mirror of
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Replace 64-bit handles of bindless textures by uvec2 type in GLSL code for compatibility with AMD drivers. OpenGl_View::initProgram() - fix NULL-dereference.
786 lines
27 KiB
GLSL
786 lines
27 KiB
GLSL
#ifdef PATH_TRACING
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///////////////////////////////////////////////////////////////////////////////////////
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// Specific data types
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//! Describes local space at the hit point (visualization space).
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struct SLocalSpace
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{
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//! Local X axis.
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vec3 AxisX;
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//! Local Y axis.
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vec3 AxisY;
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//! Local Z axis.
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vec3 AxisZ;
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};
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//! Describes material properties (BSDF).
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struct SMaterial
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{
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//! Weight of the Lambertian BRDF.
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vec4 Kd;
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//! Weight of the reflection BRDF.
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vec3 Kr;
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//! Weight of the transmission BTDF.
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vec3 Kt;
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//! Weight of the Blinn BRDF (and roughness).
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vec4 Ks;
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//! Fresnel coefficients.
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vec3 Fresnel;
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//! Absorption color and intensity of the media.
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vec4 Absorption;
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};
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///////////////////////////////////////////////////////////////////////////////////////
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// Support subroutines
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//=======================================================================
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// function : LocalSpace
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// purpose : Generates local space for the given normal
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//=======================================================================
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SLocalSpace LocalSpace (in vec3 theNormal)
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{
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vec3 anAxisX = cross (vec3 (0.f, 1.f, 0.f), theNormal);
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vec3 anAxisY = cross (vec3 (1.f, 0.f, 0.f), theNormal);
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float aSqrLenX = dot (anAxisX, anAxisX);
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float aSqrLenY = dot (anAxisY, anAxisY);
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if (aSqrLenX > aSqrLenY)
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{
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anAxisX *= inversesqrt (aSqrLenX);
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anAxisY = cross (anAxisX, theNormal);
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}
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else
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{
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anAxisY *= inversesqrt (aSqrLenY);
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anAxisX = cross (anAxisY, theNormal);
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}
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return SLocalSpace (anAxisX, anAxisY, theNormal);
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}
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//=======================================================================
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// function : toLocalSpace
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// purpose : Transforms the vector to local space from world space
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//=======================================================================
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vec3 toLocalSpace (in vec3 theVector, in SLocalSpace theSpace)
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{
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return vec3 (dot (theVector, theSpace.AxisX),
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dot (theVector, theSpace.AxisY),
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dot (theVector, theSpace.AxisZ));
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}
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//=======================================================================
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// function : fromLocalSpace
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// purpose : Transforms the vector from local space to world space
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//=======================================================================
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vec3 fromLocalSpace (in vec3 theVector, in SLocalSpace theSpace)
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{
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return theVector.x * theSpace.AxisX +
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theVector.y * theSpace.AxisY +
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theVector.z * theSpace.AxisZ;
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}
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//=======================================================================
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// function : convolve
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// purpose : Performs a linear convolution of the vector components
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//=======================================================================
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float convolve (in vec3 theVector, in vec3 theFactor)
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{
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return dot (theVector, theFactor) * (1.f / max (theFactor.x + theFactor.y + theFactor.z, 1e-15f));
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}
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//=======================================================================
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// function : sphericalDirection
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// purpose : Constructs vector from spherical coordinates
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//=======================================================================
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vec3 sphericalDirection (in float theCosTheta, in float thePhi)
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{
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float aSinTheta = sqrt (1.f - theCosTheta * theCosTheta);
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return vec3 (aSinTheta * cos (thePhi),
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aSinTheta * sin (thePhi),
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theCosTheta);
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}
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//=======================================================================
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// function : fresnelSchlick
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// purpose : Computes the Fresnel reflection formula using
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// Schlick's approximation.
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//=======================================================================
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vec3 fresnelSchlick (in float theCosI, in vec3 theSpecularColor)
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{
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return theSpecularColor + (UNIT - theSpecularColor) * pow (1.f - theCosI, 5.f);
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}
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//=======================================================================
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// function : fresnelDielectric
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// purpose : Computes the Fresnel reflection formula for dielectric in
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// case of circularly polarized light (Based on PBRT code).
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//=======================================================================
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float fresnelDielectric (in float theCosI,
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in float theCosT,
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in float theEtaI,
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in float theEtaT)
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{
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float aParl = (theEtaT * theCosI - theEtaI * theCosT) /
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(theEtaT * theCosI + theEtaI * theCosT);
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float aPerp = (theEtaI * theCosI - theEtaT * theCosT) /
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(theEtaI * theCosI + theEtaT * theCosT);
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return (aParl * aParl + aPerp * aPerp) * 0.5f;
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}
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#define ENVIRONMENT_IOR 1.f
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//=======================================================================
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// function : fresnelDielectric
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// purpose : Computes the Fresnel reflection formula for dielectric in
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// case of circularly polarized light (based on PBRT code)
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//=======================================================================
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float fresnelDielectric (in float theCosI, in float theIndex)
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{
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float anEtaI = theCosI > 0.f ? 1.f : theIndex;
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float anEtaT = theCosI > 0.f ? theIndex : 1.f;
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float aSinT = (anEtaI / anEtaT) * sqrt (1.f - theCosI * theCosI);
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if (aSinT >= 1.f)
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{
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return 1.f;
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}
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float aCosT = sqrt (1.f - aSinT * aSinT);
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return fresnelDielectric (abs (theCosI), aCosT, anEtaI, anEtaT);
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}
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//=======================================================================
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// function : fresnelConductor
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// purpose : Computes the Fresnel reflection formula for conductor in case
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// of circularly polarized light (based on PBRT source code)
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//=======================================================================
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float fresnelConductor (in float theCosI, in float theEta, in float theK)
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{
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float aTmp = 2.f * theEta * theCosI;
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float aTmp1 = theEta * theEta + theK * theK;
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float aSPerp = (aTmp1 - aTmp + theCosI * theCosI) /
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(aTmp1 + aTmp + theCosI * theCosI);
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float aTmp2 = aTmp1 * theCosI * theCosI;
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float aSParl = (aTmp2 - aTmp + 1.f) /
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(aTmp2 + aTmp + 1.f);
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return (aSPerp + aSParl) * 0.5f;
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}
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#define FRESNEL_SCHLICK -0.5f
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#define FRESNEL_CONSTANT -1.5f
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#define FRESNEL_CONDUCTOR -2.5f
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#define FRESNEL_DIELECTRIC -3.5f
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//=======================================================================
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// function : fresnelMedia
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// purpose : Computes the Fresnel reflection formula for general medium
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// in case of circularly polarized light.
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//=======================================================================
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vec3 fresnelMedia (in float theCosI, in vec3 theFresnelCoeffs)
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{
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if (theFresnelCoeffs.x > FRESNEL_SCHLICK)
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{
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return fresnelSchlick (abs (theCosI), theFresnelCoeffs);
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}
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if (theFresnelCoeffs.x > FRESNEL_CONSTANT)
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{
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return vec3 (theFresnelCoeffs.z);
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}
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if (theFresnelCoeffs.x > FRESNEL_CONDUCTOR)
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{
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return vec3 (fresnelConductor (abs (theCosI), theFresnelCoeffs.y, theFresnelCoeffs.z));
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}
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return vec3 (fresnelDielectric (theCosI, theFresnelCoeffs.y));
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}
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//=======================================================================
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// function : transmitted
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// purpose : Computes transmitted direction in tangent space
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// (in case of TIR returned result is undefined!)
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//=======================================================================
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void transmitted (in float theIndex, in vec3 theIncident, out vec3 theTransmit)
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{
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// Compute relative index of refraction
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float anEta = (theIncident.z > 0.f) ? 1.f / theIndex : theIndex;
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// Handle total internal reflection for transmission
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float aSinT2 = anEta * anEta * (1.f - theIncident.z * theIncident.z);
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// Compute transmitted ray direction
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float aCosT = sqrt (1.f - min (aSinT2, 1.f)) * (theIncident.z > 0.f ? -1.f : 1.f);
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theTransmit = normalize (vec3 (-anEta * theIncident.x,
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-anEta * theIncident.y,
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aCosT));
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Handlers and samplers for materials
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//////////////////////////////////////////////////////////////////////////////////////////////
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//=======================================================================
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// function : handleLambertianReflection
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// purpose : Handles Lambertian BRDF, with cos(N, PSI)
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//=======================================================================
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float handleLambertianReflection (in vec3 theInput, in vec3 theOutput)
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{
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return max (0.f, theInput.z) * (1.f / M_PI);
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}
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//=======================================================================
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// function : handleBlinnReflection
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// purpose : Handles Blinn glossy BRDF, with cos(N, PSI)
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//=======================================================================
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vec3 handleBlinnReflection (in vec3 theInput, in vec3 theOutput, in vec3 theFresnelCoeffs, in float theExponent)
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{
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vec3 aWeight = ZERO;
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// Compute half-angle vector
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vec3 aHalf = theInput + theOutput;
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if (aHalf.z < 0.f)
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aHalf = -aHalf;
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float aLength = dot (aHalf, aHalf);
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if (aLength <= 0.f)
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return ZERO;
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aHalf *= inversesqrt (aLength);
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// Compute Fresnel reflectance
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float aCosDelta = dot (theOutput, aHalf);
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vec3 aFresnel = fresnelMedia (aCosDelta, theFresnelCoeffs);
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// Compute fraction of microfacets that reflect light
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float aCosThetaH = max (0.f, aHalf.z);
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float aFraction = (theExponent + 2.f) * (M_PI / 2.f) * pow (aCosThetaH, theExponent);
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// Compute geometry attenuation term (already includes cos)
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float aCosThetaI = max (0.f, theInput.z);
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float aCosThetaO = max (0.f, theOutput.z);
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float aGeom = min (1.f, 2.f * aCosThetaH / max (0.f, aCosDelta) * min (aCosThetaO, aCosThetaI));
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return aCosThetaO < 1.0e-3f ? ZERO :
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aFraction * aGeom / (4.f * aCosThetaO) * aFresnel;
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}
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//=======================================================================
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// function : handleMaterial
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// purpose : Returns BSDF value for specified material, with cos(N, PSI)
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//=======================================================================
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vec3 handleMaterial (in SMaterial theMaterial, in vec3 theInput, in vec3 theOutput)
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{
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return theMaterial.Kd.rgb * handleLambertianReflection (theInput, theOutput) +
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theMaterial.Ks.rgb * handleBlinnReflection (theInput, theOutput, theMaterial.Fresnel, theMaterial.Ks.w);
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}
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//=======================================================================
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// function : sampleLambertianReflection
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// purpose : Samples Lambertian BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
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//=======================================================================
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void sampleLambertianReflection (in vec3 theOutput, out vec3 theInput)
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{
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float aKsi1 = RandFloat();
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float aKsi2 = RandFloat();
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float aTemp = sqrt (aKsi2);
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theInput = vec3 (aTemp * cos (2.f * M_PI * aKsi1),
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aTemp * sin (2.f * M_PI * aKsi1),
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sqrt (1.f - aKsi2));
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theInput.z = mix (-theInput.z, theInput.z, step (0.f, theOutput.z));
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}
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// Types of bounces
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#define NON_SPECULAR_BOUNCE 0
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#define SPEC_REFLECT_BOUNCE 1
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#define SPEC_REFRACT_BOUNCE 2
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#define IS_NON_SPEC_BOUNCE(theBounce) (theBounce == 0)
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#define IS_ANY_SPEC_BOUNCE(theBounce) (theBounce != 0)
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#define IS_REFL_SPEC_BOUNCE(theBounce) (theBounce == 1)
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#define IS_REFR_SPEC_BOUNCE(theBounce) (theBounce == 2)
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//=======================================================================
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// function : sampleSpecularTransmission
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// purpose : Samples specular BTDF, W = BRDF * cos(N, PSI) / PDF(PSI)
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//=======================================================================
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vec3 sampleSpecularTransmission (in vec3 theOutput, out vec3 theInput,
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out int theBounce, in vec3 theWeight, in vec3 theFresnelCoeffs)
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{
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vec3 aFresnel = fresnelMedia (theOutput.z, theFresnelCoeffs);
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float aProbability = convolve (aFresnel, theWeight);
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// Check if transmission takes place
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theBounce = RandFloat() <= aProbability ?
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SPEC_REFLECT_BOUNCE : SPEC_REFRACT_BOUNCE;
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// Sample input direction
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if (theBounce == SPEC_REFLECT_BOUNCE)
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{
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theInput = vec3 (-theOutput.x,
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-theOutput.y,
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theOutput.z);
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theWeight = aFresnel * (1.f / aProbability);
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}
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else
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{
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transmitted (theFresnelCoeffs.y, theOutput, theInput);
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theWeight = (UNIT - aFresnel) * (1.f / (1.f - aProbability));
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}
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return theWeight;
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}
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//=======================================================================
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// function : sampleSpecularReflection
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// purpose : Samples specular BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
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//=======================================================================
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vec3 sampleSpecularReflection (in vec3 theOutput, out vec3 theInput, in vec3 theFresnelCoeffs)
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{
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// Sample input direction
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theInput = vec3 (-theOutput.x,
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-theOutput.y,
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theOutput.z);
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return fresnelMedia (theOutput.z, theFresnelCoeffs);
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}
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#define MIN_COS 1.0e-20f
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//=======================================================================
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// function : sampleBlinnReflection
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// purpose : Samples Blinn BRDF, W = BRDF * cos(N, PSI) / PDF(PSI)
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// The BRDF is a product of three main terms, D, G, and F,
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// which is then divided by two cosine terms. Here we perform
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// importance sample the D part of the Blinn model; trying to
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// develop a sampling procedure that accounted for all of the
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// terms would be complex, and it is the D term that accounts
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// for most of the variation.
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//=======================================================================
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vec3 sampleBlinnReflection (in vec3 theOutput, out vec3 theInput, in vec3 theFresnelCoeffs, in float theExponent)
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{
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vec3 aWeight = ZERO;
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// Generate two random variables
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float aKsi1 = RandFloat();
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float aKsi2 = RandFloat();
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// Compute sampled half-angle vector for Blinn distribution
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float aCosThetaH = pow (aKsi1, 1.f / (theExponent + 1.f));
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vec3 aHalf = sphericalDirection (aCosThetaH, aKsi2 * 2.f * M_PI);
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if (aHalf.z < 0)
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{
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aHalf = -aHalf;
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}
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// Compute incident direction by reflecting about half-vector
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float aCosDelta = dot (theOutput, aHalf);
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vec3 anInput = 2.f * aCosDelta * aHalf - theOutput;
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if (theOutput.z * anInput.z <= 0.f)
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{
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return ZERO;
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}
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theInput = anInput;
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// Compute Fresnel reflectance
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vec3 aFresnel = fresnelMedia (aCosDelta, theFresnelCoeffs);
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// Compute geometry attenuation term
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float aCosThetaI = max (MIN_COS, theInput.z);
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float aCosThetaO = max (MIN_COS, theOutput.z);
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float aGeom = min (max (MIN_COS, aCosDelta), 2.f * aCosThetaH * min (aCosThetaO, aCosThetaI));
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// Compute weight of the ray sample
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return aFresnel * ((theExponent + 2.f) / (theExponent + 1.f) * aGeom / aCosThetaO);
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}
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//=======================================================================
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// function : sampleMaterial
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// purpose : Samples specified composite material (BSDF)
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//=======================================================================
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void sampleMaterial (in SMaterial theMaterial,
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in vec3 theOutput,
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out vec3 theInput,
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inout vec3 theWeight,
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inout int theBounce)
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{
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// Compute the probability of ray reflection
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float aPd = convolve (theMaterial.Kd.rgb, theWeight);
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float aPs = convolve (theMaterial.Ks.rgb, theWeight);
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float aPr = convolve (theMaterial.Kr.rgb, theWeight);
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float aPt = convolve (theMaterial.Kt.rgb, theWeight);
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float aReflection = aPd + aPs + aPr + aPt;
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// Choose BSDF component to sample
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float aKsi = aReflection * RandFloat();
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theBounce = NON_SPECULAR_BOUNCE;
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if (aKsi < aPd) // diffuse reflection
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{
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sampleLambertianReflection (theOutput, theInput);
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theWeight *= theMaterial.Kd.rgb * (aReflection / aPd);
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}
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else if (aKsi < aPd + aPs) // glossy reflection
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{
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theWeight *= theMaterial.Ks.rgb * (aReflection / aPs) *
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sampleBlinnReflection (theOutput, theInput, theMaterial.Fresnel, theMaterial.Ks.w);
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}
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else if (aKsi < aPd + aPs + aPr) // specular reflection
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{
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theWeight *= theMaterial.Kr.rgb * (aReflection / aPr) *
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sampleSpecularReflection (theOutput, theInput, theMaterial.Fresnel);
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theBounce = SPEC_REFLECT_BOUNCE; // specular bounce
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}
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else // specular transmission
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{
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theWeight *= theMaterial.Kt.rgb * (aReflection / aPt) *
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sampleSpecularTransmission (theOutput, theInput, theBounce, theWeight, theMaterial.Fresnel);
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}
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// path termination for extra small weights
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theWeight = mix (theWeight, ZERO, float (aReflection < 1e-3f));
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}
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//////////////////////////////////////////////////////////////////////////////////////////////
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// Handlers and samplers for light sources
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//////////////////////////////////////////////////////////////////////////////////////////////
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//=======================================================================
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// function : handlePointLight
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// purpose :
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//=======================================================================
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float handlePointLight (in vec3 theInput, in vec3 theToLight, in float theRadius, in float theDistance)
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{
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float aDistance = dot (theToLight, theToLight);
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float aCosMax = inversesqrt (1.f + theRadius * theRadius / aDistance);
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return float (aDistance < theDistance * theDistance) *
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step (aCosMax, dot (theToLight, theInput) * inversesqrt (aDistance));
|
|
}
|
|
|
|
//=======================================================================
|
|
// function : handleDirectLight
|
|
// purpose :
|
|
//=======================================================================
|
|
float handleDirectLight (in vec3 theInput, in vec3 theToLight, in float theCosMax)
|
|
{
|
|
return step (theCosMax, dot (theInput, theToLight));
|
|
}
|
|
|
|
//=======================================================================
|
|
// function : sampleLight
|
|
// purpose : general sampling function for directional and point lights
|
|
//=======================================================================
|
|
vec3 sampleLight (in vec3 theToLight, in bool isDirectional, in float theSmoothness, inout float thePDF)
|
|
{
|
|
SLocalSpace aSpace = LocalSpace (theToLight);
|
|
|
|
// for point lights smoothness defines radius
|
|
float aCosMax = isDirectional ? theSmoothness :
|
|
inversesqrt (1.f + theSmoothness * theSmoothness / dot (theToLight, theToLight));
|
|
|
|
float aKsi1 = RandFloat();
|
|
float aKsi2 = RandFloat();
|
|
|
|
float aTmp = 1.f - aKsi2 * (1.f - aCosMax);
|
|
|
|
vec3 anInput = vec3 (cos (2.f * M_PI * aKsi1),
|
|
sin (2.f * M_PI * aKsi1),
|
|
aTmp);
|
|
|
|
anInput.xy *= sqrt (1.f - aTmp * aTmp);
|
|
|
|
thePDF *= (aCosMax < 1.f) ? 1.f / (2.f * M_PI) / (1.f - aCosMax) : 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: intersectLight
|
|
// purpose : Checks intersections with light sources
|
|
// =======================================================================
|
|
vec3 intersectLight (in SRay theRay, in bool isViewRay, in int theBounce, in float theDistance)
|
|
{
|
|
vec3 aRadiance = ZERO;
|
|
|
|
if ((isViewRay || IS_REFR_SPEC_BOUNCE(theBounce)) && uSphereMapForBack == 0)
|
|
{
|
|
aRadiance = BackgroundColor().xyz;
|
|
}
|
|
else
|
|
{
|
|
aRadiance = FetchEnvironment (Latlong (theRay.Direct)).xyz;
|
|
}
|
|
|
|
// Apply gamma correction (gamma is 2)
|
|
aRadiance = aRadiance * aRadiance * float (theDistance == MAXFLOAT);
|
|
|
|
for (int aLightIdx = 0; aLightIdx < uLightCount && (isViewRay || IS_ANY_SPEC_BOUNCE(theBounce)); ++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 */, theDistance);
|
|
}
|
|
else if (theDistance == MAXFLOAT) // 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)
|
|
|
|
// Enables expiremental russian roulette sampling
|
|
#define RUSSIAN_ROULETTE
|
|
|
|
//=======================================================================
|
|
// 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;
|
|
|
|
int aBounce = 0; // type of previous hit point
|
|
int aTrsfId = 0; // offset of object transform
|
|
|
|
bool isInMedium = false;
|
|
|
|
for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)
|
|
{
|
|
SIntersect aHit = SIntersect (MAXFLOAT, vec2 (ZERO), ZERO);
|
|
|
|
ivec4 aTriIndex = SceneNearestHit (theRay, theInverse, aHit, aTrsfId);
|
|
|
|
// check implicit path
|
|
vec3 aLe = intersectLight (theRay,
|
|
aDepth == 0 /* is view ray */, aBounce, aHit.Time);
|
|
|
|
if (any (greaterThan (aLe, ZERO)) || aTriIndex.x == -1)
|
|
{
|
|
aRadiance += aThroughput * aLe; break; // terminate path
|
|
}
|
|
|
|
vec3 aInvTransf0 = texelFetch (uSceneTransformTexture, aTrsfId + 0).xyz;
|
|
vec3 aInvTransf1 = texelFetch (uSceneTransformTexture, aTrsfId + 1).xyz;
|
|
vec3 aInvTransf2 = texelFetch (uSceneTransformTexture, aTrsfId + 2).xyz;
|
|
|
|
// compute geometrical normal
|
|
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; // get new 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 (
|
|
sampler2D (uTextureSamplers[int (aMaterial.Kd.w)]), aTexCoord.st, 0.f).rgb;
|
|
|
|
aMaterial.Kd.rgb *= aTexColor;
|
|
}
|
|
#endif
|
|
|
|
// compute smooth normal
|
|
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));
|
|
|
|
// 'w' component is 0 for infinite light and 1 for point light
|
|
aLight.xyz -= mix (ZERO, theRay.Origin, aLight.w);
|
|
|
|
float aPDF = 1.f / uLightCount, aDistance = length (aLight.xyz);
|
|
|
|
aLight.xyz = sampleLight (aLight.xyz * (1.f / aDistance),
|
|
aLight.w == 0.f /* is infinite */, 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), aLight.w == 0.f ? MAXFLOAT : aDistance);
|
|
|
|
aRadiance += aVisibility * aThroughput * aContrib;
|
|
}
|
|
}
|
|
|
|
vec3 anInput;
|
|
|
|
sampleMaterial (aMaterial,
|
|
toLocalSpace (-theRay.Direct, aSpace), anInput, aThroughput, aBounce);
|
|
|
|
if (isInMedium)
|
|
{
|
|
aThroughput *= exp (-aHit.Time *
|
|
aMaterial.Absorption.w * (UNIT - aMaterial.Absorption.rgb));
|
|
}
|
|
|
|
isInMedium = IS_REFR_SPEC_BOUNCE(aBounce) ? !isInMedium : isInMedium;
|
|
|
|
#ifndef RUSSIAN_ROULETTE
|
|
if (all (lessThan (aThroughput, MIN_THROUGHPUT)))
|
|
{
|
|
aDepth = INVALID_BOUNCES; // terminate path
|
|
}
|
|
#else
|
|
float aSurvive = aDepth < 3 ? 1.f : min (dot (LUMA, aThroughput), 0.95f);
|
|
|
|
if (RandFloat() > aSurvive)
|
|
{
|
|
aDepth = INVALID_BOUNCES; // terminate path
|
|
}
|
|
|
|
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);
|
|
|
|
anOpenGlDepth = MAXFLOAT; // disable combining image with OpenGL output
|
|
}
|
|
|
|
return vec4 (aRadiance, 0.f);
|
|
}
|
|
|
|
#endif
|