+#ifdef ADAPTIVE_SAMPLING
+ #extension GL_ARB_shader_image_load_store : require
+ #extension GL_NV_shader_atomic_float : require
+#endif
+
+#ifdef USE_TEXTURES
+ #extension GL_ARB_bindless_texture : require
+#endif
+
//! Normalized pixel coordinates.
in vec2 vPixel;
+//! Sub-pixel offset in X direction for FSAA.
+uniform float uOffsetX = 0.f;
+//! Sub-pixel offset in Y direction for FSAA.
+uniform float uOffsetY = 0.f;
+
//! Origin of viewing ray in left-top corner.
uniform vec3 uOriginLT;
//! Origin of viewing ray in left-bottom corner.
//! Origin of viewing ray in right-bottom corner.
uniform vec3 uOriginRB;
+//! Width of the rendering window.
+uniform int uWinSizeX;
+//! Height of the rendering window.
+uniform int uWinSizeY;
+
//! Direction of viewing ray in left-top corner.
uniform vec3 uDirectLT;
//! Direction of viewing ray in left-bottom corner.
//! Direction of viewing ray in right-bottom corner.
uniform vec3 uDirectRB;
-//! Texture buffer of data records of high-level BVH nodes.
-uniform isamplerBuffer uSceneNodeInfoTexture;
-//! Texture buffer of minimum points of high-level BVH nodes.
-uniform samplerBuffer uSceneMinPointTexture;
-//! Texture buffer of maximum points of high-level BVH nodes.
-uniform samplerBuffer uSceneMaxPointTexture;
+//! Inverse model-view-projection matrix.
+uniform mat4 uUnviewMat;
+
+//! Model-view-projection matrix.
+uniform mat4 uViewMat;
//! Texture buffer of data records of bottom-level BVH nodes.
-uniform isamplerBuffer uObjectNodeInfoTexture;
+uniform isamplerBuffer uSceneNodeInfoTexture;
//! Texture buffer of minimum points of bottom-level BVH nodes.
-uniform samplerBuffer uObjectMinPointTexture;
+uniform samplerBuffer uSceneMinPointTexture;
//! Texture buffer of maximum points of bottom-level BVH nodes.
-uniform samplerBuffer uObjectMaxPointTexture;
+uniform samplerBuffer uSceneMaxPointTexture;
+//! Texture buffer of transformations of high-level BVH nodes.
+uniform samplerBuffer uSceneTransformTexture;
//! Texture buffer of vertex coords.
uniform samplerBuffer uGeometryVertexTexture;
//! Texture buffer of vertex normals.
uniform samplerBuffer uGeometryNormalTexture;
+#ifdef USE_TEXTURES
+ //! Texture buffer of per-vertex UV-coordinates.
+ uniform samplerBuffer uGeometryTexCrdTexture;
+#endif
//! Texture buffer of triangle indices.
uniform isamplerBuffer uGeometryTriangTexture;
//! Intensity of global ambient light.
uniform vec4 uGlobalAmbient;
-//! Enables/disables environment map.
-uniform int uEnvironmentEnable;
-//! Enables/disables computation of shadows.
-uniform int uShadowsEnable;
-//! Enables/disables computation of reflections.
-uniform int uReflectionsEnable;
+//! Enables/disables hard shadows.
+uniform int uShadowsEnabled;
+//! Enables/disables specular reflections.
+uniform int uReflectEnabled;
+//! Enables/disables spherical environment map.
+uniform int uSphereMapEnabled;
+//! Enables/disables environment map background.
+uniform int uSphereMapForBack;
//! Radius of bounding sphere of the scene.
uniform float uSceneRadius;
//! Scene epsilon to prevent self-intersections.
uniform float uSceneEpsilon;
+#ifdef USE_TEXTURES
+ //! Unique 64-bit handles of OpenGL textures.
+ uniform uvec2 uTextureSamplers[MAX_TEX_NUMBER];
+#endif
+
+#ifdef ADAPTIVE_SAMPLING
+ //! OpenGL image used for accumulating rendering result.
+ volatile restrict layout(size1x32) uniform image2D uRenderImage;
+
+ //! OpenGL image storing offsets of sampled pixels blocks.
+ coherent restrict layout(size2x32) uniform iimage2D uOffsetImage;
+#endif
+
+//! Top color of gradient background.
+uniform vec4 uBackColorTop = vec4 (0.0);
+//! Bottom color of gradient background.
+uniform vec4 uBackColorBot = vec4 (0.0);
+
/////////////////////////////////////////////////////////////////////////////////////////
// Specific data types
-
+
//! Stores ray parameters.
struct SRay
{
vec3 Origin;
-
+
vec3 Direct;
};
struct SIntersect
{
float Time;
-
+
vec2 UV;
-
+
vec3 Normal;
};
#define MAXFLOAT 1e15f
-#define SMALL vec3 (exp2 (-80.f))
+#define SMALL vec3 (exp2 (-80.0f))
+
+#define ZERO vec3 (0.0f, 0.0f, 0.0f)
+#define UNIT vec3 (1.0f, 1.0f, 1.0f)
+
+#define AXIS_X vec3 (1.0f, 0.0f, 0.0f)
+#define AXIS_Y vec3 (0.0f, 1.0f, 0.0f)
+#define AXIS_Z vec3 (0.0f, 0.0f, 1.0f)
+
+#define M_PI 3.14159265f
+
+#define LUMA vec3 (0.2126f, 0.7152f, 0.0722f)
+
+// =======================================================================
+// function : MatrixRowMultiplyDir
+// purpose : Multiplies a vector by matrix
+// =======================================================================
+vec3 MatrixRowMultiplyDir (in vec3 v,
+ in vec4 m0,
+ in vec4 m1,
+ in vec4 m2)
+{
+ return vec3 (dot (m0.xyz, v),
+ dot (m1.xyz, v),
+ dot (m2.xyz, v));
+}
+
+//! 32-bit state of random number generator.
+uint RandState;
+
+// =======================================================================
+// function : SeedRand
+// purpose : Applies hash function by Thomas Wang to randomize seeds
+// (see http://www.burtleburtle.net/bob/hash/integer.html)
+// =======================================================================
+void SeedRand (in int theSeed, in int theSizeX, in int theRadius)
+{
+ RandState = uint (int (gl_FragCoord.y) / theRadius * theSizeX + int (gl_FragCoord.x) / theRadius + theSeed);
+
+ RandState = (RandState + 0x479ab41du) + (RandState << 8);
+ RandState = (RandState ^ 0xe4aa10ceu) ^ (RandState >> 5);
+ RandState = (RandState + 0x9942f0a6u) - (RandState << 14);
+ RandState = (RandState ^ 0x5aedd67du) ^ (RandState >> 3);
+ RandState = (RandState + 0x17bea992u) + (RandState << 7);
+}
+
+// =======================================================================
+// function : RandInt
+// purpose : Generates integer using Xorshift algorithm by G. Marsaglia
+// =======================================================================
+uint RandInt()
+{
+ RandState ^= (RandState << 13);
+ RandState ^= (RandState >> 17);
+ RandState ^= (RandState << 5);
+
+ return RandState;
+}
+
+// =======================================================================
+// function : RandFloat
+// purpose : Generates a random float in [0, 1) range
+// =======================================================================
+float RandFloat()
+{
+ return float (RandInt()) * (1.f / 4294967296.f);
+}
+
+// =======================================================================
+// function : MatrixColMultiplyPnt
+// purpose : Multiplies a vector by matrix
+// =======================================================================
+vec3 MatrixColMultiplyPnt (in vec3 v,
+ in vec4 m0,
+ in vec4 m1,
+ in vec4 m2,
+ in vec4 m3)
+{
+ return vec3 (m0.x * v.x + m1.x * v.y + m2.x * v.z + m3.x,
+ m0.y * v.x + m1.y * v.y + m2.y * v.z + m3.y,
+ m0.z * v.x + m1.z * v.y + m2.z * v.z + m3.z);
+}
+
+// =======================================================================
+// function : MatrixColMultiplyDir
+// purpose : Multiplies a vector by matrix
+// =======================================================================
+vec3 MatrixColMultiplyDir (in vec3 v,
+ in vec4 m0,
+ in vec4 m1,
+ in vec4 m2)
+{
+ return vec3 (m0.x * v.x + m1.x * v.y + m2.x * v.z,
+ m0.y * v.x + m1.y * v.y + m2.y * v.z,
+ m0.z * v.x + m1.z * v.y + m2.z * v.z);
+}
+
+//=======================================================================
+// function : InverseDirection
+// purpose : Returns safely inverted direction of the given one
+//=======================================================================
+vec3 InverseDirection (in vec3 theInput)
+{
+ vec3 anInverse = 1.f / max (abs (theInput), SMALL);
+
+ return mix (-anInverse, anInverse, step (ZERO, theInput));
+}
-#define ZERO vec3 (0.f, 0.f, 0.f)
-#define UNIT vec3 (1.f, 1.f, 1.f)
+//=======================================================================
+// function : BackgroundColor
+// purpose : Returns color of gradient background
+//=======================================================================
+vec4 BackgroundColor()
+{
+#ifdef ADAPTIVE_SAMPLING
+
+ ivec2 aFragCoord = ivec2 (gl_FragCoord.xy);
+
+ ivec2 aTileXY = imageLoad (uOffsetImage, ivec2 (aFragCoord.x / BLOCK_SIZE,
+ aFragCoord.y / BLOCK_SIZE)).xy;
+
+ aTileXY.y += aFragCoord.y % min (uWinSizeY - aTileXY.y, BLOCK_SIZE);
+
+ return mix (uBackColorBot, uBackColorTop, float (aTileXY.y) / uWinSizeY);
-#define AXIS_X vec3 (1.f, 0.f, 0.f)
-#define AXIS_Y vec3 (0.f, 1.f, 0.f)
-#define AXIS_Z vec3 (0.f, 0.f, 1.f)
+#else
+
+ return mix (uBackColorBot, uBackColorTop, vPixel.y);
+
+#endif
+}
/////////////////////////////////////////////////////////////////////////////////////////
// Functions for compute ray-object intersection
vec3 aD0 = mix (uDirectLB, uDirectRB, thePixel.x);
vec3 aD1 = mix (uDirectLT, uDirectRT, thePixel.x);
-
- return SRay (mix (aP0, aP1, thePixel.y),
- mix (aD0, aD1, thePixel.y));
+
+ vec3 aDirection = normalize (mix (aD0, aD1, thePixel.y));
+
+ return SRay (mix (aP0, aP1, thePixel.y), aDirection);
}
// =======================================================================
float aDdotD = dot (theRay.Direct, theRay.Direct);
float aDdotO = dot (theRay.Direct, theRay.Origin);
float aOdotO = dot (theRay.Origin, theRay.Origin);
-
+
float aD = aDdotO * aDdotO - aDdotD * (aOdotO - theRadius * theRadius);
-
- if (aD > 0.f)
+
+ if (aD > 0.0f)
{
- float aTime = (sqrt (aD) - aDdotO) * (1.f / aDdotD);
+ float aTime = (sqrt (aD) - aDdotO) * (1.0f / aDdotD);
- return aTime > 0.f ? aTime : MAXFLOAT;
+ return aTime > 0.0f ? aTime : MAXFLOAT;
}
-
+
return MAXFLOAT;
}
// function : IntersectTriangle
// purpose : Computes ray-triangle intersection (branchless version)
// =======================================================================
-float IntersectTriangle (in SRay theRay,
- in vec3 thePnt0,
- in vec3 thePnt1,
- in vec3 thePnt2,
- out vec2 theUV,
- out vec3 theNorm)
+void IntersectTriangle (in SRay theRay,
+ in vec3 thePnt0,
+ in vec3 thePnt1,
+ in vec3 thePnt2,
+ out vec3 theUVT,
+ out vec3 theNorm)
{
+ vec3 aToTrg = thePnt0 - theRay.Origin;
+
vec3 aEdge0 = thePnt1 - thePnt0;
vec3 aEdge1 = thePnt0 - thePnt2;
-
+
theNorm = cross (aEdge1, aEdge0);
- vec3 aEdge2 = (1.f / dot (theNorm, theRay.Direct)) * (thePnt0 - theRay.Origin);
-
- float aTime = dot (theNorm, aEdge2);
-
- vec3 theVec = cross (theRay.Direct, aEdge2);
-
- theUV.x = dot (theVec, aEdge1);
- theUV.y = dot (theVec, aEdge0);
-
- return bool (int(aTime >= 0.f) &
- int(theUV.x >= 0.f) &
- int(theUV.y >= 0.f) &
- int(theUV.x + theUV.y <= 1.f)) ? aTime : MAXFLOAT;
+ vec3 theVect = cross (theRay.Direct, aToTrg);
+
+ theUVT = vec3 (dot (theNorm, aToTrg),
+ dot (theVect, aEdge1),
+ dot (theVect, aEdge0)) * (1.f / dot (theNorm, theRay.Direct));
+
+ theUVT.x = any (lessThan (theUVT, ZERO)) || (theUVT.y + theUVT.z) > 1.f ? MAXFLOAT : theUVT.x;
}
-//! Global stack shared between traversal functions.
-int Stack[STACK_SIZE];
+#define EMPTY_ROOT ivec4(0)
+
+//! Utility structure containing information about
+//! currently traversing sub-tree of scene's BVH.
+struct SSubTree
+{
+ //! Transformed ray.
+ SRay TrsfRay;
+
+ //! Inversed ray direction.
+ vec3 Inverse;
+
+ //! Parameters of sub-root node.
+ ivec4 SubData;
+};
+
+#define MATERIAL_AMBN(index) (18 * index + 0)
+#define MATERIAL_DIFF(index) (18 * index + 1)
+#define MATERIAL_SPEC(index) (18 * index + 2)
+#define MATERIAL_EMIS(index) (18 * index + 3)
+#define MATERIAL_REFL(index) (18 * index + 4)
+#define MATERIAL_REFR(index) (18 * index + 5)
+#define MATERIAL_TRAN(index) (18 * index + 6)
+#define MATERIAL_TRS1(index) (18 * index + 7)
+#define MATERIAL_TRS2(index) (18 * index + 8)
+#define MATERIAL_TRS3(index) (18 * index + 9)
+
+#define TRS_OFFSET(treelet) treelet.SubData.x
+#define BVH_OFFSET(treelet) treelet.SubData.y
+#define VRT_OFFSET(treelet) treelet.SubData.z
+#define TRG_OFFSET(treelet) treelet.SubData.w
//! Identifies the absence of intersection.
#define INALID_HIT ivec4 (-1)
+//! Global stack shared between traversal functions.
+int Stack[STACK_SIZE];
+
// =======================================================================
-// function : ObjectNearestHit
-// purpose : Finds intersection with nearest object triangle
+// function : pop
+// purpose :
// =======================================================================
-ivec4 ObjectNearestHit (in int theBVHOffset, in int theVrtOffset, in int theTrgOffset,
- in SRay theRay, in vec3 theInverse, inout SIntersect theHit, in int theSentinel)
+int pop (inout int theHead)
{
- int aHead = theSentinel; // stack pointer
- int aNode = 0; // node to visit
+ int aData = Stack[theHead];
+
+ int aMask = aData >> 26;
+ int aNode = aMask & 0x3;
+ aMask >>= 2;
+
+ if ((aMask & 0x3) == aNode)
+ {
+ --theHead;
+ }
+ else
+ {
+ aMask |= (aMask << 2) & 0x30;
+
+ Stack[theHead] = (aData & 0x03FFFFFF) | (aMask << 26);
+ }
+
+ return (aData & 0x03FFFFFF) + aNode;
+}
+
+// =======================================================================
+// function : SceneNearestHit
+// purpose : Finds intersection with nearest scene triangle
+// =======================================================================
+ivec4 SceneNearestHit (in SRay theRay, in vec3 theInverse, inout SIntersect theHit, out int theTrsfId)
+{
ivec4 aTriIndex = INALID_HIT;
- float aTimeOut;
- float aTimeLft;
- float aTimeRgh;
+ int aNode = 0; // node to traverse
+ int aHead = -1; // pointer of stack
+ int aStop = -1; // BVH level switch
+
+ SSubTree aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);
- while (true)
+ for (bool toContinue = true; toContinue; /* none */)
{
- ivec3 aData = texelFetch (uObjectNodeInfoTexture, aNode + theBVHOffset).xyz;
+ ivec4 aData = texelFetch (uSceneNodeInfoTexture, aNode);
if (aData.x == 0) // if inner node
{
- vec3 aNodeMinLft = texelFetch (uObjectMinPointTexture, aData.y + theBVHOffset).xyz;
- vec3 aNodeMaxLft = texelFetch (uObjectMaxPointTexture, aData.y + theBVHOffset).xyz;
- vec3 aNodeMinRgh = texelFetch (uObjectMinPointTexture, aData.z + theBVHOffset).xyz;
- vec3 aNodeMaxRgh = texelFetch (uObjectMaxPointTexture, aData.z + theBVHOffset).xyz;
+ aData.y += BVH_OFFSET (aSubTree);
+
+ vec4 aHitTimes = vec4 (MAXFLOAT,
+ MAXFLOAT,
+ MAXFLOAT,
+ MAXFLOAT);
+
+ vec3 aRayOriginInverse = -aSubTree.TrsfRay.Origin * aSubTree.Inverse;
+
+ vec3 aNodeMin0 = texelFetch (uSceneMinPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMin1 = texelFetch (uSceneMinPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMin2 = texelFetch (uSceneMinPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMin3 = texelFetch (uSceneMinPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax0 = texelFetch (uSceneMaxPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax1 = texelFetch (uSceneMaxPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax2 = texelFetch (uSceneMaxPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax3 = texelFetch (uSceneMaxPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+
+ vec3 aTimeMax = max (aNodeMin0, aNodeMax0);
+ vec3 aTimeMin = min (aNodeMin0, aNodeMax0);
- vec3 aTime0 = (aNodeMinLft - theRay.Origin) * theInverse;
- vec3 aTime1 = (aNodeMaxLft - theRay.Origin) * theInverse;
-
- vec3 aTimeMax = max (aTime0, aTime1);
- vec3 aTimeMin = min (aTime0, aTime1);
+ float aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ float aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
- aTime0 = (aNodeMinRgh - theRay.Origin) * theInverse;
- aTime1 = (aNodeMaxRgh - theRay.Origin) * theInverse;
-
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeLft = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
+ aHitTimes.x = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f);
- int aHitLft = int(aTimeLft <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeLft <= theHit.Time);
+ aTimeMax = max (aNodeMin1, aNodeMax1);
+ aTimeMin = min (aNodeMin1, aNodeMax1);
- aTimeMax = max (aTime0, aTime1);
- aTimeMin = min (aTime0, aTime1);
+ aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeRgh = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
+ aHitTimes.y = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f);
- int aHitRgh = int(aTimeRgh <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeRgh <= theHit.Time);
+ aTimeMax = max (aNodeMin2, aNodeMax2);
+ aTimeMin = min (aNodeMin2, aNodeMax2);
- if (bool(aHitLft & aHitRgh))
+ aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
+
+ aHitTimes.z = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f && aData.z > 1);
+
+ aTimeMax = max (aNodeMin3, aNodeMax3);
+ aTimeMin = min (aNodeMin3, aNodeMax3);
+
+ aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
+
+ aHitTimes.w = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theHit.Time && aTimeLeave >= 0.f && aData.z > 2);
+
+ ivec4 aChildren = ivec4 (0, 1, 2, 3);
+
+ aChildren.xy = aHitTimes.y < aHitTimes.x ? aChildren.yx : aChildren.xy;
+ aHitTimes.xy = aHitTimes.y < aHitTimes.x ? aHitTimes.yx : aHitTimes.xy;
+ aChildren.zw = aHitTimes.w < aHitTimes.z ? aChildren.wz : aChildren.zw;
+ aHitTimes.zw = aHitTimes.w < aHitTimes.z ? aHitTimes.wz : aHitTimes.zw;
+ aChildren.xz = aHitTimes.z < aHitTimes.x ? aChildren.zx : aChildren.xz;
+ aHitTimes.xz = aHitTimes.z < aHitTimes.x ? aHitTimes.zx : aHitTimes.xz;
+ aChildren.yw = aHitTimes.w < aHitTimes.y ? aChildren.wy : aChildren.yw;
+ aHitTimes.yw = aHitTimes.w < aHitTimes.y ? aHitTimes.wy : aHitTimes.yw;
+ aChildren.yz = aHitTimes.z < aHitTimes.y ? aChildren.zy : aChildren.yz;
+ aHitTimes.yz = aHitTimes.z < aHitTimes.y ? aHitTimes.zy : aHitTimes.yz;
+
+ if (aHitTimes.x != MAXFLOAT)
{
- aNode = (aTimeLft < aTimeRgh) ? aData.y : aData.z;
-
- Stack[++aHead] = (aTimeLft < aTimeRgh) ? aData.z : aData.y;
+ int aHitMask = (aHitTimes.w != MAXFLOAT ? aChildren.w : aChildren.z) << 2
+ | (aHitTimes.z != MAXFLOAT ? aChildren.z : aChildren.y);
+
+ if (aHitTimes.y != MAXFLOAT)
+ Stack[++aHead] = aData.y | (aHitMask << 2 | aChildren.y) << 26;
+
+ aNode = aData.y + aChildren.x;
}
else
{
- if (bool(aHitLft | aHitRgh))
- {
- aNode = bool(aHitLft) ? aData.y : aData.z;
- }
- else
+ toContinue = (aHead >= 0);
+
+ if (aHead == aStop) // go to top-level BVH
{
- if (aHead == theSentinel)
- return aTriIndex;
-
- aNode = Stack[aHead--];
+ aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);
}
+
+ if (aHead >= 0)
+ aNode = pop (aHead);
}
}
- else // if leaf node
+ else if (aData.x < 0) // leaf node (contains triangles)
{
vec3 aNormal;
- vec2 aParams;
-
+ vec3 aTimeUV;
+
for (int anIdx = aData.y; anIdx <= aData.z; ++anIdx)
{
- ivec4 aTriangle = texelFetch (uGeometryTriangTexture, anIdx + theTrgOffset);
-
- vec3 aPoint0 = texelFetch (uGeometryVertexTexture, aTriangle.x + theVrtOffset).xyz;
- vec3 aPoint1 = texelFetch (uGeometryVertexTexture, aTriangle.y + theVrtOffset).xyz;
- vec3 aPoint2 = texelFetch (uGeometryVertexTexture, aTriangle.z + theVrtOffset).xyz;
-
- float aTime = IntersectTriangle (theRay,
- aPoint0,
- aPoint1,
- aPoint2,
- aParams,
- aNormal);
-
- if (aTime < theHit.Time)
+ ivec4 aTriangle = texelFetch (uGeometryTriangTexture, anIdx + TRG_OFFSET (aSubTree));
+
+ vec3 aPoint0 = texelFetch (uGeometryVertexTexture, aTriangle.x += VRT_OFFSET (aSubTree)).xyz;
+ vec3 aPoint1 = texelFetch (uGeometryVertexTexture, aTriangle.y += VRT_OFFSET (aSubTree)).xyz;
+ vec3 aPoint2 = texelFetch (uGeometryVertexTexture, aTriangle.z += VRT_OFFSET (aSubTree)).xyz;
+
+ IntersectTriangle (aSubTree.TrsfRay, aPoint0, aPoint1, aPoint2, aTimeUV, aNormal);
+
+ if (aTimeUV.x < theHit.Time)
{
aTriIndex = aTriangle;
-
- theHit = SIntersect (aTime, aParams, aNormal);
+
+ theTrsfId = TRS_OFFSET (aSubTree);
+
+ theHit = SIntersect (aTimeUV.x, aTimeUV.yz, aNormal);
}
}
-
- if (aHead == theSentinel)
- return aTriIndex;
- aNode = Stack[aHead--];
+ toContinue = (aHead >= 0);
+
+ if (aHead == aStop) // go to top-level BVH
+ {
+ aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);
+ }
+
+ if (aHead >= 0)
+ aNode = pop (aHead);
+ }
+ else if (aData.x > 0) // switch node
+ {
+ aSubTree.SubData = ivec4 (4 * aData.x - 4, aData.yzw); // store BVH sub-root
+
+ vec4 aInvTransf0 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 0);
+ vec4 aInvTransf1 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 1);
+ vec4 aInvTransf2 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 2);
+ vec4 aInvTransf3 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 3);
+
+ aSubTree.TrsfRay.Direct = MatrixColMultiplyDir (theRay.Direct,
+ aInvTransf0,
+ aInvTransf1,
+ aInvTransf2);
+
+ aSubTree.Inverse = mix (-UNIT, UNIT, step (ZERO, aSubTree.TrsfRay.Direct)) /
+ max (abs (aSubTree.TrsfRay.Direct), SMALL);
+
+ aSubTree.TrsfRay.Origin = MatrixColMultiplyPnt (theRay.Origin,
+ aInvTransf0,
+ aInvTransf1,
+ aInvTransf2,
+ aInvTransf3);
+
+ aNode = BVH_OFFSET (aSubTree); // go to sub-root node
+
+ aStop = aHead; // store current stack pointer
}
}
}
// =======================================================================
-// function : ObjectAnyHit
-// purpose : Finds intersection with any object triangle
+// function : SceneAnyHit
+// purpose : Finds intersection with any scene triangle
// =======================================================================
-float ObjectAnyHit (in int theBVHOffset, in int theVrtOffset, in int theTrgOffset,
- in SRay theRay, in vec3 theInverse, in float theDistance, in int theSentinel)
+float SceneAnyHit (in SRay theRay, in vec3 theInverse, in float theDistance)
{
- int aHead = theSentinel; // stack pointer
- int aNode = 0; // node to visit
+ float aFactor = 1.f;
+
+ int aNode = 0; // node to traverse
+ int aHead = -1; // pointer of stack
+ int aStop = -1; // BVH level switch
- float aTimeOut;
- float aTimeLft;
- float aTimeRgh;
+ SSubTree aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);
- while (true)
+ for (bool toContinue = true; toContinue; /* none */)
{
- ivec4 aData = texelFetch (uObjectNodeInfoTexture, aNode + theBVHOffset);
+ ivec4 aData = texelFetch (uSceneNodeInfoTexture, aNode);
if (aData.x == 0) // if inner node
{
- vec3 aNodeMinLft = texelFetch (uObjectMinPointTexture, aData.y + theBVHOffset).xyz;
- vec3 aNodeMaxLft = texelFetch (uObjectMaxPointTexture, aData.y + theBVHOffset).xyz;
- vec3 aNodeMinRgh = texelFetch (uObjectMinPointTexture, aData.z + theBVHOffset).xyz;
- vec3 aNodeMaxRgh = texelFetch (uObjectMaxPointTexture, aData.z + theBVHOffset).xyz;
+ aData.y += BVH_OFFSET (aSubTree);
- vec3 aTime0 = (aNodeMinLft - theRay.Origin) * theInverse;
- vec3 aTime1 = (aNodeMaxLft - theRay.Origin) * theInverse;
+ vec4 aHitTimes = vec4 (MAXFLOAT,
+ MAXFLOAT,
+ MAXFLOAT,
+ MAXFLOAT);
- vec3 aTimeMax = max (aTime0, aTime1);
- vec3 aTimeMin = min (aTime0, aTime1);
+ vec3 aRayOriginInverse = -aSubTree.TrsfRay.Origin * aSubTree.Inverse;
- aTime0 = (aNodeMinRgh - theRay.Origin) * theInverse;
- aTime1 = (aNodeMaxRgh - theRay.Origin) * theInverse;
-
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeLft = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
+ vec3 aNodeMin0 = texelFetch (uSceneMinPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMin1 = texelFetch (uSceneMinPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMin2 = texelFetch (uSceneMinPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMin3 = texelFetch (uSceneMinPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax0 = texelFetch (uSceneMaxPointTexture, aData.y + 0).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax1 = texelFetch (uSceneMaxPointTexture, aData.y + 1).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax2 = texelFetch (uSceneMaxPointTexture, aData.y + min (2, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
+ vec3 aNodeMax3 = texelFetch (uSceneMaxPointTexture, aData.y + min (3, aData.z)).xyz * aSubTree.Inverse + aRayOriginInverse;
- int aHitLft = int(aTimeLft <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeLft <= theDistance);
+ vec3 aTimeMax = max (aNodeMin0, aNodeMax0);
+ vec3 aTimeMin = min (aNodeMin0, aNodeMax0);
- aTimeMax = max (aTime0, aTime1);
- aTimeMin = min (aTime0, aTime1);
+ float aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ float aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeRgh = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
+ aHitTimes.x = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f);
- int aHitRgh = int(aTimeRgh <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeRgh <= theDistance);
+ aTimeMax = max (aNodeMin1, aNodeMax1);
+ aTimeMin = min (aNodeMin1, aNodeMax1);
- if (bool(aHitLft & aHitRgh))
- {
- aNode = (aTimeLft < aTimeRgh) ? aData.y : aData.z;
+ aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
- Stack[++aHead] = (aTimeLft < aTimeRgh) ? aData.z : aData.y;
- }
- else
- {
- if (bool(aHitLft | aHitRgh))
- {
- aNode = bool(aHitLft) ? aData.y : aData.z;
- }
- else
- {
- if (aHead == theSentinel)
- return 1.f;
+ aHitTimes.y = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f);
- aNode = Stack[aHead--];
- }
- }
- }
- else // if leaf node
- {
- vec3 aNormal;
- vec2 aParams;
-
- for (int anIdx = aData.y; anIdx <= aData.z; ++anIdx)
- {
- ivec4 aTriangle = texelFetch (uGeometryTriangTexture, anIdx + theTrgOffset);
-
- vec3 aPoint0 = texelFetch (uGeometryVertexTexture, aTriangle.x + theVrtOffset).xyz;
- vec3 aPoint1 = texelFetch (uGeometryVertexTexture, aTriangle.y + theVrtOffset).xyz;
- vec3 aPoint2 = texelFetch (uGeometryVertexTexture, aTriangle.z + theVrtOffset).xyz;
-
- float aTime = IntersectTriangle (theRay,
- aPoint0,
- aPoint1,
- aPoint2,
- aParams,
- aNormal);
-
- if (aTime < theDistance)
- return 0.f;
- }
-
- if (aHead == theSentinel)
- return 1.f;
+ aTimeMax = max (aNodeMin2, aNodeMax2);
+ aTimeMin = min (aNodeMin2, aNodeMax2);
- aNode = Stack[aHead--];
- }
- }
+ aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
- return 1.f;
-}
+ aHitTimes.z = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f && aData.z > 1);
-// =======================================================================
-// function : SceneNearestHit
-// purpose : Finds intersection with nearest scene triangle
-// =======================================================================
-ivec4 SceneNearestHit (in SRay theRay, in vec3 theInverse, inout SIntersect theHit)
-{
- int aHead = -1; // stack pointer
- int aNode = 0; // node to visit
+ aTimeMax = max (aNodeMin3, aNodeMax3);
+ aTimeMin = min (aNodeMin3, aNodeMax3);
- ivec4 aHitObject = INALID_HIT;
-
- float aTimeOut;
- float aTimeLft;
- float aTimeRgh;
+ aTimeLeave = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
+ aTimeEnter = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
- while (true)
- {
- ivec4 aData = texelFetch (uSceneNodeInfoTexture, aNode);
+ aHitTimes.w = mix (MAXFLOAT, aTimeEnter,
+ aTimeEnter <= aTimeLeave && aTimeEnter <= theDistance && aTimeLeave >= 0.f && aData.z > 2);
- if (aData.x != 0) // if leaf node
- {
- vec3 aNodeMin = texelFetch (uSceneMinPointTexture, aNode).xyz;
- vec3 aNodeMax = texelFetch (uSceneMaxPointTexture, aNode).xyz;
-
- vec3 aTime0 = (aNodeMin - theRay.Origin) * theInverse;
- vec3 aTime1 = (aNodeMax - theRay.Origin) * theInverse;
-
- vec3 aTimes = min (aTime0, aTime1);
-
- if (max (aTimes.x, max (aTimes.y, aTimes.z)) < theHit.Time)
+ ivec4 aChildren = ivec4 (0, 1, 2, 3);
+
+ aChildren.xy = aHitTimes.y < aHitTimes.x ? aChildren.yx : aChildren.xy;
+ aHitTimes.xy = aHitTimes.y < aHitTimes.x ? aHitTimes.yx : aHitTimes.xy;
+ aChildren.zw = aHitTimes.w < aHitTimes.z ? aChildren.wz : aChildren.zw;
+ aHitTimes.zw = aHitTimes.w < aHitTimes.z ? aHitTimes.wz : aHitTimes.zw;
+ aChildren.xz = aHitTimes.z < aHitTimes.x ? aChildren.zx : aChildren.xz;
+ aHitTimes.xz = aHitTimes.z < aHitTimes.x ? aHitTimes.zx : aHitTimes.xz;
+ aChildren.yw = aHitTimes.w < aHitTimes.y ? aChildren.wy : aChildren.yw;
+ aHitTimes.yw = aHitTimes.w < aHitTimes.y ? aHitTimes.wy : aHitTimes.yw;
+ aChildren.yz = aHitTimes.z < aHitTimes.y ? aChildren.zy : aChildren.yz;
+ aHitTimes.yz = aHitTimes.z < aHitTimes.y ? aHitTimes.zy : aHitTimes.yz;
+
+ if (aHitTimes.x != MAXFLOAT)
+ {
+ int aHitMask = (aHitTimes.w != MAXFLOAT ? aChildren.w : aChildren.z) << 2
+ | (aHitTimes.z != MAXFLOAT ? aChildren.z : aChildren.y);
+
+ if (aHitTimes.y != MAXFLOAT)
+ Stack[++aHead] = aData.y | (aHitMask << 2 | aChildren.y) << 26;
+
+ aNode = aData.y + aChildren.x;
+ }
+ else
{
- ivec4 aTriIndex = ObjectNearestHit (
- aData.y, aData.z, aData.w, theRay, theInverse, theHit, aHead);
+ toContinue = (aHead >= 0);
- if (aTriIndex.x != -1)
+ if (aHead == aStop) // go to top-level BVH
{
- aHitObject = ivec4 (aTriIndex.x + aData.z, // vertex 0
- aTriIndex.y + aData.z, // vertex 1
- aTriIndex.z + aData.z, // vertex 2
- aTriIndex.w); // material
+ aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);
}
+
+ if (aHead >= 0)
+ aNode = pop (aHead);
}
-
- if (aHead < 0)
- return aHitObject;
-
- aNode = Stack[aHead--];
}
- else // if inner node
+ else if (aData.x < 0) // leaf node
{
- vec3 aNodeMinLft = texelFetch (uSceneMinPointTexture, aData.y).xyz;
- vec3 aNodeMaxLft = texelFetch (uSceneMaxPointTexture, aData.y).xyz;
- vec3 aNodeMinRgh = texelFetch (uSceneMinPointTexture, aData.z).xyz;
- vec3 aNodeMaxRgh = texelFetch (uSceneMaxPointTexture, aData.z).xyz;
-
- vec3 aTime0 = (aNodeMinLft - theRay.Origin) * theInverse;
- vec3 aTime1 = (aNodeMaxLft - theRay.Origin) * theInverse;
-
- vec3 aTimeMax = max (aTime0, aTime1);
- vec3 aTimeMin = min (aTime0, aTime1);
-
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeLft = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
-
- int aHitLft = int(aTimeLft <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeLft <= theHit.Time);
-
- aTime0 = (aNodeMinRgh - theRay.Origin) * theInverse;
- aTime1 = (aNodeMaxRgh - theRay.Origin) * theInverse;
+ vec3 aNormal;
+ vec3 aTimeUV;
- aTimeMax = max (aTime0, aTime1);
- aTimeMin = min (aTime0, aTime1);
+ for (int anIdx = aData.y; anIdx <= aData.z; ++anIdx)
+ {
+ ivec4 aTriangle = texelFetch (uGeometryTriangTexture, anIdx + TRG_OFFSET (aSubTree));
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeRgh = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
-
- int aHitRgh = int(aTimeRgh <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeRgh <= theHit.Time);
+ vec3 aPoint0 = texelFetch (uGeometryVertexTexture, aTriangle.x += VRT_OFFSET (aSubTree)).xyz;
+ vec3 aPoint1 = texelFetch (uGeometryVertexTexture, aTriangle.y += VRT_OFFSET (aSubTree)).xyz;
+ vec3 aPoint2 = texelFetch (uGeometryVertexTexture, aTriangle.z += VRT_OFFSET (aSubTree)).xyz;
- if (bool(aHitLft & aHitRgh))
- {
- aNode = (aTimeLft < aTimeRgh) ? aData.y : aData.z;
+ IntersectTriangle (aSubTree.TrsfRay, aPoint0, aPoint1, aPoint2, aTimeUV, aNormal);
- Stack[++aHead] = (aTimeLft < aTimeRgh) ? aData.z : aData.y;
- }
- else
- {
- if (bool(aHitLft | aHitRgh))
+#ifdef TRANSPARENT_SHADOWS
+ if (aTimeUV.x < theDistance)
{
- aNode = bool(aHitLft) ? aData.y : aData.z;
+ aFactor *= 1.f - texelFetch (uRaytraceMaterialTexture, MATERIAL_TRAN (aTriangle.w)).x;
}
- else
+#else
+ if (aTimeUV.x < theDistance)
{
- if (aHead < 0)
- return aHitObject;
-
- aNode = Stack[aHead--];
+ aFactor = 0.f;
}
+#endif
}
- }
- }
-
- return aHitObject;
-}
-// =======================================================================
-// function : SceneAnyHit
-// purpose : Finds intersection with any scene triangle
-// =======================================================================
-float SceneAnyHit (in SRay theRay, in vec3 theInverse, in float theDistance)
-{
- int aHead = -1; // stack pointer
- int aNode = 0; // node to visit
-
- float aTimeOut;
- float aTimeLft;
- float aTimeRgh;
-
- while (true)
- {
- ivec4 aData = texelFetch (uSceneNodeInfoTexture, aNode);
+ toContinue = (aHead >= 0) && (aFactor > 0.1f);
- if (aData.x != 0) // if leaf node
- {
- bool isShadow = 0.f == ObjectAnyHit (
- aData.y, aData.z, aData.w, theRay, theInverse, theDistance, aHead);
-
- if (aHead < 0 || isShadow)
- return isShadow ? 0.f : 1.f;
-
- aNode = Stack[aHead--];
+ if (aHead == aStop) // go to top-level BVH
+ {
+ aStop = -1; aSubTree = SSubTree (theRay, theInverse, EMPTY_ROOT);
+ }
+
+ if (aHead >= 0)
+ aNode = pop (aHead);
}
- else // if inner node
+ else if (aData.x > 0) // switch node
{
- vec3 aNodeMinLft = texelFetch (uSceneMinPointTexture, aData.y).xyz;
- vec3 aNodeMaxLft = texelFetch (uSceneMaxPointTexture, aData.y).xyz;
- vec3 aNodeMinRgh = texelFetch (uSceneMinPointTexture, aData.z).xyz;
- vec3 aNodeMaxRgh = texelFetch (uSceneMaxPointTexture, aData.z).xyz;
-
- vec3 aTime0 = (aNodeMinLft - theRay.Origin) * theInverse;
- vec3 aTime1 = (aNodeMaxLft - theRay.Origin) * theInverse;
-
- vec3 aTimeMax = max (aTime0, aTime1);
- vec3 aTimeMin = min (aTime0, aTime1);
-
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeLft = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
-
- int aHitLft = int(aTimeLft <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeLft <= theDistance);
-
- aTime0 = (aNodeMinRgh - theRay.Origin) * theInverse;
- aTime1 = (aNodeMaxRgh - theRay.Origin) * theInverse;
-
- aTimeMax = max (aTime0, aTime1);
- aTimeMin = min (aTime0, aTime1);
-
- aTimeOut = min (aTimeMax.x, min (aTimeMax.y, aTimeMax.z));
- aTimeRgh = max (aTimeMin.x, max (aTimeMin.y, aTimeMin.z));
-
- int aHitRgh = int(aTimeRgh <= aTimeOut) & int(aTimeOut >= 0.f) & int(aTimeRgh <= theDistance);
-
- if (bool(aHitLft & aHitRgh))
- {
- aNode = (aTimeLft < aTimeRgh) ? aData.y : aData.z;
+ aSubTree.SubData = ivec4 (4 * aData.x - 4, aData.yzw); // store BVH sub-root
- Stack[++aHead] = (aTimeLft < aTimeRgh) ? aData.z : aData.y;
- }
- else
- {
- if (bool(aHitLft | aHitRgh))
- {
- aNode = bool(aHitLft) ? aData.y : aData.z;
- }
- else
- {
- if (aHead < 0)
- return 1.f;
+ vec4 aInvTransf0 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 0);
+ vec4 aInvTransf1 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 1);
+ vec4 aInvTransf2 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 2);
+ vec4 aInvTransf3 = texelFetch (uSceneTransformTexture, TRS_OFFSET (aSubTree) + 3);
- aNode = Stack[aHead--];
- }
- }
+ aSubTree.TrsfRay.Direct = MatrixColMultiplyDir (theRay.Direct,
+ aInvTransf0,
+ aInvTransf1,
+ aInvTransf2);
+
+ aSubTree.TrsfRay.Origin = MatrixColMultiplyPnt (theRay.Origin,
+ aInvTransf0,
+ aInvTransf1,
+ aInvTransf2,
+ aInvTransf3);
+
+ aSubTree.Inverse = mix (-UNIT, UNIT, step (ZERO, aSubTree.TrsfRay.Direct)) / max (abs (aSubTree.TrsfRay.Direct), SMALL);
+
+ aNode = BVH_OFFSET (aSubTree); // go to sub-root node
+
+ aStop = aHead; // store current stack pointer
}
}
-
- return 1.f;
+
+ return aFactor;
}
#define PI 3.1415926f
vec2 Latlong (in vec3 thePoint, in float theRadius)
{
float aPsi = acos (-thePoint.z / theRadius);
-
+
float aPhi = atan (thePoint.y, thePoint.x) + PI;
-
+
return vec2 (aPhi * 0.1591549f,
aPsi * 0.3183098f);
}
vec3 aNormal0 = texelFetch (uGeometryNormalTexture, theTriangle.x).xyz;
vec3 aNormal1 = texelFetch (uGeometryNormalTexture, theTriangle.y).xyz;
vec3 aNormal2 = texelFetch (uGeometryNormalTexture, theTriangle.z).xyz;
-
+
return normalize (aNormal1 * theUV.x +
aNormal2 * theUV.y +
- aNormal0 * (1.f - theUV.x - theUV.y));
+ aNormal0 * (1.0f - theUV.x - theUV.y));
+}
+
+// =======================================================================
+// function : SmoothUV
+// purpose : Interpolates UV coordinates across the triangle
+// =======================================================================
+#ifdef USE_TEXTURES
+vec2 SmoothUV (in vec2 theUV, in ivec4 theTriangle)
+{
+ vec2 aTexCrd0 = texelFetch (uGeometryTexCrdTexture, theTriangle.x).st;
+ vec2 aTexCrd1 = texelFetch (uGeometryTexCrdTexture, theTriangle.y).st;
+ vec2 aTexCrd2 = texelFetch (uGeometryTexCrdTexture, theTriangle.z).st;
+
+ return aTexCrd1 * theUV.x +
+ aTexCrd2 * theUV.y +
+ aTexCrd0 * (1.0f - theUV.x - theUV.y);
}
+#endif
+
+// =======================================================================
+// function : FetchEnvironment
+// purpose :
+// =======================================================================
+vec4 FetchEnvironment (in vec2 theTexCoord)
+{
+ return mix (vec4 (0.0f, 0.0f, 0.0f, 1.0f),
+ textureLod (uEnvironmentMapTexture, theTexCoord, 0.0f), float (uSphereMapEnabled));
+}
+
+// =======================================================================
+// function : Refract
+// purpose : Computes refraction ray (also handles TIR)
+// =======================================================================
+#ifndef PATH_TRACING
+vec3 Refract (in vec3 theInput,
+ in vec3 theNormal,
+ in float theRefractIndex,
+ in float theInvRefractIndex)
+{
+ float aNdotI = dot (theInput, theNormal);
-#define THRESHOLD vec3 (0.1f, 0.1f, 0.1f)
+ float anIndex = aNdotI < 0.0f
+ ? theInvRefractIndex
+ : theRefractIndex;
-#define MATERIAL_AMBN(index) (7 * index + 0)
-#define MATERIAL_DIFF(index) (7 * index + 1)
-#define MATERIAL_SPEC(index) (7 * index + 2)
-#define MATERIAL_EMIS(index) (7 * index + 3)
-#define MATERIAL_REFL(index) (7 * index + 4)
-#define MATERIAL_REFR(index) (7 * index + 5)
-#define MATERIAL_TRAN(index) (7 * index + 6)
+ float aSquare = anIndex * anIndex * (1.0f - aNdotI * aNdotI);
+
+ if (aSquare > 1.0f)
+ {
+ return reflect (theInput, theNormal);
+ }
+
+ float aNdotT = sqrt (1.0f - aSquare);
+
+ return normalize (anIndex * theInput -
+ (anIndex * aNdotI + (aNdotI < 0.0f ? aNdotT : -aNdotT)) * theNormal);
+}
+#endif
+
+#define MIN_SLOPE 0.0001f
+#define EPS_SCALE 8.0000f
+
+#define THRESHOLD vec3 (0.1f)
+
+#define INVALID_BOUNCES 1000
#define LIGHT_POS(index) (2 * index + 1)
#define LIGHT_PWR(index) (2 * index + 0)
// =======================================================================
// function : Radiance
-// purpose : Computes color of specified ray
+// purpose : Computes color along the given ray
// =======================================================================
+#ifndef PATH_TRACING
vec4 Radiance (in SRay theRay, in vec3 theInverse)
{
- vec3 aResult = vec3 (0.f);
- vec4 aWeight = vec4 (1.f);
-
- for (int aDepth = 0; aDepth < 5; ++aDepth)
+ vec3 aResult = vec3 (0.0f);
+ vec4 aWeight = vec4 (1.0f);
+
+ int aTrsfId;
+
+ float aRaytraceDepth = MAXFLOAT;
+
+ for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)
{
SIntersect aHit = SIntersect (MAXFLOAT, vec2 (ZERO), ZERO);
-
- ivec4 aTriIndex = SceneNearestHit (theRay, theInverse, aHit);
+
+ ivec4 aTriIndex = SceneNearestHit (theRay, theInverse, aHit, aTrsfId);
if (aTriIndex.x == -1)
{
- if (aWeight.w != 0.f)
- {
- return vec4 (aResult.x,
- aResult.y,
- aResult.z,
- aWeight.w);
- }
+ vec4 aColor = vec4 (0.0);
- if (bool(uEnvironmentEnable))
+ if (bool(uSphereMapForBack) || aWeight.w == 0.0f /* reflection */)
{
float aTime = IntersectSphere (theRay, uSceneRadius);
-
- aResult.xyz += aWeight.xyz * textureLod (uEnvironmentMapTexture,
- Latlong (theRay.Direct * aTime + theRay.Origin, uSceneRadius), 0.f).xyz;
+
+ aColor = FetchEnvironment (Latlong (
+ theRay.Direct * aTime + theRay.Origin, uSceneRadius));
+ }
+ else
+ {
+ aColor = BackgroundColor();
}
-
- return vec4 (aResult.x,
- aResult.y,
- aResult.z,
- aWeight.w);
+
+ aResult += aWeight.xyz * aColor.xyz; aWeight.w *= aColor.w;
+
+ break; // terminate path
}
-
- vec3 aPoint = theRay.Direct * aHit.Time + theRay.Origin;
-
- vec3 aAmbient = vec3 (texelFetch (
- uRaytraceMaterialTexture, MATERIAL_AMBN (aTriIndex.w)));
- vec3 aDiffuse = vec3 (texelFetch (
- uRaytraceMaterialTexture, MATERIAL_DIFF (aTriIndex.w)));
- vec4 aSpecular = vec4 (texelFetch (
- uRaytraceMaterialTexture, MATERIAL_SPEC (aTriIndex.w)));
- vec2 aOpacity = vec2 (texelFetch (
- uRaytraceMaterialTexture, MATERIAL_TRAN (aTriIndex.w)));
-
+
+ vec3 aInvTransf0 = texelFetch (uSceneTransformTexture, aTrsfId + 0).xyz;
+ vec3 aInvTransf1 = texelFetch (uSceneTransformTexture, aTrsfId + 1).xyz;
+ vec3 aInvTransf2 = texelFetch (uSceneTransformTexture, aTrsfId + 2).xyz;
+
+ aHit.Normal = normalize (vec3 (dot (aInvTransf0, aHit.Normal),
+ dot (aInvTransf1, aHit.Normal),
+ dot (aInvTransf2, aHit.Normal)));
+
+ theRay.Origin += theRay.Direct * aHit.Time; // intersection point
+
+ // Evaluate depth on first hit
+ if (aDepth == 0)
+ {
+ // 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);
+
+ // Hit point in NDC-space [-1,1] (the polygon offset is applied in the world space)
+ vec4 aNDCPoint = uViewMat * vec4 (theRay.Origin + theRay.Direct * aPolygonOffset, 1.f);
+
+ aRaytraceDepth = (aNDCPoint.z / aNDCPoint.w) * 0.5f + 0.5f;
+ }
+
vec3 aNormal = SmoothNormal (aHit.UV, aTriIndex);
-
- aHit.Normal = normalize (aHit.Normal);
-
+
+ aNormal = normalize (vec3 (dot (aInvTransf0, aNormal),
+ dot (aInvTransf1, aNormal),
+ dot (aInvTransf2, aNormal)));
+
+ vec3 aAmbient = texelFetch (
+ uRaytraceMaterialTexture, MATERIAL_AMBN (aTriIndex.w)).rgb;
+ vec4 aDiffuse = texelFetch (
+ uRaytraceMaterialTexture, MATERIAL_DIFF (aTriIndex.w));
+ vec4 aSpecular = texelFetch (
+ uRaytraceMaterialTexture, MATERIAL_SPEC (aTriIndex.w));
+ vec4 aOpacity = texelFetch (
+ uRaytraceMaterialTexture, MATERIAL_TRAN (aTriIndex.w));
+
+#ifdef USE_TEXTURES
+ if (aDiffuse.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(aDiffuse.w)]), aTexCoord.st, 0.f).rgb;
+
+ aDiffuse.rgb *= aTexColor;
+ aAmbient.rgb *= aTexColor;
+ }
+#endif
+
+ vec3 aEmission = texelFetch (
+ uRaytraceMaterialTexture, MATERIAL_EMIS (aTriIndex.w)).rgb;
+
+ float aGeomFactor = dot (aNormal, theRay.Direct);
+
+ aResult.xyz += aWeight.xyz * aOpacity.x * (
+ uGlobalAmbient.xyz * aAmbient * max (abs (aGeomFactor), 0.5f) + aEmission);
+
+ vec3 aSidedNormal = mix (aNormal, -aNormal, step (0.0f, aGeomFactor));
+
for (int aLightIdx = 0; aLightIdx < uLightCount; ++aLightIdx)
{
vec4 aLight = texelFetch (
uRaytraceLightSrcTexture, LIGHT_POS (aLightIdx));
-
+
float aDistance = MAXFLOAT;
-
- if (aLight.w != 0.f) // point light source
- {
- aDistance = length (aLight.xyz -= aPoint);
-
- aLight.xyz *= 1.f / aDistance;
- }
- SRay aShadow = SRay (aPoint + aLight.xyz * uSceneEpsilon, aLight.xyz);
-
- aShadow.Origin += aHit.Normal * uSceneEpsilon *
- (dot (aHit.Normal, aLight.xyz) >= 0.f ? 1.f : -1.f);
-
- float aVisibility = 1.f;
-
- if (bool(uShadowsEnable))
+ if (aLight.w != 0.0f) // point light source
{
- vec3 aInverse = 1.f / max (abs (aLight.xyz), SMALL);
-
- aInverse.x = aLight.x < 0.f ? -aInverse.x : aInverse.x;
- aInverse.y = aLight.y < 0.f ? -aInverse.y : aInverse.y;
- aInverse.z = aLight.z < 0.f ? -aInverse.z : aInverse.z;
-
- aVisibility = SceneAnyHit (aShadow, aInverse, aDistance);
+ aDistance = length (aLight.xyz -= theRay.Origin);
+
+ aLight.xyz *= 1.0f / aDistance;
}
-
- if (aVisibility > 0.f)
+
+ float aLdotN = dot (aLight.xyz, aSidedNormal);
+
+ if (aLdotN > 0.0f) // first check if light source is important
{
- vec3 aIntensity = vec3 (texelFetch (
- uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx)));
-
- float aLdotN = dot (aShadow.Direct, aNormal);
-
- if (aOpacity.y > 0.f) // force two-sided lighting
- aLdotN = abs (aLdotN); // for transparent surfaces
-
- if (aLdotN > 0.f)
+ float aVisibility = 1.0f;
+
+ if (bool(uShadowsEnabled))
{
- float aRdotV = dot (reflect (aShadow.Direct, aNormal), theRay.Direct);
-
- aResult.xyz += aWeight.xyz * aOpacity.x * aIntensity *
- (aDiffuse * aLdotN + aSpecular.xyz * pow (max (0.f, aRdotV), aSpecular.w));
+ SRay aShadow = SRay (theRay.Origin, aLight.xyz);
+
+ aShadow.Origin += uSceneEpsilon * (aLight.xyz +
+ mix (-aHit.Normal, aHit.Normal, step (0.0f, dot (aHit.Normal, aLight.xyz))));
+
+ vec3 aInverse = 1.0f / max (abs (aLight.xyz), SMALL);
+
+ aVisibility = SceneAnyHit (
+ aShadow, mix (-aInverse, aInverse, step (ZERO, aLight.xyz)), aDistance);
+ }
+
+ if (aVisibility > 0.0f)
+ {
+ vec3 aIntensity = vec3 (texelFetch (
+ uRaytraceLightSrcTexture, LIGHT_PWR (aLightIdx)));
+
+ float aRdotV = dot (reflect (aLight.xyz, aSidedNormal), theRay.Direct);
+
+ aResult.xyz += aWeight.xyz * (aOpacity.x * aVisibility) * aIntensity *
+ (aDiffuse.xyz * aLdotN + aSpecular.xyz * pow (max (0.f, aRdotV), aSpecular.w));
}
}
}
-
- aResult.xyz += aWeight.xyz * uGlobalAmbient.xyz *
- aAmbient * aOpacity.x * max (abs (dot (aNormal, theRay.Direct)), 0.5f);
-
- if (aOpacity.x != 1.f)
+
+ if (aOpacity.x != 1.0f)
{
aWeight *= aOpacity.y;
+
+ if (aOpacity.z != 1.0f)
+ {
+ theRay.Direct = Refract (theRay.Direct, aNormal, aOpacity.z, aOpacity.w);
+ }
}
else
{
- aWeight *= bool(uReflectionsEnable) ?
- texelFetch (uRaytraceMaterialTexture, MATERIAL_REFL (aTriIndex.w)) : vec4 (0.f);
-
- theRay.Direct = reflect (theRay.Direct, aNormal);
-
- if (dot (theRay.Direct, aHit.Normal) < 0.f)
+ aWeight *= bool(uReflectEnabled) ?
+ texelFetch (uRaytraceMaterialTexture, MATERIAL_REFL (aTriIndex.w)) : vec4 (0.0f);
+
+ vec3 aReflect = reflect (theRay.Direct, aNormal);
+
+ if (dot (aReflect, aHit.Normal) * dot (theRay.Direct, aHit.Normal) > 0.0f)
{
- theRay.Direct = reflect (theRay.Direct, aHit.Normal);
+ aReflect = reflect (theRay.Direct, aHit.Normal);
}
- theInverse = 1.0 / max (abs (theRay.Direct), SMALL);
-
- theInverse.x = theRay.Direct.x < 0.0 ? -theInverse.x : theInverse.x;
- theInverse.y = theRay.Direct.y < 0.0 ? -theInverse.y : theInverse.y;
- theInverse.z = theRay.Direct.z < 0.0 ? -theInverse.z : theInverse.z;
-
- aPoint += aHit.Normal * (dot (aHit.Normal, theRay.Direct) >= 0.f ? uSceneEpsilon : -uSceneEpsilon);
+ theRay.Direct = aReflect;
}
-
+
if (all (lessThanEqual (aWeight.xyz, THRESHOLD)))
{
- return vec4 (aResult.x,
- aResult.y,
- aResult.z,
- aWeight.w);
+ aDepth = INVALID_BOUNCES;
}
-
- theRay.Origin = theRay.Direct * uSceneEpsilon + aPoint;
+ else if (aOpacity.x == 1.0f || aOpacity.z != 1.0f) // if no simple transparency
+ {
+ theRay.Origin += aHit.Normal * mix (
+ -uSceneEpsilon, uSceneEpsilon, step (0.0f, dot (aHit.Normal, theRay.Direct)));
+
+ theInverse = 1.0f / max (abs (theRay.Direct), SMALL);
+
+ theInverse = mix (-theInverse, theInverse, step (ZERO, theRay.Direct));
+ }
+
+ theRay.Origin += theRay.Direct * uSceneEpsilon;
}
+ gl_FragDepth = aRaytraceDepth;
+
return vec4 (aResult.x,
aResult.y,
aResult.z,
aWeight.w);
}
+#endif