-
Notifications
You must be signed in to change notification settings - Fork 35
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
Showing
7 changed files
with
245 additions
and
338 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file was deleted.
Oops, something went wrong.
This file was deleted.
Oops, something went wrong.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,182 @@ | ||
//TODO: https://github.com/gfx-rs/wgpu/pull/5429 | ||
const RAY_FLAG_CULL_NO_OPAQUE: u32 = 0x80u; | ||
|
||
// Has to match the host! | ||
struct Vertex { | ||
pos: vec3<f32>, | ||
bitangent_sign: f32, | ||
tex_coords: vec2<f32>, | ||
normal: u32, | ||
tangent: u32, | ||
} | ||
struct VertexBuffer { | ||
data: array<Vertex>, | ||
} | ||
struct IndexBuffer { | ||
data: array<u32>, | ||
} | ||
var<storage, read> vertex_buffers: binding_array<VertexBuffer>; | ||
var<storage, read> index_buffers: binding_array<IndexBuffer>; | ||
var textures: binding_array<texture_2d<f32>>; | ||
|
||
struct HitEntry { | ||
index_buf: u32, | ||
vertex_buf: u32, | ||
winding: f32, | ||
// packed quaternion | ||
geometry_to_world_rotation: u32, | ||
geometry_to_object: mat4x3<f32>, | ||
prev_object_to_world: mat4x3<f32>, | ||
base_color_texture: u32, | ||
// packed color factor | ||
base_color_factor: u32, | ||
normal_texture: u32, | ||
} | ||
var<storage, read> hit_entries: array<HitEntry>; | ||
|
||
fn decode_normal(raw: u32) -> vec3<f32> { | ||
return unpack4x8snorm(raw).xyz; | ||
} | ||
|
||
fn debug_raw_normal(pos: vec3<f32>, normal_raw: u32, rotation: vec4<f32>, debug_len: f32, color: u32) { | ||
let nw = normalize(qrot(rotation, decode_normal(normal_raw))); | ||
debug_line(pos, pos + debug_len * nw, color); | ||
} | ||
|
||
struct RichSurface { | ||
inner: Surface, | ||
position: vec3<f32>, | ||
albedo: vec3<f32>, | ||
motion: vec2<f32>, | ||
} | ||
|
||
fn fetch_geometry(pixel_coord: vec2<i32>, enable_debug: bool, is_primary: bool) -> RichSurface { | ||
var rq: ray_query; | ||
let ray_dir = get_ray_direction(camera, pixel_coord); | ||
rayQueryInitialize(&rq, acc_struct, RayDesc(RAY_FLAG_CULL_NO_OPAQUE, 0xFFu, 0.0, camera.depth, camera.position, ray_dir)); | ||
rayQueryProceed(&rq); | ||
let intersection = rayQueryGetCommittedIntersection(&rq); | ||
|
||
var rs = RichSurface(); | ||
rs.albedo = vec3<f32>(1.0); | ||
|
||
if (intersection.kind == RAY_QUERY_INTERSECTION_NONE) { | ||
if (enable_debug) { | ||
debug_buf.entry = DebugEntry(); | ||
} | ||
return rs; | ||
} | ||
|
||
let entry = hit_entries[intersection.instance_custom_index + intersection.geometry_index]; | ||
|
||
var indices = intersection.primitive_index * 3u + vec3<u32>(0u, 1u, 2u); | ||
if (entry.index_buf != ~0u) { | ||
let iptr = &index_buffers[entry.index_buf].data; | ||
indices = vec3<u32>((*iptr)[indices.x], (*iptr)[indices.y], (*iptr)[indices.z]); | ||
} | ||
|
||
let vptr = &vertex_buffers[entry.vertex_buf].data; | ||
let vertices = array<Vertex, 3>( | ||
(*vptr)[indices.x], | ||
(*vptr)[indices.y], | ||
(*vptr)[indices.z], | ||
); | ||
|
||
let positions_object = entry.geometry_to_object * mat3x4( | ||
vec4<f32>(vertices[0].pos, 1.0), vec4<f32>(vertices[1].pos, 1.0), vec4<f32>(vertices[2].pos, 1.0) | ||
); | ||
let positions = intersection.object_to_world * mat3x4( | ||
vec4<f32>(positions_object[0], 1.0), vec4<f32>(positions_object[1], 1.0), vec4<f32>(positions_object[2], 1.0) | ||
); | ||
let flat_normal = entry.winding * normalize(cross(positions[1].xyz - positions[0].xyz, positions[2].xyz - positions[0].xyz)); | ||
|
||
let barycentrics = vec3<f32>(1.0 - intersection.barycentrics.x - intersection.barycentrics.y, intersection.barycentrics); | ||
let position_object = vec4<f32>(positions_object * barycentrics, 1.0); | ||
let tex_coords = mat3x2(vertices[0].tex_coords, vertices[1].tex_coords, vertices[2].tex_coords) * barycentrics; | ||
let normal_geo = normalize(mat3x3(decode_normal(vertices[0].normal), decode_normal(vertices[1].normal), decode_normal(vertices[2].normal)) * barycentrics); | ||
let tangent_geo = normalize(mat3x3(decode_normal(vertices[0].tangent), decode_normal(vertices[1].tangent), decode_normal(vertices[2].tangent)) * barycentrics); | ||
let bitangent_geo = normalize(cross(normal_geo, tangent_geo)) * vertices[0].bitangent_sign; | ||
|
||
let lod = 0.0; //TODO: this is actually complicated | ||
|
||
let geo_to_world_rot = normalize(unpack4x8snorm(entry.geometry_to_world_rotation)); | ||
let tangent_space_geo = mat3x3(tangent_geo, bitangent_geo, normal_geo); | ||
var normal_local: vec3<f32>; | ||
if ((debug.texture_flags & DebugTextureFlags_NORMAL) != 0u) { | ||
normal_local = vec3<f32>(0.0, 0.0, 1.0); // ignore normal map | ||
} else { | ||
let n_xy = textureSampleLevel(textures[entry.normal_texture], sampler_linear, tex_coords, lod).xy; | ||
normal_local = vec3<f32>(n_xy, sqrt(max(0.0, 1.0 - dot(n_xy.xy, n_xy.xy)))); | ||
} | ||
let normal = qrot(geo_to_world_rot, tangent_space_geo * normal_local); | ||
let basis = shortest_arc_quat(vec3<f32>(0.0, 0.0, 1.0), normalize(normal)); | ||
|
||
let hit_position = camera.position + intersection.t * ray_dir; | ||
if (enable_debug && is_primary) { | ||
debug_buf.entry.custom_index = intersection.instance_custom_index; | ||
debug_buf.entry.depth = intersection.t; | ||
debug_buf.entry.tex_coords = tex_coords; | ||
debug_buf.entry.base_color_texture = entry.base_color_texture; | ||
debug_buf.entry.normal_texture = entry.normal_texture; | ||
debug_buf.entry.position = hit_position; | ||
debug_buf.entry.flat_normal = flat_normal; | ||
} | ||
if (enable_debug && (debug.draw_flags & DebugDrawFlags_SPACE) != 0u) { | ||
let normal_len = 0.15 * intersection.t; | ||
let side = 0.05 * intersection.t; | ||
debug_line(hit_position, hit_position + normal_len * qrot(geo_to_world_rot, normal_geo), 0xFFFFFFu); | ||
debug_line(hit_position - side * tangent_geo, hit_position + side * tangent_geo, 0x808080u); | ||
debug_line(hit_position - side * bitangent_geo, hit_position + side * bitangent_geo, 0x808080u); | ||
} | ||
if (enable_debug && (debug.draw_flags & DebugDrawFlags_GEOMETRY) != 0u) { | ||
let debug_len = intersection.t * 0.2; | ||
debug_line(positions[0].xyz, positions[1].xyz, 0x00FFFFu); | ||
debug_line(positions[1].xyz, positions[2].xyz, 0x00FFFFu); | ||
debug_line(positions[2].xyz, positions[0].xyz, 0x00FFFFu); | ||
let poly_center = (positions[0].xyz + positions[1].xyz + positions[2].xyz) / 3.0; | ||
debug_line(poly_center, poly_center + 0.2 * debug_len * flat_normal, 0xFF00FFu); | ||
// note: dynamic indexing into positions isn't allowed by WGSL yet | ||
debug_raw_normal(positions[0].xyz, vertices[0].normal, geo_to_world_rot, 0.5*debug_len, 0xFFFF00u); | ||
debug_raw_normal(positions[1].xyz, vertices[1].normal, geo_to_world_rot, 0.5*debug_len, 0xFFFF00u); | ||
debug_raw_normal(positions[2].xyz, vertices[2].normal, geo_to_world_rot, 0.5*debug_len, 0xFFFF00u); | ||
// draw tangent space | ||
debug_line(hit_position, hit_position + debug_len * qrot(basis, vec3<f32>(1.0, 0.0, 0.0)), 0x0000FFu); | ||
debug_line(hit_position, hit_position + debug_len * qrot(basis, vec3<f32>(0.0, 1.0, 0.0)), 0x00FF00u); | ||
debug_line(hit_position, hit_position + debug_len * qrot(basis, vec3<f32>(0.0, 0.0, 1.0)), 0xFF0000u); | ||
} | ||
|
||
rs.albedo = unpack4x8unorm(entry.base_color_factor).xyz; | ||
if ((debug.texture_flags & DebugTextureFlags_ALBEDO) == 0u) { | ||
let base_color_sample = textureSampleLevel(textures[entry.base_color_texture], sampler_linear, tex_coords, lod); | ||
rs.albedo *= base_color_sample.xyz; | ||
} | ||
|
||
if (is_primary) { | ||
if (debug.view_mode == DebugMode_Depth) { | ||
textureStore(out_debug, pixel_coord, vec4<f32>(intersection.t / camera.depth)); | ||
} | ||
if (debug.view_mode == DebugMode_Normal) { | ||
textureStore(out_debug, pixel_coord, vec4<f32>(normal, 0.0)); | ||
} | ||
if (debug.view_mode == DebugMode_HitConsistency) { | ||
let reprojected = get_projected_pixel(camera, hit_position); | ||
let barycentrics_pos_diff = (intersection.object_to_world * position_object).xyz - hit_position; | ||
let camera_projection_diff = vec2<f32>(pixel_coord - reprojected); | ||
let consistency = vec4<f32>(length(barycentrics_pos_diff), length(camera_projection_diff), 0.0, 0.0); | ||
textureStore(out_debug, pixel_coord, consistency); | ||
} | ||
} | ||
|
||
let prev_position = (entry.prev_object_to_world * position_object).xyz; | ||
let prev_screen = get_projected_pixel_float(prev_camera, prev_position); | ||
//TODO: consider just storing integers here? | ||
//TODO: technically this "0.5" is just a waste compute on both packing and unpacking | ||
rs.motion = prev_screen - vec2<f32>(pixel_coord) - 0.5; | ||
rs.position = hit_position; | ||
|
||
// Write down the Surface | ||
rs.inner.basis = basis; | ||
rs.inner.flat_normal = flat_normal; | ||
rs.inner.depth = intersection.t; | ||
return rs; | ||
} |
Oops, something went wrong.