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occt/resources/Shaders/RaytraceRender.fs
Pasukhin Dmitry df4b931988
Configuration - Resource structure reorganization #429
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.
2025-03-18 22:54:43 +00:00

135 lines
3.7 KiB
GLSL

out vec4 OutColor;
// Seed for random number generator (generated on CPU).
uniform int uFrameRndSeed;
//! Enables/disables using of single RNG seed for 16x16 image
//! blocks. Increases performance up to 4x, but the noise has
//! become structured. Can be used fo final rendering.
uniform int uBlockedRngEnabled;
//! Number of previously rendered frames (used in non-ISS mode).
uniform int uAccumSamples;
#ifndef ADAPTIVE_SAMPLING
//! Input image with previously accumulated samples.
uniform sampler2D uAccumTexture;
#endif
//! Maximum radiance that can be added to the pixel.
//! Decreases noise level, but introduces some bias.
uniform float uMaxRadiance;
#ifdef ADAPTIVE_SAMPLING
//! Wrapper over imageLoad()+imageStore() having similar syntax as imageAtomicAdd().
//! Modifies one component of 3Wx2H uRenderImage:
//! |RGL| Red, Green, Luminance
//! |SBH| Samples, Blue, Hit time transformed into OpenGL NDC space
//! Returns previous value of the component.
float addRenderImageComp (in ivec2 theFrag, in ivec2 theComp, in float theVal)
{
ivec2 aCoord = ivec2 (3 * theFrag.x + theComp.x,
2 * theFrag.y + theComp.y);
#ifdef ADAPTIVE_SAMPLING_ATOMIC
return imageAtomicAdd (uRenderImage, aCoord, theVal);
#else
float aVal = imageLoad (uRenderImage, aCoord).x;
imageStore (uRenderImage, aCoord, vec4 (aVal + theVal));
return aVal;
#endif
}
#endif
// =======================================================================
// function : main
// purpose :
// =======================================================================
void main (void)
{
SeedRand (uFrameRndSeed, uWinSizeX, uBlockedRngEnabled == 0 ? 1 : 16);
#ifndef PATH_TRACING
SRay aRay = GenerateRay (vPixel);
#else
ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);
#ifdef ADAPTIVE_SAMPLING
#ifdef ADAPTIVE_SAMPLING_ATOMIC
ivec2 aTileXY = imageLoad (uOffsetImage, aFragCoord / uTileSize).xy * uTileSize;
if (aTileXY.x < 0) { discard; }
ivec2 aRealBlockSize = ivec2 (min (uWinSizeX - aTileXY.x, uTileSize.x),
min (uWinSizeY - aTileXY.y, uTileSize.y));
aFragCoord.x = aTileXY.x + (aFragCoord.x % aRealBlockSize.x);
aFragCoord.y = aTileXY.y + (aFragCoord.y % aRealBlockSize.y);
#else
int aNbTileSamples = imageAtomicAdd (uTilesImage, aFragCoord / uTileSize, int(-1));
if (aNbTileSamples <= 0)
{
discard;
}
#endif
#endif // ADAPTIVE_SAMPLING
vec2 aPnt = vec2 (float(aFragCoord.x) + RandFloat(),
float(aFragCoord.y) + RandFloat());
SRay aRay = GenerateRay (aPnt / vec2 (uWinSizeX, uWinSizeY));
#endif // PATH_TRACING
vec3 aInvDirect = InverseDirection (aRay.Direct);
#ifdef PATH_TRACING
#ifndef ADAPTIVE_SAMPLING
vec4 aColor = PathTrace (aRay, aInvDirect, uAccumSamples);
#else
float aNbSamples = addRenderImageComp (aFragCoord, ivec2 (0, 1), 1.0);
vec4 aColor = PathTrace (aRay, aInvDirect, int (aNbSamples));
#endif
if (any (isnan (aColor.rgb)))
{
aColor.rgb = ZERO;
}
aColor.rgb = min (aColor.rgb, vec3 (uMaxRadiance));
#ifdef ADAPTIVE_SAMPLING
// accumulate RGB color and depth
addRenderImageComp (aFragCoord, ivec2 (0, 0), aColor.r);
addRenderImageComp (aFragCoord, ivec2 (1, 0), aColor.g);
addRenderImageComp (aFragCoord, ivec2 (1, 1), aColor.b);
addRenderImageComp (aFragCoord, ivec2 (2, 1), aColor.w);
if (int (aNbSamples) % 2 == 0) // accumulate luminance for even samples only
{
addRenderImageComp (aFragCoord, ivec2 (2, 0), dot (LUMA, aColor.rgb));
}
#else
if (uAccumSamples == 0)
{
OutColor = aColor;
}
else
{
OutColor = mix (texture (uAccumTexture, vPixel), aColor, 1.0 / float(uAccumSamples + 1));
}
#endif // ADAPTIVE_SAMPLING
#else
OutColor = clamp (Radiance (aRay, aInvDirect), 0.f, 1.f);
#endif // PATH_TRACING
}