1
0
mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-05-26 11:05:31 +03:00
occt/src/Shaders/PathtraceBase.fs

893 lines
29 KiB
Forth

#ifdef _MSC_VER
#define PATH_TRACING // just for editing in MS VS
#define in
#define out
#define inout
typedef struct { float x; float y; } vec2;
typedef struct { float x; float y; float z; } vec3;
typedef struct { float x; float y; float z; float w; } vec4;
#endif
#ifdef PATH_TRACING
//! Number of previously rendered frames.
uniform int uAccumSamples;
///////////////////////////////////////////////////////////////////////////////////////
// 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 : buildLocalSpace
// purpose : Generates local space for the given normal
//=======================================================================
SLocalSpace buildLocalSpace (in vec3 theNormal)
{
vec3 anAxisX = vec3 (theNormal.z, 0.f, -theNormal.x);
vec3 anAxisY = vec3 (0.f, -theNormal.z, theNormal.y);
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 : 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 theFresnel)
{
if (theFresnel.x > FRESNEL_SCHLICK)
{
return fresnelSchlick (abs (theCosI), theFresnel);
}
if (theFresnel.x > FRESNEL_CONSTANT)
{
return vec3 (theFresnel.z);
}
if (theFresnel.x > FRESNEL_CONDUCTOR)
{
return vec3 (fresnelConductor (abs (theCosI), theFresnel.y, theFresnel.z));
}
return vec3 (fresnelDielectric (theCosI, theFresnel.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 (TIR)
float aSinT2 = anEta * anEta * (1.f - theIncident.z * theIncident.z);
// Compute direction of transmitted ray
float aCosT = sqrt (1.f - min (aSinT2, 1.f)) * sign (-theIncident.z);
theTransmit = normalize (vec3 (-anEta * theIncident.x,
-anEta * theIncident.y,
aCosT));
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Handlers and samplers for materials
//////////////////////////////////////////////////////////////////////////////////////////////
//=======================================================================
// function : EvalLambertianReflection
// purpose : Evaluates Lambertian BRDF, with cos(N, PSI)
//=======================================================================
float EvalLambertianReflection (in vec3 theWi, in vec3 theWo)
{
return (theWi.z <= 0.f || theWo.z <= 0.f) ? 0.f : theWi.z * (1.f / M_PI);
}
//=======================================================================
// function : SmithG1
// purpose :
//=======================================================================
float SmithG1 (in vec3 theDirection, in vec3 theM, in float theRoughness)
{
if (dot (theDirection, theM) * theDirection.z <= 0.f)
{
return 0.f;
}
float aTanThetaM = sqrt (1.f - theDirection.z * theDirection.z) / theDirection.z;
if (aTanThetaM == 0.0f)
{
return 1.f;
}
float aVal = 1.f / (theRoughness * aTanThetaM);
if (aVal >= 1.6f)
{
return 1.f;
}
// Use fast and accurate rational approximation to the
// shadowing-masking function (from Mitsuba renderer)
float aSqr = aVal * aVal;
return (3.535f * aVal + 2.181f * aSqr) / (1.f + 2.276f * aVal + 2.577f * aSqr);
}
//=======================================================================
// function : EvalBlinnReflection
// purpose : Evaluates Blinn glossy BRDF, with cos(N, PSI)
//=======================================================================
vec3 EvalBlinnReflection (in vec3 theWi, in vec3 theWo, in vec3 theFresnel, in float theRoughness)
{
// calculate the reflection half-vec
vec3 aH = normalize (theWi + theWo);
// roughness value -> Blinn exponent
float aPower = max (2.f / (theRoughness * theRoughness) - 2.f, 0.f);
// calculate microfacet distribution
float aD = (aPower + 2.f) * (1.f / M_2_PI) * pow (aH.z, aPower);
// calculate shadow-masking function
float aG = SmithG1 (theWo, aH, theRoughness) *
SmithG1 (theWi, aH, theRoughness);
// return total amount of reflection
return (theWi.z <= 0.f || theWo.z <= 0.f) ? ZERO :
aD * aG / (4.f * theWo.z) * fresnelMedia (dot (theWo, aH), theFresnel);
}
//=======================================================================
// function : EvalMaterial
// purpose : Evaluates BSDF for specified material, with cos(N, PSI)
//=======================================================================
vec3 EvalMaterial (in SMaterial theBSDF, in vec3 theWi, in vec3 theWo)
{
#ifdef TWO_SIDED_BXDF
theWi.z *= sign (theWi.z);
theWo.z *= sign (theWo.z);
#endif
return theBSDF.Kd.rgb * EvalLambertianReflection (theWi, theWo) +
theBSDF.Ks.rgb * EvalBlinnReflection (theWi, theWo, theBSDF.Fresnel, theBSDF.Ks.w);
}
//=======================================================================
// function : SampleLambertianReflection
// purpose : Samples Lambertian BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
//=======================================================================
vec3 SampleLambertianReflection (in vec3 theWo, out vec3 theWi, inout float thePDF)
{
float aKsi1 = RandFloat();
float aKsi2 = RandFloat();
theWi = vec3 (cos (M_2_PI * aKsi1),
sin (M_2_PI * aKsi1),
sqrt (1.f - aKsi2));
theWi.xy *= sqrt (aKsi2);
#ifdef TWO_SIDED_BXDF
theWi.z *= sign (theWo.z);
#endif
thePDF *= theWi.z * (1.f / M_PI);
#ifdef TWO_SIDED_BXDF
return UNIT;
#else
return mix (UNIT, ZERO, theWo.z <= 0.f);
#endif
}
//=======================================================================
// 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 theWo, out vec3 theWi, in vec3 theFresnel, in float theRoughness, inout float thePDF)
{
float aKsi1 = RandFloat();
float aKsi2 = RandFloat();
// roughness value --> Blinn exponent
float aPower = max (2.f / (theRoughness * theRoughness) - 2.f, 0.f);
// normal from microface distribution
float aCosThetaM = pow (aKsi1, 1.f / (aPower + 2.f));
vec3 aM = vec3 (cos (M_2_PI * aKsi2),
sin (M_2_PI * aKsi2),
aCosThetaM);
aM.xy *= sqrt (1.f - aCosThetaM * aCosThetaM);
// calculate PDF of sampled direction
thePDF *= (aPower + 2.f) * (1.f / M_2_PI) * pow (aCosThetaM, aPower + 1.f);
#ifdef TWO_SIDED_BXDF
bool toFlip = theWo.z < 0.f;
if (toFlip)
theWo.z = -theWo.z;
#endif
float aCosDelta = dot (theWo, aM);
// pick input based on half direction
theWi = -theWo + 2.f * aCosDelta * aM;
if (theWi.z <= 0.f || theWo.z <= 0.f)
{
return ZERO;
}
// Jacobian of half-direction mapping
thePDF /= 4.f * dot (theWi, aM);
// compute shadow-masking coefficient
float aG = SmithG1 (theWo, aM, theRoughness) *
SmithG1 (theWi, aM, theRoughness);
#ifdef TWO_SIDED_BXDF
if (toFlip)
theWi.z = -theWi.z;
#endif
return (aG * aCosDelta) / (theWo.z * aM.z) * fresnelMedia (aCosDelta, theFresnel);
}
//=======================================================================
// function : SampleSpecularReflection
// purpose : Samples specular BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
//=======================================================================
vec3 SampleSpecularReflection (in vec3 theWo, out vec3 theWi, in vec3 theFresnel)
{
// Sample input direction
theWi = vec3 (-theWo.x,
-theWo.y,
theWo.z);
#ifdef TWO_SIDED_BXDF
return fresnelMedia (theWo.z, theFresnel);
#else
return fresnelMedia (theWo.z, theFresnel) * step (0.f, theWo.z);
#endif
}
//=======================================================================
// function : SampleSpecularTransmission
// purpose : Samples specular BTDF, W = BRDF * cos(N, PSI) / PDF(PSI)
//=======================================================================
vec3 SampleSpecularTransmission (in vec3 theWo, out vec3 theWi, in vec3 theWeight, in vec3 theFresnel, inout bool theInside)
{
vec3 aFactor = fresnelMedia (theWo.z, theFresnel);
float aReflection = convolve (aFactor, theWeight);
// sample specular BRDF/BTDF
if (RandFloat() <= aReflection)
{
theWi = vec3 (-theWo.x,
-theWo.y,
theWo.z);
theWeight = aFactor * (1.f / aReflection);
}
else
{
theInside = !theInside;
transmitted (theFresnel.y, theWo, theWi);
theWeight = (UNIT - aFactor) * (1.f / (1.f - aReflection));
}
return theWeight;
}
#define FLT_EPSILON 1.0e-5F
//=======================================================================
// function : BsdfPdf
// purpose : Calculates BSDF of sampling input knowing output
//=======================================================================
float BsdfPdf (in SMaterial theBSDF, in vec3 theWo, in vec3 theWi, in vec3 theWeight)
{
float aPd = convolve (theBSDF.Kd.rgb, theWeight);
float aPs = convolve (theBSDF.Ks.rgb, theWeight);
float aPr = convolve (theBSDF.Kr.rgb, theWeight);
float aPt = convolve (theBSDF.Kt.rgb, theWeight);
float aReflection = aPd + aPs + aPr + aPt;
float aPDF = 0.f; // PDF of sampling input direction
if (theWi.z * theWo.z > 0.f)
{
vec3 aH = normalize (theWi + theWo);
// roughness value --> Blinn exponent
float aPower = max (2.f / (theBSDF.Ks.w * theBSDF.Ks.w) - 2.f, 0.f);
aPDF = aPd * abs (theWi.z / M_PI) +
aPs * (aPower + 2.f) * (1.f / M_2_PI) * pow (abs (aH.z), aPower + 1.f) / (4.f * dot (theWi, aH));
}
return aPDF / aReflection;
}
//! Tool macro to handle sampling of particular BxDF
#define PICK_BXDF(p, k) aPDF = p / aReflection; theWeight *= k / aPDF;
//=======================================================================
// function : SampleBsdf
// purpose : Samples specified composite material (BSDF)
//=======================================================================
float SampleBsdf (in SMaterial theBSDF, in vec3 theWo, out vec3 theWi, inout vec3 theWeight, inout bool theInside)
{
// compute probability of each reflection type (BxDF)
float aPd = convolve (theBSDF.Kd.rgb, theWeight);
float aPs = convolve (theBSDF.Ks.rgb, theWeight);
float aPr = convolve (theBSDF.Kr.rgb, theWeight);
float aPt = convolve (theBSDF.Kt.rgb, theWeight);
float aReflection = aPd + aPs + aPr + aPt;
// choose BxDF component to sample
float aKsi = aReflection * RandFloat();
// BxDF's PDF of sampled direction
float aPDF = 0.f;
if (aKsi < aPd) // diffuse reflection
{
PICK_BXDF (aPd, theBSDF.Kd.rgb);
theWeight *= SampleLambertianReflection (theWo, theWi, aPDF);
}
else if (aKsi < aPd + aPs) // glossy reflection
{
PICK_BXDF (aPs, theBSDF.Ks.rgb);
theWeight *= SampleBlinnReflection (theWo, theWi, theBSDF.Fresnel, theBSDF.Ks.w, aPDF);
}
else if (aKsi < aPd + aPs + aPr) // specular reflection
{
PICK_BXDF (aPr, theBSDF.Kr.rgb);
aPDF = MAXFLOAT;
theWeight *= SampleSpecularReflection (theWo, theWi, theBSDF.Fresnel);
}
else if (aKsi < aReflection) // specular transmission
{
PICK_BXDF (aPt, theBSDF.Kt.rgb);
aPDF = MAXFLOAT;
theWeight *= SampleSpecularTransmission (theWo, theWi, theWeight, theBSDF.Fresnel, theInside);
}
// path termination for extra small weights
theWeight = mix (ZERO, theWeight, step (FLT_EPSILON, aReflection));
return aPDF;
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Handlers and samplers for light sources
//////////////////////////////////////////////////////////////////////////////////////////////
// =======================================================================
// 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 : SampleLight
// purpose : General sampling function for directional and point lights
//=======================================================================
vec3 SampleLight (in vec3 theToLight, inout float theDistance, in bool isInfinite, in float theSmoothness, inout float thePDF)
{
SLocalSpace aSpace = buildLocalSpace (theToLight * (1.f / theDistance));
// for point lights smoothness defines radius
float aCosMax = isInfinite ? theSmoothness :
inversesqrt (1.f + theSmoothness * theSmoothness / (theDistance * theDistance));
float aKsi1 = RandFloat();
float aKsi2 = RandFloat();
float aTmp = 1.f - aKsi2 * (1.f - aCosMax);
vec3 anInput = vec3 (cos (M_2_PI * aKsi1),
sin (M_2_PI * aKsi1),
aTmp);
anInput.xy *= sqrt (1.f - aTmp * aTmp);
thePDF = (aCosMax < 1.f) ? (thePDF / M_2_PI) / (1.f - aCosMax) : MAXFLOAT;
return normalize (fromLocalSpace (anInput, aSpace));
}
//=======================================================================
// function : HandlePointLight
// purpose :
//=======================================================================
float HandlePointLight (in vec3 theInput, in vec3 theToLight, in float theRadius, in float theDistance, inout float thePDF)
{
float aCosMax = inversesqrt (1.f + theRadius * theRadius / (theDistance * theDistance));
float aVisibility = step (aCosMax, dot (theInput, theToLight));
thePDF *= step (-1.f, -aCosMax) * aVisibility * (1.f / M_2_PI) / (1.f - aCosMax);
return aVisibility;
}
//=======================================================================
// function : HandleDistantLight
// purpose :
//=======================================================================
float HandleDistantLight (in vec3 theInput, in vec3 theToLight, in float theCosMax, inout float thePDF)
{
float aVisibility = step (theCosMax, dot (theInput, theToLight));
thePDF *= step (-1.f, -theCosMax) * aVisibility * (1.f / M_2_PI) / (1.f - theCosMax);
return aVisibility;
}
// =======================================================================
// function: IntersectLight
// purpose : Checks intersections with light sources
// =======================================================================
vec3 IntersectLight (in SRay theRay, in int theDepth, in float theHitDistance, out float thePDF)
{
vec3 aTotalRadiance = ZERO;
thePDF = 0.f; // PDF of sampling light sources
for (int aLightIdx = 0; aLightIdx < uLightCount; ++aLightIdx)
{
vec4 aLight = texelFetch (
uRaytraceLightSrcTexture, LIGHT_POS (aLightIdx));
vec4 aParam = texelFetch (
uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx));
// W component: 0 for infinite light and 1 for point light
aLight.xyz -= mix (ZERO, theRay.Origin, aLight.w);
float aPDF = 1.f / uLightCount;
if (aLight.w != 0.f) // point light source
{
float aCenterDst = length (aLight.xyz);
if (aCenterDst < theHitDistance)
{
float aVisibility = HandlePointLight (
theRay.Direct, normalize (aLight.xyz), aParam.w /* radius */, aCenterDst, aPDF);
if (aVisibility > 0.f)
{
theHitDistance = aCenterDst;
aTotalRadiance = aParam.rgb;
thePDF = aPDF;
}
}
}
else if (theHitDistance == MAXFLOAT) // directional light source
{
aTotalRadiance += aParam.rgb * HandleDistantLight (
theRay.Direct, aLight.xyz, aParam.w /* angle cosine */, aPDF);
thePDF += aPDF;
}
}
if (thePDF == 0.f && theHitDistance == MAXFLOAT) // light source not found
{
if (theDepth + uSphereMapForBack == 0) // view ray and map is hidden
{
aTotalRadiance = pow (BackgroundColor().rgb, vec3 (2.f));
}
else
{
aTotalRadiance = pow (FetchEnvironment (Latlong (theRay.Direct)).rgb, vec3 (2.f));
}
}
return aTotalRadiance;
}
#define MIN_THROUGHPUT vec3 (1.0e-3f)
#define MIN_CONTRIBUTION vec3 (1.0e-2f)
#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)
// Enables expiremental russian roulette sampling
#define RUSSIAN_ROULETTE
//! Frame step to increase number of bounces
#define FRAME_STEP 5
//=======================================================================
// function : PathTrace
// purpose : Calculates radiance along the given ray
//=======================================================================
vec4 PathTrace (in SRay theRay, in vec3 theInverse)
{
float aRaytraceDepth = MAXFLOAT;
vec3 aRadiance = ZERO;
vec3 aThroughput = UNIT;
int aTransfID = 0; // ID of object transformation
bool aInMedium = false; // is the ray inside an object
float aExpPDF = 1.f;
float aImpPDF = 1.f;
for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)
{
SIntersect aHit = SIntersect (MAXFLOAT, vec2 (ZERO), ZERO);
ivec4 aTriIndex = SceneNearestHit (theRay, theInverse, aHit, aTransfID);
// check implicit path
vec3 aLe = IntersectLight (theRay, aDepth, aHit.Time, aExpPDF);
if (any (greaterThan (aLe, ZERO)) || aTriIndex.x == -1)
{
float aMIS = (aDepth == 0 || aImpPDF == MAXFLOAT) ? 1.f :
aImpPDF * aImpPDF / (aExpPDF * aExpPDF + aImpPDF * aImpPDF);
aRadiance += aThroughput * aLe * aMIS; break; // terminate path
}
vec3 aInvTransf0 = texelFetch (uSceneTransformTexture, aTransfID + 0).xyz;
vec3 aInvTransf1 = texelFetch (uSceneTransformTexture, aTransfID + 1).xyz;
vec3 aInvTransf2 = texelFetch (uSceneTransformTexture, aTransfID + 2).xyz;
// compute geometrical normal
aHit.Normal = normalize (vec3 (dot (aInvTransf0, aHit.Normal),
dot (aInvTransf1, aHit.Normal),
dot (aInvTransf2, aHit.Normal)));
theRay.Origin += theRay.Direct * aHit.Time; // get new intersection point
// evaluate depth on first hit
if (aDepth == 0)
{
vec4 aNDCPoint = uViewMat * vec4 (theRay.Origin, 1.f);
float aPolygonOffset = PolygonOffset (aHit.Normal, theRay.Origin);
aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w + aPolygonOffset * POLYGON_OFFSET_SCALE) * 0.5f + 0.5f;
}
// 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));
vec4 aTexColor = textureLod (
sampler2D (uTextureSamplers[int (aMaterial.Kd.w)]), aTexCoord.st, 0.f);
aMaterial.Kd.rgb *= (aTexColor.rgb, aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)
if (aTexColor.w != 1.0f)
{
// mix transparency BTDF with texture alpha-channel
aMaterial.Kt = (UNIT - aTexColor.www) + aTexColor.w * aMaterial.Kt;
}
}
#endif
// compute smooth normal
vec3 aNormal = SmoothNormal (aHit.UV, aTriIndex);
aNormal = normalize (vec3 (dot (aInvTransf0, aNormal),
dot (aInvTransf1, aNormal),
dot (aInvTransf2, aNormal)));
SLocalSpace aSpace = buildLocalSpace (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)
{
aExpPDF = 1.f / uLightCount;
int aLightIdx = min (int (floor (RandFloat() * uLightCount)), uLightCount - 1);
vec4 aLight = texelFetch (
uRaytraceLightSrcTexture, LIGHT_POS (aLightIdx));
vec4 aParam = texelFetch (
uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx));
// 'w' component is 0 for infinite light and 1 for point light
aLight.xyz -= mix (ZERO, theRay.Origin, aLight.w);
float aDistance = length (aLight.xyz);
aLight.xyz = SampleLight (aLight.xyz, aDistance,
aLight.w == 0.f /* is infinite */, aParam.w /* max cos or radius */, aExpPDF);
aImpPDF = BsdfPdf (aMaterial,
toLocalSpace (-theRay.Direct, aSpace), toLocalSpace (aLight.xyz, aSpace), aThroughput);
// MIS weight including division by explicit PDF
float aMIS = (aExpPDF == MAXFLOAT) ? 1.f : aExpPDF / (aExpPDF * aExpPDF + aImpPDF * aImpPDF);
vec3 aContrib = aMIS * aParam.rgb /* Le */ * EvalMaterial (
aMaterial, toLocalSpace (aLight.xyz, aSpace), toLocalSpace (-theRay.Direct, aSpace));
if (any (greaterThan (aContrib, MIN_CONTRIBUTION))) // 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), aLight.w == 0.f ? MAXFLOAT : aDistance);
aRadiance += aVisibility * aThroughput * aContrib;
}
}
if (aInMedium) // handle attenuation
{
aThroughput *= exp (-aHit.Time *
aMaterial.Absorption.w * (UNIT - aMaterial.Absorption.rgb));
}
vec3 anInput = UNIT; // sampled input direction
aImpPDF = SampleBsdf (aMaterial,
toLocalSpace (-theRay.Direct, aSpace), anInput, aThroughput, aInMedium);
float aSurvive = 1.f;
#ifdef RUSSIAN_ROULETTE
aSurvive = aDepth < 3 ? 1.f : min (dot (LUMA, aThroughput), 0.95f);
#endif
if (RandFloat() > aSurvive || all (lessThan (aThroughput, MIN_THROUGHPUT)) || aDepth >= uAccumSamples / FRAME_STEP + step (1.f / M_PI, aImpPDF))
{
aDepth = INVALID_BOUNCES; // terminate path
}
#ifdef RUSSIAN_ROULETTE
aThroughput /= aSurvive;
#endif
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);
}
gl_FragDepth = aRaytraceDepth;
return vec4 (aRadiance, aRaytraceDepth);
}
#endif