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path_tracer.h
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path_tracer.h
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/*
Copyright (C) 2018 Christoph Schied
Copyright (C) 2019, NVIDIA CORPORATION. All rights reserved.
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
// ========================================================================== //
This file contains declarations used by all path tracer shaders, including
rgen and all the hit shaders.
General notes about the Q2RTX path tracer.
The path tracer is separated into 4 stages for performance reasons:
1. `primary_rays.rgen` - responsible for shooting primary rays from the
camera. It can work with different projections, see `projection.glsl` for
more information. The primary rays stage will find the primary visible
surface or test the visibility of a gradient sample. For the visible
surface, it will compute motion vectors and texture gradients.
This stage will also collect transparent objects such as sprites and
particles between the camera and the primary surface, and store them in
the transparency channel. Surface information is stored as a visibility
buffer, which is enough to reconstruct the position and material parameters
of the surface in a later shader stage.
The primary rays stage can potentially be replaced with a rasterization
pass, but that pass would have to process checkerboarding and per-pixel
offsets for temporal AA using programmable sample positions. Also, a
rasterization pass will not be able to handle custom projections like
the cylindrical projection.
2. `reflect_refract.rgen` - shoots a single reflection or refraction ray
per pixel if the G-buffer surface is a special material like water, glass,
mirror, or a security camera. The surface found with this ray replaces the
surface that was in the G-buffer originally. This shaded is executed a
number of times to support recursive reflections, and that number is
specified with the `pt_reflect_refract` cvar.
To support surfaces that need more than just a reflection, the frame is
separated into two checkerboard fields that can follow different paths:
for example, reflection in one field and refraction in another. Most of
that logic is implemented in the shader for stage (2). For additional
information about the checkerboard rendering approach, see the comments
in `checkerboard_interleave.comp`.
Between stages (1) and (2), and also between the first and second
iterations of stage (2), the volumetric lighting tracing shader is
executed, `god_rays.comp`. That shader accumulates the inscatter through
the media (air, glass or water) along the primary or reflection ray
and accumulates that inscatter.
3. `direct_lighting.rgen` - computes direct lighting from local polygonal and
sphere lights and sun light for the surface stored in the G-buffer.
4. `indirect_lighting.rgen` - takes the opaque surface from the G-buffer,
as produced by stages (1-2) or previous iteration of stage (4). From that
surface, it traces a single bounce ray - either diffuse or specular,
depending on whether it's the first or second bounce (second bounce
doesn't do specular) and depending on material roughness and incident
ray direction. For the surface hit by the bounce ray, this stage will
compute direct lighting in the same way as stage (3) does, including
local lights and sun light.
Stage (4) can be invoked multiple times, currently that number is limited
to 2. First invocation computes the first lighting bounce and replaces
the surface parameters in the G-buffer with the surface hit by the bounce
ray. Second invocation computes the second lighting bounce.
Second bounce does not include local lights because they are very
expensive, yet their contribution from the second bounce is barely
noticeable, if at all.
Also note that "local lights" in this path tracer includes skybox triangles in
some cases. Generally, if there is an area with a relatively small opening
that exposes the sky, that opening will be marked as an analytic local light.
Quake 2 geometry includes these skyboxes that are often placed right where
we would need a portal light. But in many cases, they are also big and complex
meshes that enclose large outdoor areas, and we don't want to create analytic
light from those. So specific places in the game where portal lights make sense
are marked in the "sky_clusters.txt" file in the game directory. Same conversion
is applied for lava geometry in many places in the game, and is guided by
the same file.
Converting skyboxes to local lights provides two benefits:
- Reducing noise that comes from small openings. For example, if there is a
room with a window, and that window is visible as a 0.3 steradian opening
from a wall on the other side (which corresponds to a roughly 36 degree
cone), that window covers only 5% of the hemisphere above the surface,
so the probability of a diffuse bounce ray of hitting that window is also
about 5%. If we place a portal light, and there are no other lights in the
room, that probability becomes 100%.
- Adding a free bounce of sky light. Without portal lights, the first bounce
stage will compute direct lighting from the sky, and the second bounce
stage will compute bounce lighting from the sky. With portal lights, the
direct lighting stage will compute direct sky lighting, and the first
bounce stage will compute bounce lighting. For this reason, you might
notice that some areas lose sky lighting when you disable all bounce passes,
and some do not.
// ========================================================================== //
*/
#ifndef PATH_TRACER_H_
#define PATH_TRACER_H_
#ifdef KHR_RAY_QUERY
#extension GL_EXT_ray_query : enable
#define rt_LaunchID gl_GlobalInvocationID
#else
#define rt_LaunchID gl_LaunchIDEXT
#endif
#extension GL_EXT_ray_tracing : require
#extension GL_ARB_separate_shader_objects : enable
#extension GL_EXT_nonuniform_qualifier : enable
#define gl_RayFlagsSkipProceduralPrimitives 0x200 // not defined in GLSL
#define INSTANCE_DYNAMIC_FLAG (1u << 31)
#define INSTANCE_SKY_FLAG (1u << 30)
#define PRIM_ID_MASK (~(INSTANCE_DYNAMIC_FLAG | INSTANCE_SKY_FLAG))
#define GLOBAL_UBO_DESC_SET_IDX 1
#include "global_ubo.h"
layout (push_constant) uniform push_constant_block {
int gpu_index;
int bounce_index;
} push_constants;
struct RayPayloadGeometry {
vec2 barycentric;
uint instance_prim;
float hit_distance;
};
struct RayPayloadEffects {
uvec2 transparency; // half4x16
uint distances; // half2x16 - min and max
uvec4 fog1; // half8x16: .xy = color.rgba; .z = t_min, t_max; .w = density: a and b for (a*t + b)
uvec4 fog2; // same as fog1 but for a fog volume further away
};
struct HitAttributeBeam {
uint fade_and_thickness; // half2x16
};
#endif // PATH_TRACER_H_
// vim: shiftwidth=4 noexpandtab tabstop=4 cindent