#version 460
#extension GL_NV_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include <light.h>
#include <rt-shdr-common.h>
vec4 homogenize(vec4 uh) { return uh / uh.w; }
#ifdef _RT_RAYGEN_
layout ( binding = BIND_UNI_FB, rgba8 ) uniform image2D fb_image;
layout ( location = 0 ) rayPayloadNV vec4 rp_color;
void
main()
{
const uvec2 pixel_p = gl_LaunchIDNV.xy;
vec2 inUV = ( pixel_p + vec2(0.5) ) / gl_LaunchSizeNV.xy;
inUV.y = 1 - inUV.y;
vec4 pixel_c = vec4( inUV * 2.0 - 1.0, 0, 1 );
vec4 pixel_g = homogenize( ut.object_from_clip * pixel_c );
vec4 eye_e = vec4(0,0,0,1);
vec4 eye_g = ut.object_from_eye * eye_e;
vec3 eye_to_pixel_g = pixel_g.xyz - eye_g.xyz;
uint rayFlags = gl_RayFlagsOpaqueNV;
uint cullMask = 0xff;
float tmin = 1;
float tmax = 10000.0;
rp_color = vec4(0);
traceNV
( topLevelAS, rayFlags, cullMask, 0 ,
0 ,
0 ,
eye_g.xyz, tmin, eye_to_pixel_g, tmax,
0
);
if ( rp_color.a == 0 ) return;
imageStore(fb_image, ivec2(gl_LaunchIDNV.xy), vec4(rp_color.rgb, 0.0));
}
#endif
#ifdef _RT_MISS_EYE_GEO_
layout ( location = 0 ) rayPayloadInNV vec4 rp_color;
void main(){}
#endif
#ifdef _RT_MISS_GEO_LIGHT_
layout ( location = 2 ) rayPayloadInNV bool rp_shadowed;
void main()
{
rp_shadowed = false;
}
#endif
#ifdef _RT_CLOSEST_HIT_
#extension GL_EXT_nonuniform_qualifier : enable
layout ( location = 0 ) rayPayloadInNV vec4 rp_color;
layout ( location = 2 ) rayPayloadNV bool rp_shadowed;
hitAttributeNV vec2 ha_bary_coor;
struct Lighted_Colors { vec3 primary, specular; };
Lighted_Colors generic_lighting_specular
(vec4 vertex_e, vec4 color, vec3 normal_er, uint shadow_vec, uint iidx);
vec3 generic_lighting
(vec4 v_e, vec4 color, vec3 n_er, uint shadow_vec, uint iidx)
{ return generic_lighting_specular(v_e,color,n_er,shadow_vec,iidx).primary; }
void
main()
{
const uint ii = gl_InstanceCustomIndexNV;
RT_Uni_Per_Instance upi = uni_per_instance_a[ii];
const bool do_lighting = bool( upi.in_usage & USAGE_BVEC_NORMAL );
const float this_depth = rp_color.a + 1;
const bool can_cast = this_depth < ray_recursion_max;
const bool can_refl = com.opt_mirror > 0 && this_depth < ray_recursion_max-1;
rp_color.a = this_depth;
uint i0, i1, i2;
if ( upi.grouping == RT_Geometry_Triangle_Strip )
{
int parity = ( gl_PrimitiveID & 1 ) == 1 ? 1 : -1;
i1 = gl_PrimitiveID + 1;
i0 = i1 + parity;
i2 = i1 - parity;
}
else if ( upi.grouping == RT_Geometry_Triangles )
{
i0 = 3 * gl_PrimitiveID;
i1 = i0 + 1;
i2 = i0 + 2;
}
else
{
i0 = idx[ii].idx[3 * gl_PrimitiveID];
i1 = idx[ii].idx[3 * gl_PrimitiveID + 1];
i2 = idx[ii].idx[3 * gl_PrimitiveID + 2];
}
const float b0 = 1.0 - ha_bary_coor.x - ha_bary_coor.y;
const float b1 = ha_bary_coor.x;
const float b2 = ha_bary_coor.y;
# define MIX(a) ( b0 * a[ii].a[i0] + b1 * a[ii].a[i1] + b2 * a[ii].a[i2] )
vec4 vertex_g =
vec4(gl_WorldRayOriginNV + gl_WorldRayDirectionNV * gl_HitTNV,1);
const bool per_vtx_color = bool( upi.in_usage & USAGE_BVEC_COLOR );
vec4 color_front, color_back;
if ( per_vtx_color )
{
color_back = color_front = MIX(color);
}
else
{
color_front = upi.color_front;
color_back = upi.color_back;
}
const bool front_facing = gl_HitKindNV == gl_HitKindFrontFacingTriangleEXT;
const vec4 color = front_facing ? color_front : color_back;
vec3 color_tex = color.rgb;
const vec3 normal_o = MIX(normal).xyz;
const vec3 normal_g = mat3(gl_ObjectToWorldNV) * normal_o;
Lighted_Colors lc;
const bool reflective = color.a < 0;
const bool do_reflection = can_refl && color.a < 0;
rp_shadowed = true;
if ( do_lighting )
{
uint shadow_vec = 0;
if ( bool(com.opt_shadows) && can_cast )
for ( int i = 0; i<cgl_MaxLights; i++ )
{
uint lv = 1 << i;
if ( ( lv & com.light_on_vec ) == 0 ) continue;
vec4 light_g = ut.object_from_eye * ul.cgl_LightSource[i].position;
vec3 vtx_to_light_g = light_g.xyz - vertex_g.xyz;
float dist_min = 0.001; float tmin = dist_min / length(vtx_to_light_g);
float tmax = 1.0;
rp_shadowed = true;
traceNV
( topLevelAS,
gl_RayFlagsTerminateOnFirstHitNV
| gl_RayFlagsOpaqueNV | gl_RayFlagsSkipClosestHitShaderNV,
0xfe, 0, 0, 1, vertex_g.xyz,
tmin, vtx_to_light_g, tmax, 2 );
shadow_vec |= rp_shadowed ? lv : 0;
}
vec3 normal_e = mat3(ut.eye_from_object) * normal_g;
vec4 vertex_e = ut.eye_from_object * vertex_g;
lc = generic_lighting_specular(vertex_e,color,normal_e,shadow_vec,ii);
}
else
{
lc.primary = color.rgb;
lc.specular = vec3(0);
}
bool use_texture =
bool( upi.in_usage & USAGE_BVEC_TCOOR )
&& bool( upi.in_usage & USAGE_BVEC_SAMPLER );
if ( use_texture )
{
vec2 texCoord = MIX(tcoor);
vec2 win_dim_px = gl_LaunchSizeNV.xy;
vec2 tex_dim_px = textureSize(textureSamplers[ii],0);
vec2 t0_t = tex_dim_px * tcoor[ii].tcoor[i0];
vec2 t1_t = tex_dim_px * tcoor[ii].tcoor[i1];
vec2 t2_t = tex_dim_px * tcoor[ii].tcoor[i2];
float dist_tex_01_t = distance(t0_t,t1_t);
float dist_tex_12_t = distance(t1_t,t2_t);
vec2 p0_c = homogenize( ut.clip_from_object * pos[ii].pos[i0] ).xy;
vec2 p1_c = homogenize( ut.clip_from_object * pos[ii].pos[i1] ).xy;
vec2 p2_c = homogenize( ut.clip_from_object * pos[ii].pos[i2] ).xy;
vec2 p0_p = 0.5 * win_dim_px * p0_c;
vec2 p1_p = 0.5 * win_dim_px * p1_c;
vec2 p2_p = 0.5 * win_dim_px * p2_c;
float dist_p_01_p = distance(p0_p,p1_p);
float dist_p_12_p = distance(p1_p,p2_p);
float scale = dist_p_01_p > dist_p_12_p
? dist_tex_01_t / dist_p_01_p : dist_tex_12_t / dist_p_12_p;
float lod = log2( scale );
vec3 texel = textureLod(textureSamplers[ii], texCoord, lod).xyz;
lc.primary *= texel;
color_tex *= texel;
}
vec3 c = lc.primary + lc.specular;
if ( do_reflection )
{
vec3 ray_gn = normalize(gl_WorldRayDirectionNV);
const vec3 normal_gn = normalize( normal_g );
float phase = dot( normal_gn, ray_gn );
vec3 ray_refl = ray_gn - 2 * phase * normal_gn;
float tmin = 0.001, tmax = 1000;
float blend_factor = -color.a;
rp_color.rgb = vec3(0);
traceNV
( topLevelAS, gl_RayFlagsOpaqueNV,
0xff,
0, 0, 0, vertex_g.xyz,
tmin, ray_refl, tmax, 0 );
rp_color.rgb = mix( c, color_tex * rp_color.rgb, blend_factor );
rp_color.a = this_depth;
}
else
{
rp_color.rgb = c;
}
}
Lighted_Colors
generic_lighting_specular
(vec4 vertex_e, vec4 color, vec3 normal_er, uint shade_vec, uint ii)
{
RT_Uni_Per_Instance upi = uni_per_instance_a[ii];
#ifdef LIGHTING_SPECULAR
const bool specular_lighting = upi.shininess_front != 0;
#else
const bool specular_lighting = false;
#endif
vec3 nspc_color = color.rgb * ul.cgl_LightModel.ambient.rgb;
vec3 spec_color = vec3(0);
vec3 n_ray_e = normalize(mat3(ut.eye_from_object) * gl_WorldRayDirectionNV);
vec3 v_vtx_eye_n = -n_ray_e;
float n_er_eye = dot(v_vtx_eye_n,normal_er);
vec3 normal_ef = n_er_eye < 0 ? -normal_er : normal_er;
vec3 normal_e = normalize(normal_ef);
for ( int i=0; i<cgl_MaxLights; i++ )
{
uint lv = 1 << i;
if ( ( lv & com.light_on_vec ) == 0 ) continue;
if ( ( lv & shade_vec ) != 0 ) continue;
vec4 light_pos = ul.cgl_LightSource[i].position;
vec3 v_vtx_light = light_pos.xyz - vertex_e.xyz;
float dist = length(v_vtx_light);
float dist_vl_inv = 1.0f / dist;
vec3 v_vtx_l_n = v_vtx_light * dist_vl_inv;
float d_n_vl = dot(normal_e, v_vtx_l_n);
float phase_light = max(0, d_n_vl );
vec3 ambient_light = ul.cgl_LightSource[i].ambient.rgb;
vec3 diffuse_light = ul.cgl_LightSource[i].diffuse.rgb;
float distsq = dist * dist;
float atten_inv =
ul.cgl_LightSource[i].constantAttenuation +
ul.cgl_LightSource[i].linearAttenuation * dist +
ul.cgl_LightSource[i].quadraticAttenuation * distsq;
vec3 lighted_color =
color.rgb
* ( ambient_light + phase_light * diffuse_light ) / atten_inv;
nspc_color += lighted_color;
if ( !specular_lighting || phase_light == 0 ) continue;
vec3 h = normalize( v_vtx_l_n + v_vtx_eye_n );
spec_color +=
pow(max(0.0,dot(normal_e,h)),upi.shininess_front)
* color.rgb * ul.cgl_LightSource[i].specular.rgb / atten_inv;
}
return Lighted_Colors(nspc_color,spec_color);
}
#endif