mirror of
https://git.dev.opencascade.org/repos/occt.git
synced 2025-04-01 17:36:21 +03:00
Reorganized resources to keep source part in src and real-time scripts in resource folder. For the installation result no changes, still installed to src for windows.
994 lines
34 KiB
Forth
994 lines
34 KiB
Forth
#ifdef _MSC_VER
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#define PATH_TRACING // just for editing in MS VS
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#define in
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#define out
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#define inout
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typedef struct { float x; float y; } vec2;
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typedef struct { float x; float y; float z; } vec3;
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typedef struct { float x; float y; float z; float w; } vec4;
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#endif
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#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 SBSDF
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{
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//! Weight of coat specular/glossy BRDF.
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vec4 Kc;
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//! Weight of base diffuse BRDF + base color texture index in W.
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vec4 Kd;
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//! Weight of base specular/glossy BRDF.
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vec4 Ks;
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//! Weight of base specular/glossy BTDF + metallic-roughness texture index in W.
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vec4 Kt;
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//! Fresnel coefficients of coat layer.
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vec3 FresnelCoat;
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//! Fresnel coefficients of base layer + normal map texture index in W.
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vec4 FresnelBase;
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};
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///////////////////////////////////////////////////////////////////////////////////////
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// Support subroutines
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//=======================================================================
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// function : buildLocalSpace
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// purpose : Generates local space for the given normal
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//=======================================================================
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SLocalSpace buildLocalSpace (in vec3 theNormal)
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{
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vec3 anAxisX = vec3 (theNormal.z, 0.f, -theNormal.x);
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vec3 anAxisY = vec3 (0.f, -theNormal.z, theNormal.y);
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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 : 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 aFresnel = 1.f;
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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 aSinT2 = (anEtaI * anEtaI) / (anEtaT * anEtaT) * (1.f - theCosI * theCosI);
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if (aSinT2 < 1.f)
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{
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aFresnel = fresnelDielectric (abs (theCosI), sqrt (1.f - aSinT2), anEtaI, anEtaT);
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}
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return aFresnel;
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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 theFresnel)
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{
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vec3 aFresnel;
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if (theFresnel.x > FRESNEL_SCHLICK)
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{
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aFresnel = fresnelSchlick (abs (theCosI), theFresnel);
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}
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else if (theFresnel.x > FRESNEL_CONSTANT)
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{
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aFresnel = vec3 (theFresnel.z);
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}
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else if (theFresnel.x > FRESNEL_CONDUCTOR)
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{
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aFresnel = vec3 (fresnelConductor (abs (theCosI), theFresnel.y, theFresnel.z));
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}
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else
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{
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aFresnel = vec3 (fresnelDielectric (theCosI, theFresnel.y));
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}
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return aFresnel;
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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 (TIR)
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float aSinT2 = anEta * anEta * (1.f - theIncident.z * theIncident.z);
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// Compute direction of transmitted ray
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float aCosT = sqrt (1.f - min (aSinT2, 1.f)) * sign (-theIncident.z);
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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 : EvalLambertianReflection
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// purpose : Evaluates Lambertian BRDF, with cos(N, PSI)
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//=======================================================================
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float EvalLambertianReflection (in vec3 theWi, in vec3 theWo)
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{
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return (theWi.z <= 0.f || theWo.z <= 0.f) ? 0.f : theWi.z * (1.f / M_PI);
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}
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#define FLT_EPSILON 1.0e-5f
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//=======================================================================
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// function : SmithG1
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// purpose :
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//=======================================================================
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float SmithG1 (in vec3 theDirection, in vec3 theM, in float theRoughness)
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{
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float aResult = 0.f;
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if (dot (theDirection, theM) * theDirection.z > 0.f)
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{
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float aTanThetaM = sqrt (1.f - theDirection.z * theDirection.z) / theDirection.z;
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if (aTanThetaM == 0.f)
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{
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aResult = 1.f;
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}
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else
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{
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float aVal = 1.f / (theRoughness * aTanThetaM);
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// Use rational approximation to shadowing-masking function (from Mitsuba)
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aResult = (3.535f + 2.181f * aVal) / (1.f / aVal + 2.276f + 2.577f * aVal);
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}
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}
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return min (aResult, 1.f);
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}
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//=======================================================================
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// function : EvalBlinnReflection
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// purpose : Evaluates Blinn glossy BRDF, with cos(N, PSI)
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//=======================================================================
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vec3 EvalBlinnReflection (in vec3 theWi, in vec3 theWo, in vec3 theFresnel, in float theRoughness)
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{
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// calculate the reflection half-vec
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vec3 aH = normalize (theWi + theWo);
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// roughness value -> Blinn exponent
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float aPower = max (2.f / (theRoughness * theRoughness) - 2.f, 0.f);
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// calculate microfacet distribution
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float aD = (aPower + 2.f) * (1.f / M_2_PI) * pow (aH.z, aPower);
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// calculate shadow-masking function
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float aG = SmithG1 (theWo, aH, theRoughness) *
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SmithG1 (theWi, aH, theRoughness);
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// return total amount of reflection
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return (theWi.z <= 0.f || theWo.z <= 0.f) ? ZERO :
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aD * aG / (4.f * theWo.z) * fresnelMedia (dot (theWo, aH), theFresnel);
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}
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//=======================================================================
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// function : EvalBsdfLayered
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// purpose : Evaluates BSDF for specified material, with cos(N, PSI)
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//=======================================================================
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vec3 EvalBsdfLayered (in SBSDF theBSDF, in vec3 theWi, in vec3 theWo)
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{
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#ifdef TWO_SIDED_BXDF
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theWi.z *= sign (theWi.z);
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theWo.z *= sign (theWo.z);
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#endif
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vec3 aBxDF = theBSDF.Kd.rgb * EvalLambertianReflection (theWi, theWo);
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if (theBSDF.Ks.w > FLT_EPSILON)
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{
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aBxDF += theBSDF.Ks.rgb * EvalBlinnReflection (theWi, theWo, theBSDF.FresnelBase.rgb, theBSDF.Ks.w);
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}
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aBxDF *= UNIT - fresnelMedia (theWo.z, theBSDF.FresnelCoat);
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if (theBSDF.Kc.w > FLT_EPSILON)
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{
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aBxDF += theBSDF.Kc.rgb * EvalBlinnReflection (theWi, theWo, theBSDF.FresnelCoat, theBSDF.Kc.w);
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}
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return aBxDF;
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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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vec3 SampleLambertianReflection (in vec3 theWo, out vec3 theWi, inout float thePDF)
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{
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float aKsi1 = RandFloat();
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float aKsi2 = RandFloat();
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theWi = vec3 (cos (M_2_PI * aKsi1),
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sin (M_2_PI * aKsi1),
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sqrt (1.f - aKsi2));
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theWi.xy *= sqrt (aKsi2);
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#ifdef TWO_SIDED_BXDF
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theWi.z *= sign (theWo.z);
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#endif
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thePDF *= theWi.z * (1.f / M_PI);
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#ifdef TWO_SIDED_BXDF
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return UNIT;
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#else
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return UNIT * step (0.f, theWo.z);
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#endif
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}
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//=======================================================================
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// function : SampleGlossyBlinnReflection
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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 SampleGlossyBlinnReflection (in vec3 theWo, out vec3 theWi, in vec3 theFresnel, in float theRoughness, inout float thePDF)
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{
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float aKsi1 = RandFloat();
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float aKsi2 = RandFloat();
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// roughness value --> Blinn exponent
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float aPower = max (2.f / (theRoughness * theRoughness) - 2.f, 0.f);
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// normal from microface distribution
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float aCosThetaM = pow (aKsi1, 1.f / (aPower + 2.f));
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vec3 aM = vec3 (cos (M_2_PI * aKsi2),
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sin (M_2_PI * aKsi2),
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aCosThetaM);
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aM.xy *= sqrt (1.f - aCosThetaM * aCosThetaM);
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// calculate PDF of sampled direction
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thePDF *= (aPower + 2.f) * (1.f / M_2_PI) * pow (aCosThetaM, aPower + 1.f);
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#ifdef TWO_SIDED_BXDF
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bool toFlip = theWo.z < 0.f;
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if (toFlip)
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theWo.z = -theWo.z;
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#endif
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float aCosDelta = dot (theWo, aM);
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// pick input based on half direction
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theWi = -theWo + 2.f * aCosDelta * aM;
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if (theWi.z <= 0.f || theWo.z <= 0.f)
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{
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return ZERO;
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}
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// Jacobian of half-direction mapping
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thePDF /= 4.f * aCosDelta;
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// compute shadow-masking coefficient
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float aG = SmithG1 (theWo, aM, theRoughness) *
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SmithG1 (theWi, aM, theRoughness);
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#ifdef TWO_SIDED_BXDF
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if (toFlip)
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theWi.z = -theWi.z;
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#endif
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return (aG * aCosDelta) / (theWo.z * aM.z) * fresnelMedia (aCosDelta, theFresnel);
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}
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//=======================================================================
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// function : BsdfPdfLayered
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// purpose : Calculates BSDF of sampling input knowing output
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//=======================================================================
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float BsdfPdfLayered (in SBSDF theBSDF, in vec3 theWo, in vec3 theWi, in vec3 theWeight)
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{
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float aPDF = 0.f; // PDF of sampling input direction
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// We choose whether the light is reflected or transmitted
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// by the coating layer according to the Fresnel equations
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vec3 aCoatF = fresnelMedia (theWo.z, theBSDF.FresnelCoat);
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// Coat BRDF is scaled by its Fresnel reflectance term. For
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// reasons of simplicity we scale base BxDFs only by coat's
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// Fresnel transmittance term
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vec3 aCoatT = UNIT - aCoatF;
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float aPc = dot (theBSDF.Kc.rgb * aCoatF, theWeight);
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float aPd = dot (theBSDF.Kd.rgb * aCoatT, theWeight);
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float aPs = dot (theBSDF.Ks.rgb * aCoatT, theWeight);
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float aPt = dot (theBSDF.Kt.rgb * aCoatT, theWeight);
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if (theWi.z * theWo.z > 0.f)
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{
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vec3 aH = normalize (theWi + theWo);
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aPDF = aPd * abs (theWi.z / M_PI);
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if (theBSDF.Kc.w > FLT_EPSILON)
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{
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float aPower = max (2.f / (theBSDF.Kc.w * theBSDF.Kc.w) - 2.f, 0.f); // roughness --> exponent
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aPDF += aPc * (aPower + 2.f) * (0.25f / M_2_PI) * pow (abs (aH.z), aPower + 1.f) / dot (theWi, aH);
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}
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if (theBSDF.Ks.w > FLT_EPSILON)
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{
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float aPower = max (2.f / (theBSDF.Ks.w * theBSDF.Ks.w) - 2.f, 0.f); // roughness --> exponent
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aPDF += aPs * (aPower + 2.f) * (0.25f / M_2_PI) * pow (abs (aH.z), aPower + 1.f) / dot (theWi, aH);
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}
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}
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return aPDF / (aPc + aPd + aPs + aPt);
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}
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//! Tool macro to handle sampling of particular BxDF
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#define PICK_BXDF_LAYER(p, k) aPDF = p / aTotalR; theWeight *= k / aPDF;
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//=======================================================================
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// function : SampleBsdfLayered
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// purpose : Samples specified composite material (BSDF)
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//=======================================================================
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float SampleBsdfLayered (in SBSDF theBSDF, in vec3 theWo, out vec3 theWi, inout vec3 theWeight, inout bool theInside)
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{
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// NOTE: OCCT uses two-layer material model. We have base diffuse, glossy, or transmissive
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|
// layer, covered by one glossy/specular coat. In the current model, the layers themselves
|
|
// have no thickness; they can simply reflect light or transmits it to the layer under it.
|
|
// We use actual BRDF model only for direct reflection by the coat layer. For transmission
|
|
// through this layer, we approximate it as a flat specular surface.
|
|
|
|
float aPDF = 0.f; // PDF of sampled direction
|
|
|
|
// We choose whether the light is reflected or transmitted
|
|
// by the coating layer according to the Fresnel equations
|
|
vec3 aCoatF = fresnelMedia (theWo.z, theBSDF.FresnelCoat);
|
|
|
|
// Coat BRDF is scaled by its Fresnel term. According to
|
|
// Wilkie-Weidlich layered BSDF model, transmission term
|
|
// for light passing through the coat at direction I and
|
|
// leaving it in O is T = ( 1 - F (O) ) x ( 1 - F (I) ).
|
|
// For reasons of simplicity, we discard the second term
|
|
// and scale base BxDFs only by the first term.
|
|
vec3 aCoatT = UNIT - aCoatF;
|
|
|
|
float aPc = dot (theBSDF.Kc.rgb * aCoatF, theWeight);
|
|
float aPd = dot (theBSDF.Kd.rgb * aCoatT, theWeight);
|
|
float aPs = dot (theBSDF.Ks.rgb * aCoatT, theWeight);
|
|
float aPt = dot (theBSDF.Kt.rgb * aCoatT, theWeight);
|
|
|
|
// Calculate total reflection probability
|
|
float aTotalR = (aPc + aPd) + (aPs + aPt);
|
|
|
|
// Generate random variable to select BxDF
|
|
float aKsi = aTotalR * RandFloat();
|
|
|
|
if (aKsi < aPc) // REFLECTION FROM COAT
|
|
{
|
|
PICK_BXDF_LAYER (aPc, theBSDF.Kc.rgb)
|
|
|
|
if (theBSDF.Kc.w < FLT_EPSILON)
|
|
{
|
|
theWeight *= aCoatF;
|
|
|
|
theWi = vec3 (-theWo.x,
|
|
-theWo.y,
|
|
theWo.z);
|
|
}
|
|
else
|
|
{
|
|
theWeight *= SampleGlossyBlinnReflection (theWo, theWi, theBSDF.FresnelCoat, theBSDF.Kc.w, aPDF);
|
|
}
|
|
|
|
aPDF = mix (aPDF, MAXFLOAT, theBSDF.Kc.w < FLT_EPSILON);
|
|
}
|
|
else if (aKsi < aTotalR) // REFLECTION FROM BASE
|
|
{
|
|
theWeight *= aCoatT;
|
|
|
|
if (aKsi < aPc + aPd) // diffuse BRDF
|
|
{
|
|
PICK_BXDF_LAYER (aPd, theBSDF.Kd.rgb)
|
|
|
|
theWeight *= SampleLambertianReflection (theWo, theWi, aPDF);
|
|
}
|
|
else if (aKsi < (aPc + aPd) + aPs) // specular/glossy BRDF
|
|
{
|
|
PICK_BXDF_LAYER (aPs, theBSDF.Ks.rgb)
|
|
|
|
if (theBSDF.Ks.w < FLT_EPSILON)
|
|
{
|
|
theWeight *= fresnelMedia (theWo.z, theBSDF.FresnelBase.rgb);
|
|
|
|
theWi = vec3 (-theWo.x,
|
|
-theWo.y,
|
|
theWo.z);
|
|
}
|
|
else
|
|
{
|
|
theWeight *= SampleGlossyBlinnReflection (theWo, theWi, theBSDF.FresnelBase.rgb, theBSDF.Ks.w, aPDF);
|
|
}
|
|
|
|
aPDF = mix (aPDF, MAXFLOAT, theBSDF.Ks.w < FLT_EPSILON);
|
|
}
|
|
else // specular transmission
|
|
{
|
|
PICK_BXDF_LAYER (aPt, theBSDF.Kt.rgb)
|
|
|
|
// refracted direction should exist if we are here
|
|
transmitted (theBSDF.FresnelCoat.y, theWo, theWi);
|
|
|
|
theInside = !theInside; aPDF = MAXFLOAT;
|
|
}
|
|
}
|
|
|
|
// path termination for extra small weights
|
|
theWeight = mix (ZERO, theWeight, step (FLT_EPSILON, aTotalR));
|
|
|
|
return aPDF;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Handlers and samplers for light sources
|
|
//////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
//=======================================================================
|
|
// 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 = 1.0 / float(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 + uEnvMapForBack == 0) // view ray and map is hidden
|
|
{
|
|
aTotalRadiance = BackgroundColor().rgb;
|
|
}
|
|
else
|
|
{
|
|
#ifdef BACKGROUND_CUBEMAP
|
|
if (theDepth == 0)
|
|
{
|
|
vec2 aPixel = uEyeSize * (vPixel - vec2 (0.5)) * 2.0;
|
|
vec2 anAperturePnt = sampleUniformDisk() * uApertureRadius;
|
|
vec3 aLocalDir = normalize (vec3 (aPixel * uFocalPlaneDist - anAperturePnt, uFocalPlaneDist));
|
|
vec3 aDirect = uEyeView * aLocalDir.z +
|
|
uEyeSide * aLocalDir.x +
|
|
uEyeVert * aLocalDir.y;
|
|
aTotalRadiance = FetchEnvironment (aDirect, 1.0, true).rgb;
|
|
}
|
|
else
|
|
{
|
|
aTotalRadiance = FetchEnvironment (theRay.Direct, 1.0, false).rgb;
|
|
}
|
|
#else
|
|
aTotalRadiance = FetchEnvironment (theRay.Direct, 1.0, theDepth == 0).rgb;
|
|
#endif
|
|
}
|
|
#ifdef THE_SHIFT_sRGB
|
|
aTotalRadiance = pow (aTotalRadiance, vec3 (2.f));
|
|
#endif
|
|
}
|
|
|
|
return aTotalRadiance;
|
|
}
|
|
|
|
#define MIN_THROUGHPUT vec3 (1.0e-3f)
|
|
#define MIN_CONTRIBUTION vec3 (1.0e-2f)
|
|
|
|
#define MATERIAL_KC(index) (19 * index + 11)
|
|
#define MATERIAL_KD(index) (19 * index + 12)
|
|
#define MATERIAL_KS(index) (19 * index + 13)
|
|
#define MATERIAL_KT(index) (19 * index + 14)
|
|
#define MATERIAL_LE(index) (19 * index + 15)
|
|
#define MATERIAL_FRESNEL_COAT(index) (19 * index + 16)
|
|
#define MATERIAL_FRESNEL_BASE(index) (19 * index + 17)
|
|
#define MATERIAL_ABSORPT_BASE(index) (19 * index + 18)
|
|
|
|
//! Enables experimental Russian roulette sampling path termination.
|
|
//! In most cases, it provides faster image convergence with minimal
|
|
//! bias, so it is enabled by default.
|
|
#define RUSSIAN_ROULETTE
|
|
|
|
//! Frame step to increase number of bounces. This mode is used
|
|
//! for interaction with the model, when path length is limited
|
|
//! for the first samples, and gradually increasing when camera
|
|
//! is stabilizing.
|
|
#ifdef ADAPTIVE_SAMPLING
|
|
#define FRAME_STEP 4
|
|
#else
|
|
#define FRAME_STEP 5
|
|
#endif
|
|
|
|
//=======================================================================
|
|
// function : IsNotZero
|
|
// purpose : Checks whether BSDF reflects direct light
|
|
//=======================================================================
|
|
bool IsNotZero (in SBSDF theBSDF, in vec3 theThroughput)
|
|
{
|
|
vec3 aGlossy = theBSDF.Kc.rgb * step (FLT_EPSILON, theBSDF.Kc.w) +
|
|
theBSDF.Ks.rgb * step (FLT_EPSILON, theBSDF.Ks.w);
|
|
|
|
return convolve (theBSDF.Kd.rgb + aGlossy, theThroughput) > FLT_EPSILON;
|
|
}
|
|
|
|
//=======================================================================
|
|
// function : NormalAdaptation
|
|
// purpose : Adapt smooth normal (which may be different from geometry normal) in order to avoid black areas in render
|
|
//=======================================================================
|
|
bool NormalAdaptation (in vec3 theView, in vec3 theGeometryNormal, inout vec3 theSmoothNormal)
|
|
{
|
|
float aMinCos = dot(theView, theGeometryNormal);
|
|
aMinCos = 0.5 * (sqrt(1.0 - aMinCos) + sqrt(1.0 + aMinCos));
|
|
float aCos = dot(theGeometryNormal, theSmoothNormal);
|
|
if (aCos < aMinCos)
|
|
{
|
|
theSmoothNormal = aMinCos * theGeometryNormal + normalize(theSmoothNormal - aCos * theGeometryNormal) * sqrt(1.0 - aMinCos * aMinCos);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//=======================================================================
|
|
// function : PathTrace
|
|
// purpose : Calculates radiance along the given ray
|
|
//=======================================================================
|
|
vec4 PathTrace (in SRay theRay, in vec3 theInverse, in int theNbSamples)
|
|
{
|
|
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);
|
|
|
|
STriangle aTriangle = SceneNearestHit (theRay, theInverse, aHit, aTransfID);
|
|
|
|
// check implicit path
|
|
vec3 aLe = IntersectLight (theRay, aDepth, aHit.Time, aExpPDF);
|
|
|
|
if (any (greaterThan (aLe, ZERO)) || aTriangle.TriIndex.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);
|
|
#ifdef THE_ZERO_TO_ONE_DEPTH
|
|
aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w + aPolygonOffset * POLYGON_OFFSET_SCALE);
|
|
#else
|
|
aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w + aPolygonOffset * POLYGON_OFFSET_SCALE) * 0.5f + 0.5f;
|
|
#endif
|
|
}
|
|
|
|
SBSDF aBSDF;
|
|
|
|
// fetch BxDF weights
|
|
aBSDF.Kc = texelFetch (uRaytraceMaterialTexture, MATERIAL_KC (aTriangle.TriIndex.w));
|
|
aBSDF.Kd = texelFetch (uRaytraceMaterialTexture, MATERIAL_KD (aTriangle.TriIndex.w));
|
|
aBSDF.Ks = texelFetch (uRaytraceMaterialTexture, MATERIAL_KS (aTriangle.TriIndex.w));
|
|
aBSDF.Kt = texelFetch (uRaytraceMaterialTexture, MATERIAL_KT (aTriangle.TriIndex.w));
|
|
|
|
// fetch Fresnel reflectance for both layers
|
|
aBSDF.FresnelCoat = texelFetch (uRaytraceMaterialTexture, MATERIAL_FRESNEL_COAT (aTriangle.TriIndex.w)).xyz;
|
|
aBSDF.FresnelBase = texelFetch (uRaytraceMaterialTexture, MATERIAL_FRESNEL_BASE (aTriangle.TriIndex.w));
|
|
|
|
vec4 anLE = texelFetch (uRaytraceMaterialTexture, MATERIAL_LE (aTriangle.TriIndex.w));
|
|
|
|
// compute smooth normal (in parallel with fetch)
|
|
vec3 aNormal = SmoothNormal (aHit.UV, aTriangle.TriIndex);
|
|
aNormal = normalize (vec3 (dot (aInvTransf0, aNormal),
|
|
dot (aInvTransf1, aNormal),
|
|
dot (aInvTransf2, aNormal)));
|
|
|
|
#ifdef USE_TEXTURES
|
|
if (aBSDF.Kd.w >= 0.0 || aBSDF.Kt.w >= 0.0 || aBSDF.FresnelBase.w >=0.0 || anLE.w >= 0.0)
|
|
{
|
|
vec2 aUVs[3];
|
|
vec4 aTexCoord = vec4 (SmoothUV (aHit.UV, aTriangle.TriIndex, aUVs), 0.f, 1.f);
|
|
vec4 aTrsfRow1 = texelFetch (uRaytraceMaterialTexture, MATERIAL_TRS1 (aTriangle.TriIndex.w));
|
|
vec4 aTrsfRow2 = texelFetch (uRaytraceMaterialTexture, MATERIAL_TRS2 (aTriangle.TriIndex.w));
|
|
aTexCoord.st = vec2 (dot (aTrsfRow1, aTexCoord),
|
|
dot (aTrsfRow2, aTexCoord));
|
|
|
|
if (anLE.w >= 0.0)
|
|
{
|
|
anLE.rgb *= textureLod (sampler2D (uTextureSamplers[int (anLE.w)]), aTexCoord.st, 0.0).rgb;
|
|
}
|
|
if (aBSDF.Kt.w >= 0.0)
|
|
{
|
|
vec2 aTexMetRough = textureLod (sampler2D (uTextureSamplers[int (aBSDF.Kt.w)]), aTexCoord.st, 0.0).bg;
|
|
float aPbrMetal = aTexMetRough.x;
|
|
float aPbrRough2 = aTexMetRough.y * aTexMetRough.y;
|
|
aBSDF.Ks.a *= aPbrRough2;
|
|
// when using metal-roughness texture, global metalness of material (encoded in FresnelBase) is expected to be 1.0 so that Kd will be 0.0
|
|
aBSDF.Kd.rgb = aBSDF.FresnelBase.rgb * (1.0 - aPbrMetal);
|
|
aBSDF.FresnelBase.rgb *= aPbrMetal;
|
|
}
|
|
if (aBSDF.Kd.w >= 0.0)
|
|
{
|
|
vec4 aTexColor = textureLod (sampler2D (uTextureSamplers[int (aBSDF.Kd.w)]), aTexCoord.st, 0.0);
|
|
vec3 aDiff = aTexColor.rgb * aTexColor.a;
|
|
aBSDF.Kd.rgb *= aDiff;
|
|
aBSDF.FresnelBase.rgb *= aDiff;
|
|
if (aTexColor.a != 1.0)
|
|
{
|
|
// mix transparency BTDF with texture alpha-channel
|
|
aBSDF.Ks.rgb *= aTexColor.a;
|
|
aBSDF.Kt.rgb = (UNIT - aTexColor.aaa) + aTexColor.a * aBSDF.Kt.rgb;
|
|
}
|
|
}
|
|
#ifndef IGNORE_NORMAL_MAP
|
|
if (aBSDF.FresnelBase.w >= 0.0)
|
|
{
|
|
for (int i = 0 ; i < 3; ++i)
|
|
{
|
|
aUVs[i] = vec2 (dot (aTrsfRow1, vec4(aUVs[i], 0.0, 1.0)),
|
|
dot (aTrsfRow2, vec4(aUVs[i], 0.0, 1.0)));
|
|
}
|
|
vec3 aMapNormalValue = textureLod (sampler2D (uTextureSamplers[int (aBSDF.FresnelBase.w)]), aTexCoord.st, 0.0).xyz;
|
|
mat2 aDeltaUVMatrix = mat2 (aUVs[1] - aUVs[0], aUVs[1] - aUVs[2]);
|
|
mat2x3 aDeltaVectorMatrix = mat2x3 (aTriangle.Points[1] - aTriangle.Points[0], aTriangle.Points[1] - aTriangle.Points[2]);
|
|
aNormal = TangentSpaceNormal (aDeltaUVMatrix, aDeltaVectorMatrix, aMapNormalValue, aNormal, true);
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
NormalAdaptation (-theRay.Direct, aHit.Normal, aNormal);
|
|
aHit.Normal = aNormal;
|
|
SLocalSpace aSpace = buildLocalSpace (aNormal);
|
|
|
|
if (uLightCount > 0 && IsNotZero (aBSDF, aThroughput))
|
|
{
|
|
aExpPDF = 1.0 / float(uLightCount);
|
|
|
|
int aLightIdx = min (int (floor (RandFloat() * float(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,
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|
aLight.w == 0.f /* is infinite */, aParam.w /* max cos or radius */, aExpPDF);
|
|
|
|
aImpPDF = BsdfPdfLayered (aBSDF,
|
|
toLocalSpace (-theRay.Direct, aSpace), toLocalSpace (aLight.xyz, aSpace), aThroughput);
|
|
|
|
// MIS weight including division by explicit PDF
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|
float aMIS = (aExpPDF == MAXFLOAT) ? 1.f : aExpPDF / (aExpPDF * aExpPDF + aImpPDF * aImpPDF);
|
|
|
|
vec3 aContrib = aMIS * aParam.rgb /* Le */ * EvalBsdfLayered (
|
|
aBSDF, 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);
|
|
}
|
|
}
|
|
|
|
// account for self-emission
|
|
aRadiance += aThroughput * anLE.rgb;
|
|
|
|
if (aInMedium) // handle attenuation
|
|
{
|
|
vec4 aScattering = texelFetch (uRaytraceMaterialTexture, MATERIAL_ABSORPT_BASE (aTriangle.TriIndex.w));
|
|
|
|
aThroughput *= exp (-aHit.Time * aScattering.w * (UNIT - aScattering.rgb));
|
|
}
|
|
|
|
vec3 anInput = UNIT; // sampled input direction
|
|
|
|
aImpPDF = SampleBsdfLayered (aBSDF,
|
|
toLocalSpace (-theRay.Direct, aSpace), anInput, aThroughput, aInMedium);
|
|
|
|
float aSurvive = float (any (greaterThan (aThroughput, MIN_THROUGHPUT)));
|
|
|
|
#ifdef RUSSIAN_ROULETTE
|
|
aSurvive = aDepth < 3 ? aSurvive : min (dot (LUMA, aThroughput), 0.95f);
|
|
#endif
|
|
|
|
// here, we additionally increase path length for non-diffuse bounces
|
|
if (RandFloat() > aSurvive
|
|
|| all (lessThan (aThroughput, MIN_THROUGHPUT))
|
|
|| aDepth >= (theNbSamples / FRAME_STEP + int(step (1.0 / 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
|