f - aSinT * aSinT);
|
||||
|
||||
return fresnelDielectric (abs (theCosI), aCosT, anEtaI, anEtaT);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : fresnelConductor
|
||||
// purpose : Computes the Fresnel reflection formula for conductor in case
|
||||
// of circularly polarized light (based on PBRT source code)
|
||||
//=======================================================================
|
||||
float fresnelConductor (in float theCosI, in float theEta, in float theK)
|
||||
{
|
||||
float aTmp = 2.f * theEta * theCosI;
|
||||
|
||||
float aTmp1 = theEta * theEta + theK * theK;
|
||||
|
||||
float aSPerp = (aTmp1 - aTmp + theCosI * theCosI) /
|
||||
(aTmp1 + aTmp + theCosI * theCosI);
|
||||
|
||||
float aTmp2 = aTmp1 * theCosI * theCosI;
|
||||
|
||||
float aSParl = (aTmp2 - aTmp + 1.f) /
|
||||
(aTmp2 + aTmp + 1.f);
|
||||
|
||||
return (aSPerp + aSParl) * 0.5f;
|
||||
}
|
||||
|
||||
#define FRESNEL_SCHLICK -0.5f
|
||||
#define FRESNEL_CONSTANT -1.5f
|
||||
#define FRESNEL_CONDUCTOR -2.5f
|
||||
#define FRESNEL_DIELECTRIC -3.5f
|
||||
|
||||
//=======================================================================
|
||||
// function : fresnelMedia
|
||||
// purpose : Computes the Fresnel reflection formula for general medium
|
||||
// in case of circularly polarized light.
|
||||
//=======================================================================
|
||||
vec3 fresnelMedia (in float theCosI, in vec3 theFresnelCoeffs)
|
||||
{
|
||||
if (theFresnelCoeffs.x > FRESNEL_SCHLICK)
|
||||
{
|
||||
return fresnelSchlick (abs (theCosI), theFresnelCoeffs);
|
||||
}
|
||||
|
||||
if (theFresnelCoeffs.x > FRESNEL_CONSTANT)
|
||||
{
|
||||
return vec3 (theFresnelCoeffs.z);
|
||||
}
|
||||
|
||||
if (theFresnelCoeffs.x > FRESNEL_CONDUCTOR)
|
||||
{
|
||||
return vec3 (fresnelConductor (abs (theCosI), theFresnelCoeffs.y, theFresnelCoeffs.z));
|
||||
}
|
||||
|
||||
return vec3 (fresnelDielectric (theCosI, theFresnelCoeffs.y));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : transmitted
|
||||
// purpose : Computes transmitted direction in tangent space
|
||||
// (in case of TIR returned result is undefined!)
|
||||
//=======================================================================
|
||||
void transmitted (in float theIndex, in vec3 theIncident, out vec3 theTransmit)
|
||||
{
|
||||
// Compute relative index of refraction
|
||||
float anEta = (theIncident.z > 0.f) ? 1.f / theIndex : theIndex;
|
||||
|
||||
// Handle total internal reflection for transmission
|
||||
float aSinT2 = anEta * anEta * (1.f - theIncident.z * theIncident.z);
|
||||
|
||||
// Compute transmitted ray direction
|
||||
float aCosT = sqrt (1.f - min (aSinT2, 1.f)) * (theIncident.z > 0.f ? -1.f : 1.f);
|
||||
|
||||
theTransmit = normalize (vec3 (-anEta * theIncident.x,
|
||||
-anEta * theIncident.y,
|
||||
aCosT));
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Handlers and samplers for materials
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//=======================================================================
|
||||
// function : handleLambertianReflection
|
||||
// purpose : Handles Lambertian BRDF, with cos(N, PSI)
|
||||
//=======================================================================
|
||||
float handleLambertianReflection (in vec3 theInput, in vec3 theOutput)
|
||||
{
|
||||
return max (0.f, theInput.z) * (1.f / M_PI);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : handleBlinnReflection
|
||||
// purpose : Handles Blinn glossy BRDF, with cos(N, PSI)
|
||||
//=======================================================================
|
||||
vec3 handleBlinnReflection (in vec3 theInput, in vec3 theOutput, in vec3 theFresnelCoeffs, in float theExponent)
|
||||
{
|
||||
vec3 aWeight = ZERO;
|
||||
|
||||
// Compute half-angle vector
|
||||
vec3 aHalf = theInput + theOutput;
|
||||
|
||||
if (aHalf.z < 0.f)
|
||||
aHalf = -aHalf;
|
||||
|
||||
float aLength = dot (aHalf, aHalf);
|
||||
|
||||
if (aLength <= 0.f)
|
||||
return ZERO;
|
||||
|
||||
aHalf *= inversesqrt (aLength);
|
||||
|
||||
// Compute Fresnel reflectance
|
||||
float aCosDelta = dot (theOutput, aHalf);
|
||||
|
||||
vec3 aFresnel = fresnelMedia (aCosDelta, theFresnelCoeffs);
|
||||
|
||||
// Compute fraction of microfacets that reflect light
|
||||
float aCosThetaH = max (0.f, aHalf.z);
|
||||
|
||||
float aFraction = (theExponent + 2.f) * (M_PI / 2.f) * pow (aCosThetaH, theExponent);
|
||||
|
||||
// Compute geometry attenuation term (already includes cos)
|
||||
float aCosThetaI = max (0.f, theInput.z);
|
||||
float aCosThetaO = max (0.f, theOutput.z);
|
||||
|
||||
float aGeom = min (1.f, 2.f * aCosThetaH / max (0.f, aCosDelta) * min (aCosThetaO, aCosThetaI));
|
||||
|
||||
return aCosThetaO < 1.0e-3f ? ZERO :
|
||||
aFraction * aGeom / (4.f * aCosThetaO) * aFresnel;
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : handleMaterial
|
||||
// purpose : Returns BSDF value for specified material, with cos(N, PSI)
|
||||
//=======================================================================
|
||||
vec3 handleMaterial (in SMaterial theMaterial, in vec3 theInput, in vec3 theOutput)
|
||||
{
|
||||
return theMaterial.Kd.rgb * handleLambertianReflection (theInput, theOutput) +
|
||||
theMaterial.Ks.rgb * handleBlinnReflection (theInput, theOutput, theMaterial.Fresnel, theMaterial.Ks.w);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleSpecularReflection
|
||||
// purpose : Samples specular BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
|
||||
//=======================================================================
|
||||
void sampleSpecularReflection (in vec3 theOutput, out vec3 theInput)
|
||||
{
|
||||
theInput = vec3 (-theOutput.x,
|
||||
-theOutput.y,
|
||||
theOutput.z);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleLambertianReflection
|
||||
// purpose : Samples Lambertian BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
|
||||
//=======================================================================
|
||||
void sampleLambertianReflection (in vec3 theOutput, out vec3 theInput)
|
||||
{
|
||||
float aKsi1 = RandFloat();
|
||||
float aKsi2 = RandFloat();
|
||||
|
||||
float aTemp = sqrt (aKsi2);
|
||||
|
||||
theInput = vec3 (aTemp * cos (2.f * M_PI * aKsi1),
|
||||
aTemp * sin (2.f * M_PI * aKsi1),
|
||||
sqrt (1.f - aKsi2));
|
||||
|
||||
if (theOutput.z < 0.f)
|
||||
theInput.z = -theInput.z;
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleSpecularTransmission
|
||||
// purpose : Samples specular BTDF, W = BRDF * cos(N, PSI) / PDF(PSI)
|
||||
//=======================================================================
|
||||
vec3 sampleSpecularTransmission (in vec3 theOutput, out vec3 theInput,
|
||||
out bool isTransmit, in vec3 theThroughput, in vec3 theFresnelCoeffs)
|
||||
{
|
||||
vec3 aFresnel = fresnelMedia (theOutput.z, theFresnelCoeffs);
|
||||
|
||||
float aProbability = convolve (aFresnel, theThroughput);
|
||||
|
||||
// Sample input direction
|
||||
if (RandFloat() <= aProbability)
|
||||
{
|
||||
theInput = vec3 (-theOutput.x,
|
||||
-theOutput.y,
|
||||
theOutput.z);
|
||||
|
||||
isTransmit = false;
|
||||
|
||||
return aFresnel * (1.f / aProbability);
|
||||
}
|
||||
|
||||
transmitted (theFresnelCoeffs.y, theOutput, theInput);
|
||||
|
||||
isTransmit = true;
|
||||
|
||||
return (UNIT - aFresnel) * (1.f / (1.f - aProbability));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleSpecularReflection
|
||||
// purpose : Samples specular BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
|
||||
//=======================================================================
|
||||
vec3 sampleSpecularReflection (in vec3 theOutput, out vec3 theInput, in vec3 theFresnelCoeffs)
|
||||
{
|
||||
// Sample input direction
|
||||
theInput = vec3 (-theOutput.x,
|
||||
-theOutput.y,
|
||||
theOutput.z);
|
||||
|
||||
return fresnelMedia (theOutput.z, theFresnelCoeffs);
|
||||
}
|
||||
|
||||
#define MIN_COS 1.0e-20f
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleBlinnReflection
|
||||
// purpose : Samples Blinn BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
|
||||
// The BRDF is a product of three main terms, D, G, and F,
|
||||
// which is then divided by two cosine terms. Here we perform
|
||||
// importance sample the D part of the Blinn model; trying to
|
||||
// develop a sampling procedure that accounted for all of the
|
||||
// terms would be complex, and it is the D term that accounts
|
||||
// for most of the variation.
|
||||
//=======================================================================
|
||||
vec3 sampleBlinnReflection (in vec3 theOutput, out vec3 theInput, in vec3 theFresnelCoeffs, in float theExponent)
|
||||
{
|
||||
vec3 aWeight = ZERO;
|
||||
|
||||
// Generate two random variables
|
||||
float aKsi1 = RandFloat();
|
||||
float aKsi2 = RandFloat();
|
||||
|
||||
// Compute sampled half-angle vector for Blinn distribution
|
||||
float aCosThetaH = pow (aKsi1, 1.f / (theExponent + 1.f));
|
||||
|
||||
vec3 aHalf = sphericalDirection (aCosThetaH, aKsi2 * 2.f * M_PI);
|
||||
|
||||
if (aHalf.z < 0)
|
||||
{
|
||||
aHalf = -aHalf;
|
||||
}
|
||||
|
||||
// Compute incident direction by reflecting about half-vector
|
||||
float aCosDelta = dot (theOutput, aHalf);
|
||||
|
||||
vec3 anInput = 2.f * aCosDelta * aHalf - theOutput;
|
||||
|
||||
if (theOutput.z * anInput.z <= 0.f)
|
||||
{
|
||||
return ZERO;
|
||||
}
|
||||
|
||||
theInput = anInput;
|
||||
|
||||
// Compute Fresnel reflectance
|
||||
vec3 aFresnel = fresnelMedia (aCosDelta, theFresnelCoeffs);
|
||||
|
||||
// Compute geometry attenuation term
|
||||
float aCosThetaI = max (MIN_COS, theInput.z);
|
||||
float aCosThetaO = max (MIN_COS, theOutput.z);
|
||||
|
||||
float aGeom = min (max (MIN_COS, aCosDelta), 2.f * aCosThetaH * min (aCosThetaO, aCosThetaI));
|
||||
|
||||
// Compute weight of the ray sample
|
||||
return aFresnel * ((theExponent + 2.f) / (theExponent + 1.f) * aGeom / aCosThetaO);
|
||||
}
|
||||
|
||||
// Enables expiremental russian roulette sampling
|
||||
// #define RUSSIAN_ROULETTE
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleMaterial
|
||||
// purpose : Samples specified composite material (BSDF)
|
||||
//=======================================================================
|
||||
bool sampleMaterial (in SMaterial theMaterial,
|
||||
in vec3 theOutput,
|
||||
in vec3 theFactor,
|
||||
out vec3 theInput,
|
||||
out vec3 theWeight,
|
||||
inout bool isTransmit)
|
||||
{
|
||||
theWeight = ZERO;
|
||||
|
||||
// Compute the probability of ray reflection
|
||||
float aPd = convolve (theMaterial.Kd.rgb, theFactor);
|
||||
float aPs = convolve (theMaterial.Ks.rgb, theFactor);
|
||||
float aPr = convolve (theMaterial.Kr.rgb, theFactor);
|
||||
float aPt = convolve (theMaterial.Kt.rgb, theFactor);
|
||||
|
||||
float aReflection = aPd + aPs + aPr + aPt;
|
||||
|
||||
#ifndef RUSSIAN_ROULETTE
|
||||
if (aReflection < 1e-2f)
|
||||
{
|
||||
return false; // path termination
|
||||
}
|
||||
#else
|
||||
float aSurvival = max (dot (theFactor, LUMA), 0.1f);
|
||||
|
||||
if (RandFloat() > aSurvival)
|
||||
{
|
||||
return false; // path termination
|
||||
}
|
||||
#endif
|
||||
|
||||
isTransmit = false;
|
||||
|
||||
// Choose BSDF component to sample
|
||||
float aKsi = aReflection * RandFloat();
|
||||
|
||||
if (aKsi < aPd) // diffuse reflection
|
||||
{
|
||||
sampleLambertianReflection (theOutput, theInput);
|
||||
|
||||
#ifndef RUSSIAN_ROULETTE
|
||||
theWeight = theMaterial.Kd.rgb * (aReflection / aPd);
|
||||
#else
|
||||
theWeight = theMaterial.Kd.rgb * (aReflection / aPd / aSurvival);
|
||||
#endif
|
||||
|
||||
return false; // non-specular bounce
|
||||
}
|
||||
else if (aKsi < aPd + aPs) // glossy reflection
|
||||
{
|
||||
theWeight = sampleBlinnReflection (theOutput, theInput, theMaterial.Fresnel, theMaterial.Ks.w);
|
||||
|
||||
#ifndef RUSSIAN_ROULETTE
|
||||
theWeight *= theMaterial.Ks.rgb * (aReflection / aPs);
|
||||
#else
|
||||
theWeight *= theMaterial.Ks.rgb * (aReflection / aPs / aSurvival);
|
||||
#endif
|
||||
|
||||
return false; // non-specular bounce
|
||||
}
|
||||
else if (aKsi < aPd + aPs + aPr) // specular reflection
|
||||
{
|
||||
theWeight = sampleSpecularReflection (theOutput, theInput, theMaterial.Fresnel);
|
||||
|
||||
#ifndef RUSSIAN_ROULETTE
|
||||
theWeight *= theMaterial.Kr.rgb * (aReflection / aPr);
|
||||
#else
|
||||
theWeight *= theMaterial.Kr.rgb * (aReflection / aPr / aSurvival);
|
||||
#endif
|
||||
|
||||
return true; // specular bounce
|
||||
}
|
||||
else // specular transmission
|
||||
{
|
||||
theWeight = sampleSpecularTransmission (theOutput, theInput,
|
||||
isTransmit, theFactor, theMaterial.Fresnel);
|
||||
|
||||
#ifndef RUSSIAN_ROULETTE
|
||||
theWeight *= theMaterial.Kt.rgb * (aReflection / aPt);
|
||||
#else
|
||||
theWeight *= theMaterial.Kt.rgb * (aReflection / aPt / aSurvival);
|
||||
#endif
|
||||
|
||||
return true; // specular bounce
|
||||
}
|
||||
}
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Handlers and samplers for light sources
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
//=======================================================================
|
||||
// function : handlePointLight
|
||||
// purpose :
|
||||
//=======================================================================
|
||||
float handlePointLight (in vec3 theInput, in vec3 theToLight, in float theRadius)
|
||||
{
|
||||
float aCosMax = sqrt (1.f - theRadius * theRadius / dot (theToLight, theToLight));
|
||||
|
||||
return step (aCosMax, dot (theInput, theToLight));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : handleDirectLight
|
||||
// purpose :
|
||||
//=======================================================================
|
||||
float handleDirectLight (in vec3 theInput, in vec3 theToLight, in float theCosMax)
|
||||
{
|
||||
return step (theCosMax, dot (theInput, theToLight));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : samplePointLight
|
||||
// purpose :
|
||||
//=======================================================================
|
||||
vec3 samplePointLight (in vec3 theToLight, in float theRadius, inout float thePDF)
|
||||
{
|
||||
SLocalSpace aSpace = LocalSpace (theToLight);
|
||||
|
||||
float aCosMax = sqrt (1.f - theRadius * theRadius / dot (theToLight, theToLight));
|
||||
|
||||
float aKsi1 = RandFloat();
|
||||
float aKsi2 = RandFloat();
|
||||
|
||||
float aTmp = 1.f - aKsi2 * (1.f - aCosMax);
|
||||
|
||||
vec3 anInput = vec3 (sqrt (1.f - aTmp * aTmp) * cos (2.f * M_PI * aKsi1),
|
||||
sqrt (1.f - aTmp * aTmp) * sin (2.f * M_PI * aKsi1),
|
||||
aTmp);
|
||||
|
||||
thePDF *= (theRadius > 0.f) ? 1.f / (2.f * M_PI) / (1.f - aCosMax) : 1.f;
|
||||
|
||||
return normalize (fromLocalSpace (anInput, aSpace));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : sampleDirectLight
|
||||
// purpose :
|
||||
//=======================================================================
|
||||
vec3 sampleDirectLight (in vec3 theToLight, in float theCosMax, inout float thePDF)
|
||||
{
|
||||
SLocalSpace aSpace = LocalSpace (theToLight);
|
||||
|
||||
float aKsi1 = RandFloat();
|
||||
float aKsi2 = RandFloat();
|
||||
|
||||
float aTmp = 1.f - aKsi2 * (1.f - theCosMax);
|
||||
|
||||
vec3 anInput = vec3 (sqrt (1.f - aTmp * aTmp) * cos (2.f * M_PI * aKsi1),
|
||||
sqrt (1.f - aTmp * aTmp) * sin (2.f * M_PI * aKsi1),
|
||||
aTmp);
|
||||
|
||||
thePDF *= (theCosMax < 1.f) ? 1.f / (2.f * M_PI) / (1.f - theCosMax) : 1.f;
|
||||
|
||||
return normalize (fromLocalSpace (anInput, aSpace));
|
||||
}
|
||||
|
||||
// =======================================================================
|
||||
// function : Latlong
|
||||
// purpose : Converts world direction to environment texture coordinates
|
||||
// =======================================================================
|
||||
vec2 Latlong (in vec3 thePoint)
|
||||
{
|
||||
float aPsi = acos (-thePoint.z);
|
||||
|
||||
float aPhi = atan (thePoint.y, thePoint.x) + M_PI;
|
||||
|
||||
return vec2 (aPhi * 0.1591549f,
|
||||
aPsi * 0.3183098f);
|
||||
}
|
||||
|
||||
// =======================================================================
|
||||
// function : EnvironmentRadiance
|
||||
// purpose :
|
||||
// =======================================================================
|
||||
vec3 EnvironmentRadiance (in SRay theRay, in bool isSpecular, in bool isBackground)
|
||||
{
|
||||
vec3 aRadiance = ZERO;
|
||||
|
||||
if (uSphereMapForBack != 0 || !isBackground)
|
||||
{
|
||||
aRadiance += FetchEnvironment (Latlong (theRay.Direct)).xyz;
|
||||
}
|
||||
else
|
||||
{
|
||||
aRadiance += BackgroundColor().xyz;
|
||||
}
|
||||
|
||||
// Apply gamma correction (gamma is 2)
|
||||
aRadiance *= aRadiance;
|
||||
|
||||
for (int aLightIdx = 0; aLightIdx < uLightCount && isSpecular; ++aLightIdx)
|
||||
{
|
||||
vec4 aLight = texelFetch (
|
||||
uRaytraceLightSrcTexture, LIGHT_POS (aLightIdx));
|
||||
vec4 aParam = texelFetch (
|
||||
uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx));
|
||||
|
||||
if (aLight.w != 0.f) // point light source
|
||||
{
|
||||
aRadiance += aParam.rgb * handlePointLight (theRay.Direct, aLight.xyz - theRay.Origin, aParam.w /* radius */);
|
||||
}
|
||||
else // directional light source
|
||||
{
|
||||
aRadiance += aParam.rgb * handleDirectLight (theRay.Direct, aLight.xyz, aParam.w /* angle cosine */);
|
||||
}
|
||||
}
|
||||
|
||||
return aRadiance;
|
||||
}
|
||||
|
||||
#define MIN_THROUGHPUT vec3 (0.02f)
|
||||
#define MIN_CONTRIBUTION vec3 (0.01f)
|
||||
|
||||
#define MATERIAL_KD(index) (18 * index + 11)
|
||||
#define MATERIAL_KR(index) (18 * index + 12)
|
||||
#define MATERIAL_KT(index) (18 * index + 13)
|
||||
#define MATERIAL_KS(index) (18 * index + 14)
|
||||
#define MATERIAL_LE(index) (18 * index + 15)
|
||||
#define MATERIAL_FRESNEL(index) (18 * index + 16)
|
||||
#define MATERIAL_ABSORPT(index) (18 * index + 17)
|
||||
|
||||
//=======================================================================
|
||||
// function : PathTrace
|
||||
// purpose : Calculates radiance along the given ray
|
||||
//=======================================================================
|
||||
vec4 PathTrace (in SRay theRay, in vec3 theInverse)
|
||||
{
|
||||
float anOpenGlDepth = ComputeOpenGlDepth (theRay);
|
||||
|
||||
vec3 aRadiance = ZERO;
|
||||
vec3 aThroughput = UNIT;
|
||||
|
||||
bool isInMedium = false;
|
||||
bool isSpecular = false;
|
||||
bool isTransmit = false;
|
||||
|
||||
int anObjectId; // ID of intersected triangle
|
||||
|
||||
for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)
|
||||
{
|
||||
SIntersect aHit = SIntersect (MAXFLOAT, vec2 (ZERO), ZERO);
|
||||
|
||||
ivec4 aTriIndex = SceneNearestHit (theRay, theInverse, aHit, anObjectId);
|
||||
|
||||
if (aTriIndex.x == -1)
|
||||
{
|
||||
return vec4 (aRadiance + aThroughput *
|
||||
EnvironmentRadiance (theRay, isSpecular, aDepth == 0 || isTransmit), 0.f);
|
||||
}
|
||||
|
||||
vec3 aInvTransf0 = texelFetch (uSceneTransformTexture, anObjectId * 4 + 0).xyz;
|
||||
vec3 aInvTransf1 = texelFetch (uSceneTransformTexture, anObjectId * 4 + 1).xyz;
|
||||
vec3 aInvTransf2 = texelFetch (uSceneTransformTexture, anObjectId * 4 + 2).xyz;
|
||||
|
||||
aHit.Normal = normalize (vec3 (dot (aInvTransf0, aHit.Normal),
|
||||
dot (aInvTransf1, aHit.Normal),
|
||||
dot (aInvTransf2, aHit.Normal)));
|
||||
|
||||
// For polygons that are parallel to the screen plane, the depth slope
|
||||
// is equal to 1, resulting in small polygon offset. For polygons that
|
||||
// that are at a large angle to the screen, the depth slope tends to 1,
|
||||
// resulting in a larger polygon offset
|
||||
float aPolygonOffset = uSceneEpsilon * EPS_SCALE /
|
||||
max (abs (dot (theRay.Direct, aHit.Normal)), MIN_SLOPE);
|
||||
|
||||
if (anOpenGlDepth < aHit.Time + aPolygonOffset)
|
||||
{
|
||||
vec4 aSrcColorRGBA = ComputeOpenGlColor();
|
||||
|
||||
aRadiance += aThroughput.xyz * aSrcColorRGBA.xyz;
|
||||
aThroughput *= aSrcColorRGBA.w;
|
||||
}
|
||||
|
||||
theRay.Origin += theRay.Direct * aHit.Time; // intersection point
|
||||
|
||||
// Fetch material (BSDF)
|
||||
SMaterial aMaterial = SMaterial (
|
||||
vec4 (texelFetch (uRaytraceMaterialTexture, MATERIAL_KD (aTriIndex.w))),
|
||||
vec3 (texelFetch (uRaytraceMaterialTexture, MATERIAL_KR (aTriIndex.w))),
|
||||
vec3 (texelFetch (uRaytraceMaterialTexture, MATERIAL_KT (aTriIndex.w))),
|
||||
vec4 (texelFetch (uRaytraceMaterialTexture, MATERIAL_KS (aTriIndex.w))),
|
||||
vec3 (texelFetch (uRaytraceMaterialTexture, MATERIAL_FRESNEL (aTriIndex.w))),
|
||||
vec4 (texelFetch (uRaytraceMaterialTexture, MATERIAL_ABSORPT (aTriIndex.w))));
|
||||
|
||||
#ifdef USE_TEXTURES
|
||||
if (aMaterial.Kd.w >= 0.f)
|
||||
{
|
||||
vec4 aTexCoord = vec4 (SmoothUV (aHit.UV, aTriIndex), 0.f, 1.f);
|
||||
|
||||
vec4 aTrsfRow1 = texelFetch (
|
||||
uRaytraceMaterialTexture, MATERIAL_TRS1 (aTriIndex.w));
|
||||
vec4 aTrsfRow2 = texelFetch (
|
||||
uRaytraceMaterialTexture, MATERIAL_TRS2 (aTriIndex.w));
|
||||
|
||||
aTexCoord.st = vec2 (dot (aTrsfRow1, aTexCoord),
|
||||
dot (aTrsfRow2, aTexCoord));
|
||||
|
||||
vec3 aTexColor = textureLod (
|
||||
uTextureSamplers[int (aMaterial.Kd.w)], aTexCoord.st, 0.f).rgb;
|
||||
|
||||
aMaterial.Kd.rgb *= aTexColor;
|
||||
}
|
||||
#endif
|
||||
|
||||
vec3 aNormal = SmoothNormal (aHit.UV, aTriIndex);
|
||||
|
||||
aNormal = normalize (vec3 (dot (aInvTransf0, aNormal),
|
||||
dot (aInvTransf1, aNormal),
|
||||
dot (aInvTransf2, aNormal)));
|
||||
|
||||
SLocalSpace aSpace = LocalSpace (aNormal);
|
||||
|
||||
// Account for self-emission (not stored in the material)
|
||||
aRadiance += aThroughput * texelFetch (
|
||||
uRaytraceMaterialTexture, MATERIAL_LE (aTriIndex.w)).rgb;
|
||||
|
||||
if (uLightCount > 0 && convolve (aMaterial.Kd.rgb + aMaterial.Ks.rgb, aThroughput) > 0.f)
|
||||
{
|
||||
int aLightIdx = min (int (floor (RandFloat() * uLightCount)), uLightCount - 1);
|
||||
|
||||
vec4 aLight = texelFetch (
|
||||
uRaytraceLightSrcTexture, LIGHT_POS (aLightIdx));
|
||||
vec4 aParam = texelFetch (
|
||||
uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx));
|
||||
|
||||
float aPDF = 1.f / uLightCount, aDistance = MAXFLOAT;
|
||||
|
||||
if (aLight.w != 0.f) // point light source
|
||||
{
|
||||
aDistance = length (aLight.xyz -= theRay.Origin);
|
||||
|
||||
aLight.xyz = samplePointLight (aLight.xyz, aParam.w /* radius */, aPDF);
|
||||
}
|
||||
else // directional light source
|
||||
{
|
||||
aLight.xyz = sampleDirectLight (aLight.xyz, aParam.w /* angle cosine */, aPDF);
|
||||
}
|
||||
|
||||
vec3 aContrib = (1.f / aPDF) * aParam.rgb /* Le */ * handleMaterial (
|
||||
aMaterial, toLocalSpace (aLight.xyz, aSpace), toLocalSpace (-theRay.Direct, aSpace));
|
||||
|
||||
if (any (greaterThan (aContrib, MIN_CONTRIBUTION))) // first check if light source is important
|
||||
{
|
||||
SRay aShadow = SRay (theRay.Origin + aLight.xyz * uSceneEpsilon, aLight.xyz);
|
||||
|
||||
aShadow.Origin += aHit.Normal * mix (
|
||||
-uSceneEpsilon, uSceneEpsilon, step (0.f, dot (aHit.Normal, aLight.xyz)));
|
||||
|
||||
float aVisibility = SceneAnyHit (aShadow,
|
||||
InverseDirection (aLight.xyz), aDistance);
|
||||
|
||||
aRadiance += aVisibility * aThroughput * aContrib;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 anInput;
|
||||
vec3 aWeight;
|
||||
|
||||
isSpecular = sampleMaterial (aMaterial,
|
||||
toLocalSpace (-theRay.Direct, aSpace), aThroughput, anInput, aWeight, isTransmit);
|
||||
|
||||
if (isInMedium)
|
||||
{
|
||||
aThroughput *= exp (-aHit.Time *
|
||||
aMaterial.Absorption.w * (UNIT - aMaterial.Absorption.rgb));
|
||||
}
|
||||
|
||||
isInMedium = isTransmit ? !isInMedium : isInMedium;
|
||||
|
||||
aThroughput *= aWeight;
|
||||
|
||||
if (all (lessThan (aThroughput, MIN_THROUGHPUT)))
|
||||
{
|
||||
return vec4 (aRadiance, 0.f);
|
||||
}
|
||||
|
||||
anInput = normalize (fromLocalSpace (anInput, aSpace));
|
||||
|
||||
theRay = SRay (theRay.Origin + anInput * uSceneEpsilon +
|
||||
aHit.Normal * mix (-uSceneEpsilon, uSceneEpsilon, step (0.f, dot (aHit.Normal, anInput))), anInput);
|
||||
|
||||
theInverse = InverseDirection (anInput);
|
||||
|
||||
anOpenGlDepth = MAXFLOAT; // disable combining image with OpenGL output
|
||||
}
|
||||
|
||||
return vec4 (aRadiance, 0.f);
|
||||
}
|
||||
|
||||
#endif
|
@@ -73,12 +73,14 @@ uniform int uLightCount;
|
||||
//! Intensity of global ambient light.
|
||||
uniform vec4 uGlobalAmbient;
|
||||
|
||||
//! Enables/disables environment map.
|
||||
uniform int uEnvironmentEnable;
|
||||
//! Enables/disables computation of shadows.
|
||||
uniform int uShadowsEnable;
|
||||
//! Enables/disables computation of reflections.
|
||||
uniform int uReflectionsEnable;
|
||||
//! Enables/disables hard shadows.
|
||||
uniform int uShadowsEnabled;
|
||||
//! Enables/disables specular reflections.
|
||||
uniform int uReflectEnabled;
|
||||
//! Enables/disables spherical environment map.
|
||||
uniform int uSphereMapEnabled;
|
||||
//! Enables/disables environment map background.
|
||||
uniform int uSphereMapForBack;
|
||||
|
||||
//! Radius of bounding sphere of the scene.
|
||||
uniform float uSceneRadius;
|
||||
@@ -90,14 +92,19 @@ uniform float uSceneEpsilon;
|
||||
uniform sampler2D uTextureSamplers[MAX_TEX_NUMBER];
|
||||
#endif
|
||||
|
||||
//! Top color of gradient background.
|
||||
uniform vec4 uBackColorTop = vec4 (0.0);
|
||||
//! Bottom color of gradient background.
|
||||
uniform vec4 uBackColorBot = vec4 (0.0);
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Specific data types
|
||||
|
||||
|
||||
//! Stores ray parameters.
|
||||
struct SRay
|
||||
{
|
||||
vec3 Origin;
|
||||
|
||||
|
||||
vec3 Direct;
|
||||
};
|
||||
|
||||
@@ -105,9 +112,9 @@ struct SRay
|
||||
struct SIntersect
|
||||
{
|
||||
float Time;
|
||||
|
||||
|
||||
vec2 UV;
|
||||
|
||||
|
||||
vec3 Normal;
|
||||
};
|
||||
|
||||
@@ -125,6 +132,24 @@ struct SIntersect
|
||||
#define AXIS_Y vec3 (0.0f, 1.0f, 0.0f)
|
||||
#define AXIS_Z vec3 (0.0f, 0.0f, 1.0f)
|
||||
|
||||
#define M_PI 3.14159265f
|
||||
|
||||
#define LUMA vec3 (0.2126f, 0.7152f, 0.0722f)
|
||||
|
||||
// =======================================================================
|
||||
// function : MatrixRowMultiplyDir
|
||||
// purpose : Multiplies a vector by matrix
|
||||
// =======================================================================
|
||||
vec3 MatrixRowMultiplyDir (in vec3 v,
|
||||
in vec4 m0,
|
||||
in vec4 m1,
|
||||
in vec4 m2)
|
||||
{
|
||||
return vec3 (dot (m0.xyz, v),
|
||||
dot (m1.xyz, v),
|
||||
dot (m2.xyz, v));
|
||||
}
|
||||
|
||||
//! 32-bit state of random number generator.
|
||||
uint RandState;
|
||||
|
||||
@@ -133,9 +158,9 @@ uint RandState;
|
||||
// purpose : Applies hash function by Thomas Wang to randomize seeds
|
||||
// (see http://www.burtleburtle.net/bob/hash/integer.html)
|
||||
// =======================================================================
|
||||
void SeedRand (in int theSeed)
|
||||
void SeedRand (in int theSeed, in int theSizeX)
|
||||
{
|
||||
RandState = uint (int (gl_FragCoord.y) * uWinSizeX + int (gl_FragCoord.x) + theSeed);
|
||||
RandState = uint (int (gl_FragCoord.y) * theSizeX + int (gl_FragCoord.x) + theSeed);
|
||||
|
||||
RandState = (RandState + 0x479ab41du) + (RandState << 8);
|
||||
RandState = (RandState ^ 0xe4aa10ceu) ^ (RandState >> 5);
|
||||
@@ -196,6 +221,26 @@ vec3 MatrixColMultiplyDir (in vec3 v,
|
||||
m0[2] * v.x + m1[2] * v.y + m2[2] * v.z);
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : InverseDirection
|
||||
// purpose : Returns safely inverted direction of the given one
|
||||
//=======================================================================
|
||||
vec3 InverseDirection (in vec3 theInput)
|
||||
{
|
||||
vec3 anInverse = 1.f / max (abs (theInput), SMALL);
|
||||
|
||||
return mix (-anInverse, anInverse, step (ZERO, theInput));
|
||||
}
|
||||
|
||||
//=======================================================================
|
||||
// function : BackgroundColor
|
||||
// purpose : Returns color of gradient background
|
||||
//=======================================================================
|
||||
vec4 BackgroundColor()
|
||||
{
|
||||
return mix (uBackColorBot, uBackColorTop, vPixel.y);
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Functions for compute ray-object intersection
|
||||
|
||||
@@ -239,7 +284,7 @@ float ComputeOpenGlDepth (in SRay theRay)
|
||||
// function : ComputeOpenGlColor
|
||||
// purpose :
|
||||
// =======================================================================
|
||||
vec4 ComputeOpenGlColor (in SRay theRay)
|
||||
vec4 ComputeOpenGlColor()
|
||||
{
|
||||
vec4 anOpenGlColor = texelFetch (uOpenGlColorTexture, ivec2 (gl_FragCoord.xy), 0);
|
||||
// During blending with factors GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA (for text and markers)
|
||||
@@ -421,16 +466,16 @@ ivec4 ObjectNearestHit (in int theBVHOffset, in int theVrtOffset, in int theTrgO
|
||||
return aTriIndex;
|
||||
}
|
||||
|
||||
#define MATERIAL_AMBN(index) (11 * index + 0)
|
||||
#define MATERIAL_DIFF(index) (11 * index + 1)
|
||||
#define MATERIAL_SPEC(index) (11 * index + 2)
|
||||
#define MATERIAL_EMIS(index) (11 * index + 3)
|
||||
#define MATERIAL_REFL(index) (11 * index + 4)
|
||||
#define MATERIAL_REFR(index) (11 * index + 5)
|
||||
#define MATERIAL_TRAN(index) (11 * index + 6)
|
||||
#define MATERIAL_TRS1(index) (11 * index + 7)
|
||||
#define MATERIAL_TRS2(index) (11 * index + 8)
|
||||
#define MATERIAL_TRS3(index) (11 * index + 9)
|
||||
#define MATERIAL_AMBN(index) (18 * index + 0)
|
||||
#define MATERIAL_DIFF(index) (18 * index + 1)
|
||||
#define MATERIAL_SPEC(index) (18 * index + 2)
|
||||
#define MATERIAL_EMIS(index) (18 * index + 3)
|
||||
#define MATERIAL_REFL(index) (18 * index + 4)
|
||||
#define MATERIAL_REFR(index) (18 * index + 5)
|
||||
#define MATERIAL_TRAN(index) (18 * index + 6)
|
||||
#define MATERIAL_TRS1(index) (18 * index + 7)
|
||||
#define MATERIAL_TRS2(index) (18 * index + 8)
|
||||
#define MATERIAL_TRS3(index) (18 * index + 9)
|
||||
|
||||
// =======================================================================
|
||||
// function : ObjectAnyHit
|
||||
@@ -850,10 +895,21 @@ vec2 SmoothUV (in vec2 theUV, in ivec4 theTriangle)
|
||||
}
|
||||
#endif
|
||||
|
||||
// =======================================================================
|
||||
// function : FetchEnvironment
|
||||
// purpose :
|
||||
// =======================================================================
|
||||
vec4 FetchEnvironment (in vec2 theTexCoord)
|
||||
{
|
||||
return mix (vec4 (0.0f, 0.0f, 0.0f, 1.0f),
|
||||
textureLod (uEnvironmentMapTexture, theTexCoord, 0.0f), float (uSphereMapEnabled));
|
||||
}
|
||||
|
||||
// =======================================================================
|
||||
// function : Refract
|
||||
// purpose : Computes refraction ray (also handles TIR)
|
||||
// =======================================================================
|
||||
#ifndef PATH_TRACING
|
||||
vec3 Refract (in vec3 theInput,
|
||||
in vec3 theNormal,
|
||||
in float theRefractIndex,
|
||||
@@ -877,6 +933,7 @@ vec3 Refract (in vec3 theInput,
|
||||
return normalize (anIndex * theInput -
|
||||
(anIndex * aNdotI + (aNdotI < 0.0f ? aNdotT : -aNdotT)) * theNormal);
|
||||
}
|
||||
#endif
|
||||
|
||||
#define MIN_SLOPE 0.0001f
|
||||
#define EPS_SCALE 8.0000f
|
||||
@@ -892,6 +949,7 @@ vec3 Refract (in vec3 theInput,
|
||||
// function : Radiance
|
||||
// purpose : Computes color along the given ray
|
||||
// =======================================================================
|
||||
#ifndef PATH_TRACING
|
||||
vec4 Radiance (in SRay theRay, in vec3 theInverse)
|
||||
{
|
||||
vec3 aResult = vec3 (0.0f);
|
||||
@@ -909,19 +967,19 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
|
||||
|
||||
if (aTriIndex.x == -1)
|
||||
{
|
||||
vec4 aColor = vec4 (0.0f);
|
||||
vec4 aColor = vec4 (0.0);
|
||||
|
||||
if (aWeight.w != 0.0f)
|
||||
{
|
||||
aColor = anOpenGlDepth != MAXFLOAT ?
|
||||
ComputeOpenGlColor (theRay) : vec4 (0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
else if (bool(uEnvironmentEnable))
|
||||
if (bool(uSphereMapForBack) || aWeight.w == 0.0f /* reflection */)
|
||||
{
|
||||
float aTime = IntersectSphere (theRay, uSceneRadius);
|
||||
|
||||
aColor = textureLod (uEnvironmentMapTexture, Latlong (
|
||||
theRay.Direct * aTime + theRay.Origin, uSceneRadius), 0.0f);
|
||||
aColor = FetchEnvironment (Latlong (
|
||||
theRay.Direct * aTime + theRay.Origin, uSceneRadius));
|
||||
}
|
||||
else
|
||||
{
|
||||
vec4 aGlColor = ComputeOpenGlColor();
|
||||
aColor = vec4 (BackgroundColor().rgb * aGlColor.w + ComputeOpenGlColor().rgb, aGlColor.w);
|
||||
}
|
||||
|
||||
return vec4 (aResult.xyz + aWeight.xyz * aColor.xyz, aWeight.w * aColor.w);
|
||||
@@ -944,7 +1002,7 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
|
||||
|
||||
if (anOpenGlDepth < aHit.Time + aPolygonOffset)
|
||||
{
|
||||
vec4 aGlColor = ComputeOpenGlColor (theRay);
|
||||
vec4 aGlColor = ComputeOpenGlColor();
|
||||
|
||||
aResult += aWeight.xyz * aGlColor.xyz;
|
||||
aWeight *= aGlColor.w;
|
||||
@@ -1018,7 +1076,7 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
|
||||
{
|
||||
float aVisibility = 1.0f;
|
||||
|
||||
if (bool(uShadowsEnable))
|
||||
if (bool(uShadowsEnabled))
|
||||
{
|
||||
SRay aShadow = SRay (theRay.Origin, aLight.xyz);
|
||||
|
||||
@@ -1059,7 +1117,7 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
|
||||
}
|
||||
else
|
||||
{
|
||||
aWeight *= bool(uReflectionsEnable) ?
|
||||
aWeight *= bool(uReflectEnabled) ?
|
||||
texelFetch (uRaytraceMaterialTexture, MATERIAL_REFL (aTriIndex.w)) : vec4 (0.0f);
|
||||
|
||||
vec3 aReflect = reflect (theRay.Direct, aNormal);
|
||||
@@ -1096,3 +1154,4 @@ vec4 Radiance (in SRay theRay, in vec3 theInverse)
|
||||
aResult.z,
|
||||
aWeight.w);
|
||||
}
|
||||
#endif
|
||||
|
@@ -1,18 +1,51 @@
|
||||
out vec4 OutColor;
|
||||
|
||||
// Seed for random number generator
|
||||
uniform int uFrameRndSeed;
|
||||
|
||||
// Weight of current frame related to accumulated frames.
|
||||
uniform float uSampleWeight;
|
||||
|
||||
//! Input accumulated image.
|
||||
uniform sampler2D uAccumTexture;
|
||||
|
||||
// =======================================================================
|
||||
// function : main
|
||||
// purpose :
|
||||
// =======================================================================
|
||||
void main (void)
|
||||
{
|
||||
#ifndef PATH_TRACING
|
||||
SRay aRay = GenerateRay (vPixel);
|
||||
|
||||
#else
|
||||
ivec2 aWinSize = textureSize (uAccumTexture, 0);
|
||||
|
||||
SeedRand (uFrameRndSeed, aWinSize.x);
|
||||
|
||||
SRay aRay = GenerateRay (vPixel +
|
||||
vec2 (RandFloat() + 1.f, RandFloat() + 1.f) / vec2 (aWinSize));
|
||||
#endif
|
||||
|
||||
vec3 aInvDirect = 1.f / max (abs (aRay.Direct), SMALL);
|
||||
|
||||
|
||||
aInvDirect = vec3 (aRay.Direct.x < 0.f ? -aInvDirect.x : aInvDirect.x,
|
||||
aRay.Direct.y < 0.f ? -aInvDirect.y : aInvDirect.y,
|
||||
aRay.Direct.z < 0.f ? -aInvDirect.z : aInvDirect.z);
|
||||
|
||||
#ifdef PATH_TRACING
|
||||
|
||||
vec4 aColor = PathTrace (aRay, aInvDirect);
|
||||
|
||||
if (any (isnan (aColor.xyz)))
|
||||
{
|
||||
aColor.xyz = ZERO;
|
||||
}
|
||||
|
||||
OutColor = mix (texture2D (uAccumTexture, vPixel), aColor, uSampleWeight);
|
||||
|
||||
#else
|
||||
|
||||
OutColor = clamp (Radiance (aRay, aInvDirect), 0.f, 1.f);
|
||||
|
||||
#endif
|
||||
}
|
@@ -9,14 +9,14 @@ out vec4 OutColor;
|
||||
|
||||
#define LUM_DIFFERENCE 0.085f
|
||||
|
||||
#define LUMA vec3 (0.2126f, 0.7152f, 0.0722f)
|
||||
|
||||
// =======================================================================
|
||||
// function : main
|
||||
// purpose :
|
||||
// =======================================================================
|
||||
void main (void)
|
||||
{
|
||||
#ifndef PATH_TRACING
|
||||
|
||||
int aPixelX = int (gl_FragCoord.x);
|
||||
int aPixelY = int (gl_FragCoord.y);
|
||||
|
||||
@@ -75,4 +75,6 @@ void main (void)
|
||||
}
|
||||
|
||||
OutColor = aColor;
|
||||
|
||||
#endif
|
||||
}
|
Reference in New Issue
Block a user