#ifdef _MSC_VER #define PATH_TRACING // just for editing in MS VS #define in #define out #define inout typedef struct { float x; float y; } vec2; typedef struct { float x; float y; float z; } vec3; typedef struct { float x; float y; float z; float w; } vec4; #endif #ifdef PATH_TRACING /////////////////////////////////////////////////////////////////////////////////////// // Specific data types //! Describes local space at the hit point (visualization space). struct SLocalSpace { //! Local X axis. vec3 AxisX; //! Local Y axis. vec3 AxisY; //! Local Z axis. vec3 AxisZ; }; //! Describes material properties (BSDF). struct SBSDF { //! Weight of coat specular/glossy BRDF. vec4 Kc; //! Weight of base diffuse BRDF + base color texture index in W. vec4 Kd; //! Weight of base specular/glossy BRDF. vec4 Ks; //! Weight of base specular/glossy BTDF + metallic-roughness texture index in W. vec4 Kt; //! Fresnel coefficients of coat layer. vec3 FresnelCoat; //! Fresnel coefficients of base layer + normal map texture index in W. vec4 FresnelBase; }; /////////////////////////////////////////////////////////////////////////////////////// // Support subroutines //======================================================================= // function : buildLocalSpace // purpose : Generates local space for the given normal //======================================================================= SLocalSpace buildLocalSpace (in vec3 theNormal) { vec3 anAxisX = vec3 (theNormal.z, 0.f, -theNormal.x); vec3 anAxisY = vec3 (0.f, -theNormal.z, theNormal.y); float aSqrLenX = dot (anAxisX, anAxisX); float aSqrLenY = dot (anAxisY, anAxisY); if (aSqrLenX > aSqrLenY) { anAxisX *= inversesqrt (aSqrLenX); anAxisY = cross (anAxisX, theNormal); } else { anAxisY *= inversesqrt (aSqrLenY); anAxisX = cross (anAxisY, theNormal); } return SLocalSpace (anAxisX, anAxisY, theNormal); } //======================================================================= // function : toLocalSpace // purpose : Transforms the vector to local space from world space //======================================================================= vec3 toLocalSpace (in vec3 theVector, in SLocalSpace theSpace) { return vec3 (dot (theVector, theSpace.AxisX), dot (theVector, theSpace.AxisY), dot (theVector, theSpace.AxisZ)); } //======================================================================= // function : fromLocalSpace // purpose : Transforms the vector from local space to world space //======================================================================= vec3 fromLocalSpace (in vec3 theVector, in SLocalSpace theSpace) { return theVector.x * theSpace.AxisX + theVector.y * theSpace.AxisY + theVector.z * theSpace.AxisZ; } //======================================================================= // function : convolve // purpose : Performs a linear convolution of the vector components //======================================================================= float convolve (in vec3 theVector, in vec3 theFactor) { return dot (theVector, theFactor) * (1.f / max (theFactor.x + theFactor.y + theFactor.z, 1e-15f)); } //======================================================================= // function : fresnelSchlick // purpose : Computes the Fresnel reflection formula using // Schlick's approximation. //======================================================================= vec3 fresnelSchlick (in float theCosI, in vec3 theSpecularColor) { return theSpecularColor + (UNIT - theSpecularColor) * pow (1.f - theCosI, 5.f); } //======================================================================= // function : fresnelDielectric // purpose : Computes the Fresnel reflection formula for dielectric in // case of circularly polarized light (Based on PBRT code). //======================================================================= float fresnelDielectric (in float theCosI, in float theCosT, in float theEtaI, in float theEtaT) { float aParl = (theEtaT * theCosI - theEtaI * theCosT) / (theEtaT * theCosI + theEtaI * theCosT); float aPerp = (theEtaI * theCosI - theEtaT * theCosT) / (theEtaI * theCosI + theEtaT * theCosT); return (aParl * aParl + aPerp * aPerp) * 0.5f; } #define ENVIRONMENT_IOR 1.f //======================================================================= // function : fresnelDielectric // purpose : Computes the Fresnel reflection formula for dielectric in // case of circularly polarized light (based on PBRT code) //======================================================================= float fresnelDielectric (in float theCosI, in float theIndex) { float aFresnel = 1.f; float anEtaI = theCosI > 0.f ? 1.f : theIndex; float anEtaT = theCosI > 0.f ? theIndex : 1.f; float aSinT2 = (anEtaI * anEtaI) / (anEtaT * anEtaT) * (1.f - theCosI * theCosI); if (aSinT2 < 1.f) { aFresnel = fresnelDielectric (abs (theCosI), sqrt (1.f - aSinT2), anEtaI, anEtaT); } return aFresnel; } //======================================================================= // function : fresnelConductor // purpose : Computes the Fresnel reflection formula for conductor in case // of circularly polarized light (based on PBRT source code) //======================================================================= float fresnelConductor (in float theCosI, in float theEta, in float theK) { float aTmp = 2.f * theEta * theCosI; float aTmp1 = theEta * theEta + theK * theK; float aSPerp = (aTmp1 - aTmp + theCosI * theCosI) / (aTmp1 + aTmp + theCosI * theCosI); float aTmp2 = aTmp1 * theCosI * theCosI; float aSParl = (aTmp2 - aTmp + 1.f) / (aTmp2 + aTmp + 1.f); return (aSPerp + aSParl) * 0.5f; } #define FRESNEL_SCHLICK -0.5f #define FRESNEL_CONSTANT -1.5f #define FRESNEL_CONDUCTOR -2.5f #define FRESNEL_DIELECTRIC -3.5f //======================================================================= // function : fresnelMedia // purpose : Computes the Fresnel reflection formula for general medium // in case of circularly polarized light. //======================================================================= vec3 fresnelMedia (in float theCosI, in vec3 theFresnel) { vec3 aFresnel; if (theFresnel.x > FRESNEL_SCHLICK) { aFresnel = fresnelSchlick (abs (theCosI), theFresnel); } else if (theFresnel.x > FRESNEL_CONSTANT) { aFresnel = vec3 (theFresnel.z); } else if (theFresnel.x > FRESNEL_CONDUCTOR) { aFresnel = vec3 (fresnelConductor (abs (theCosI), theFresnel.y, theFresnel.z)); } else { aFresnel = vec3 (fresnelDielectric (theCosI, theFresnel.y)); } return aFresnel; } //======================================================================= // function : transmitted // purpose : Computes transmitted direction in tangent space // (in case of TIR returned result is undefined!) //======================================================================= void transmitted (in float theIndex, in vec3 theIncident, out vec3 theTransmit) { // Compute relative index of refraction float anEta = (theIncident.z > 0.f) ? 1.f / theIndex : theIndex; // Handle total internal reflection (TIR) float aSinT2 = anEta * anEta * (1.f - theIncident.z * theIncident.z); // Compute direction of transmitted ray float aCosT = sqrt (1.f - min (aSinT2, 1.f)) * sign (-theIncident.z); theTransmit = normalize (vec3 (-anEta * theIncident.x, -anEta * theIncident.y, aCosT)); } ////////////////////////////////////////////////////////////////////////////////////////////// // Handlers and samplers for materials ////////////////////////////////////////////////////////////////////////////////////////////// //======================================================================= // function : EvalLambertianReflection // purpose : Evaluates Lambertian BRDF, with cos(N, PSI) //======================================================================= float EvalLambertianReflection (in vec3 theWi, in vec3 theWo) { return (theWi.z <= 0.f || theWo.z <= 0.f) ? 0.f : theWi.z * (1.f / M_PI); } #define FLT_EPSILON 1.0e-5f //======================================================================= // function : SmithG1 // purpose : //======================================================================= float SmithG1 (in vec3 theDirection, in vec3 theM, in float theRoughness) { float aResult = 0.f; if (dot (theDirection, theM) * theDirection.z > 0.f) { float aTanThetaM = sqrt (1.f - theDirection.z * theDirection.z) / theDirection.z; if (aTanThetaM == 0.f) { aResult = 1.f; } else { float aVal = 1.f / (theRoughness * aTanThetaM); // Use rational approximation to shadowing-masking function (from Mitsuba) aResult = (3.535f + 2.181f * aVal) / (1.f / aVal + 2.276f + 2.577f * aVal); } } return min (aResult, 1.f); } //======================================================================= // function : EvalBlinnReflection // purpose : Evaluates Blinn glossy BRDF, with cos(N, PSI) //======================================================================= vec3 EvalBlinnReflection (in vec3 theWi, in vec3 theWo, in vec3 theFresnel, in float theRoughness) { // calculate the reflection half-vec vec3 aH = normalize (theWi + theWo); // roughness value -> Blinn exponent float aPower = max (2.f / (theRoughness * theRoughness) - 2.f, 0.f); // calculate microfacet distribution float aD = (aPower + 2.f) * (1.f / M_2_PI) * pow (aH.z, aPower); // calculate shadow-masking function float aG = SmithG1 (theWo, aH, theRoughness) * SmithG1 (theWi, aH, theRoughness); // return total amount of reflection return (theWi.z <= 0.f || theWo.z <= 0.f) ? ZERO : aD * aG / (4.f * theWo.z) * fresnelMedia (dot (theWo, aH), theFresnel); } //======================================================================= // function : EvalBsdfLayered // purpose : Evaluates BSDF for specified material, with cos(N, PSI) //======================================================================= vec3 EvalBsdfLayered (in SBSDF theBSDF, in vec3 theWi, in vec3 theWo) { #ifdef TWO_SIDED_BXDF theWi.z *= sign (theWi.z); theWo.z *= sign (theWo.z); #endif vec3 aBxDF = theBSDF.Kd.rgb * EvalLambertianReflection (theWi, theWo); if (theBSDF.Ks.w > FLT_EPSILON) { aBxDF += theBSDF.Ks.rgb * EvalBlinnReflection (theWi, theWo, theBSDF.FresnelBase.rgb, theBSDF.Ks.w); } aBxDF *= UNIT - fresnelMedia (theWo.z, theBSDF.FresnelCoat); if (theBSDF.Kc.w > FLT_EPSILON) { aBxDF += theBSDF.Kc.rgb * EvalBlinnReflection (theWi, theWo, theBSDF.FresnelCoat, theBSDF.Kc.w); } return aBxDF; } //======================================================================= // function : SampleLambertianReflection // purpose : Samples Lambertian BRDF, W = BRDF * cos(N, PSI) / PDF(PSI) //======================================================================= vec3 SampleLambertianReflection (in vec3 theWo, out vec3 theWi, inout float thePDF) { float aKsi1 = RandFloat(); float aKsi2 = RandFloat(); theWi = vec3 (cos (M_2_PI * aKsi1), sin (M_2_PI * aKsi1), sqrt (1.f - aKsi2)); theWi.xy *= sqrt (aKsi2); #ifdef TWO_SIDED_BXDF theWi.z *= sign (theWo.z); #endif thePDF *= theWi.z * (1.f / M_PI); #ifdef TWO_SIDED_BXDF return UNIT; #else return UNIT * step (0.f, theWo.z); #endif } //======================================================================= // function : SampleGlossyBlinnReflection // purpose : Samples Blinn BRDF, W = BRDF * cos(N, PSI) / PDF(PSI) // The BRDF is a product of three main terms, D, G, and F, // which is then divided by two cosine terms. Here we perform // importance sample the D part of the Blinn model; trying to // develop a sampling procedure that accounted for all of the // terms would be complex, and it is the D term that accounts // for most of the variation. //======================================================================= vec3 SampleGlossyBlinnReflection (in vec3 theWo, out vec3 theWi, in vec3 theFresnel, in float theRoughness, inout float thePDF) { float aKsi1 = RandFloat(); float aKsi2 = RandFloat(); // roughness value --> Blinn exponent float aPower = max (2.f / (theRoughness * theRoughness) - 2.f, 0.f); // normal from microface distribution float aCosThetaM = pow (aKsi1, 1.f / (aPower + 2.f)); vec3 aM = vec3 (cos (M_2_PI * aKsi2), sin (M_2_PI * aKsi2), aCosThetaM); aM.xy *= sqrt (1.f - aCosThetaM * aCosThetaM); // calculate PDF of sampled direction thePDF *= (aPower + 2.f) * (1.f / M_2_PI) * pow (aCosThetaM, aPower + 1.f); #ifdef TWO_SIDED_BXDF bool toFlip = theWo.z < 0.f; if (toFlip) theWo.z = -theWo.z; #endif float aCosDelta = dot (theWo, aM); // pick input based on half direction theWi = -theWo + 2.f * aCosDelta * aM; if (theWi.z <= 0.f || theWo.z <= 0.f) { return ZERO; } // Jacobian of half-direction mapping thePDF /= 4.f * aCosDelta; // compute shadow-masking coefficient float aG = SmithG1 (theWo, aM, theRoughness) * SmithG1 (theWi, aM, theRoughness); #ifdef TWO_SIDED_BXDF if (toFlip) theWi.z = -theWi.z; #endif return (aG * aCosDelta) / (theWo.z * aM.z) * fresnelMedia (aCosDelta, theFresnel); } //======================================================================= // function : BsdfPdfLayered // purpose : Calculates BSDF of sampling input knowing output //======================================================================= float BsdfPdfLayered (in SBSDF theBSDF, in vec3 theWo, in vec3 theWi, in vec3 theWeight) { float aPDF = 0.f; // PDF of sampling input 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 reflectance term. For // reasons of simplicity we scale base BxDFs only by coat's // Fresnel transmittance 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); if (theWi.z * theWo.z > 0.f) { vec3 aH = normalize (theWi + theWo); aPDF = aPd * abs (theWi.z / M_PI); if (theBSDF.Kc.w > FLT_EPSILON) { float aPower = max (2.f / (theBSDF.Kc.w * theBSDF.Kc.w) - 2.f, 0.f); // roughness --> exponent aPDF += aPc * (aPower + 2.f) * (0.25f / M_2_PI) * pow (abs (aH.z), aPower + 1.f) / dot (theWi, aH); } if (theBSDF.Ks.w > FLT_EPSILON) { float aPower = max (2.f / (theBSDF.Ks.w * theBSDF.Ks.w) - 2.f, 0.f); // roughness --> exponent aPDF += aPs * (aPower + 2.f) * (0.25f / M_2_PI) * pow (abs (aH.z), aPower + 1.f) / dot (theWi, aH); } } return aPDF / (aPc + aPd + aPs + aPt); } //! Tool macro to handle sampling of particular BxDF #define PICK_BXDF_LAYER(p, k) aPDF = p / aTotalR; theWeight *= k / aPDF; //======================================================================= // function : SampleBsdfLayered // purpose : Samples specified composite material (BSDF) //======================================================================= float SampleBsdfLayered (in SBSDF theBSDF, in vec3 theWo, out vec3 theWi, inout vec3 theWeight, inout bool theInside) { // NOTE: OCCT uses two-layer material model. We have base diffuse, glossy, or transmissive // 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, 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 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