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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-07-30 13:05:50 +03:00
occt/src/Shaders/PathtraceBase.fs
dbp 47e9c17868 0026536: Visualization - Ray-tracing engine: improving BVH traverse and fixing texture support
Replace 64-bit handles of bindless textures by uvec2 type in GLSL code for compatibility with AMD drivers.
OpenGl_View::initProgram() - fix NULL-dereference.
2015-09-03 14:49:24 +03:00

786 lines
27 KiB
GLSL

#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 : 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));
theInput.z = mix (-theInput.z, theInput.z, step (0.f, theOutput.z));
}
// Types of bounces
#define NON_SPECULAR_BOUNCE 0
#define SPEC_REFLECT_BOUNCE 1
#define SPEC_REFRACT_BOUNCE 2
#define IS_NON_SPEC_BOUNCE(theBounce) (theBounce == 0)
#define IS_ANY_SPEC_BOUNCE(theBounce) (theBounce != 0)
#define IS_REFL_SPEC_BOUNCE(theBounce) (theBounce == 1)
#define IS_REFR_SPEC_BOUNCE(theBounce) (theBounce == 2)
//=======================================================================
// function : sampleSpecularTransmission
// purpose : Samples specular BTDF, W = BRDF * cos(N, PSI) / PDF(PSI)
//=======================================================================
vec3 sampleSpecularTransmission (in vec3 theOutput, out vec3 theInput,
out int theBounce, in vec3 theWeight, in vec3 theFresnelCoeffs)
{
vec3 aFresnel = fresnelMedia (theOutput.z, theFresnelCoeffs);
float aProbability = convolve (aFresnel, theWeight);
// Check if transmission takes place
theBounce = RandFloat() <= aProbability ?
SPEC_REFLECT_BOUNCE : SPEC_REFRACT_BOUNCE;
// Sample input direction
if (theBounce == SPEC_REFLECT_BOUNCE)
{
theInput = vec3 (-theOutput.x,
-theOutput.y,
theOutput.z);
theWeight = aFresnel * (1.f / aProbability);
}
else
{
transmitted (theFresnelCoeffs.y, theOutput, theInput);
theWeight = (UNIT - aFresnel) * (1.f / (1.f - aProbability));
}
return theWeight;
}
//=======================================================================
// 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);
}
//=======================================================================
// function : sampleMaterial
// purpose : Samples specified composite material (BSDF)
//=======================================================================
void sampleMaterial (in SMaterial theMaterial,
in vec3 theOutput,
out vec3 theInput,
inout vec3 theWeight,
inout int theBounce)
{
// Compute the probability of ray reflection
float aPd = convolve (theMaterial.Kd.rgb, theWeight);
float aPs = convolve (theMaterial.Ks.rgb, theWeight);
float aPr = convolve (theMaterial.Kr.rgb, theWeight);
float aPt = convolve (theMaterial.Kt.rgb, theWeight);
float aReflection = aPd + aPs + aPr + aPt;
// Choose BSDF component to sample
float aKsi = aReflection * RandFloat();
theBounce = NON_SPECULAR_BOUNCE;
if (aKsi < aPd) // diffuse reflection
{
sampleLambertianReflection (theOutput, theInput);
theWeight *= theMaterial.Kd.rgb * (aReflection / aPd);
}
else if (aKsi < aPd + aPs) // glossy reflection
{
theWeight *= theMaterial.Ks.rgb * (aReflection / aPs) *
sampleBlinnReflection (theOutput, theInput, theMaterial.Fresnel, theMaterial.Ks.w);
}
else if (aKsi < aPd + aPs + aPr) // specular reflection
{
theWeight *= theMaterial.Kr.rgb * (aReflection / aPr) *
sampleSpecularReflection (theOutput, theInput, theMaterial.Fresnel);
theBounce = SPEC_REFLECT_BOUNCE; // specular bounce
}
else // specular transmission
{
theWeight *= theMaterial.Kt.rgb * (aReflection / aPt) *
sampleSpecularTransmission (theOutput, theInput, theBounce, theWeight, theMaterial.Fresnel);
}
// path termination for extra small weights
theWeight = mix (theWeight, ZERO, float (aReflection < 1e-3f));
}
//////////////////////////////////////////////////////////////////////////////////////////////
// Handlers and samplers for light sources
//////////////////////////////////////////////////////////////////////////////////////////////
//=======================================================================
// function : handlePointLight
// purpose :
//=======================================================================
float handlePointLight (in vec3 theInput, in vec3 theToLight, in float theRadius, in float theDistance)
{
float aDistance = dot (theToLight, theToLight);
float aCosMax = inversesqrt (1.f + theRadius * theRadius / aDistance);
return float (aDistance < theDistance * theDistance) *
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