1#define_import_path bevy_solari::sampling 3#import bevy_pbr::lighting::D_GGX 4#import bevy_pbr::utils::{rand_f, rand_vec2f, rand_u, rand_range_u} 5#import bevy_render::maths::{PI_2, orthonormalize} 6#import bevy_solari::scene_bindings::{trace_ray, RAY_T_MIN, RAY_T_MAX, light_sources, directional_lights, LightSource, LIGHT_SOURCE_KIND_DIRECTIONAL, resolve_triangle_data_full, ResolvedRayHitFull} 8fn power_heuristic(f: f32, g: f32) -> f32 { 9 return f * f / (f * f + g * g); 12fn balance_heuristic(f: f32, g: f32) -> f32 { 17fn sample_ggx_vndf(wi_tangent: vec3<f32>, roughness: f32, rng: ptr<function, u32>) -> vec3<f32> { 19 let rand = rand_vec2f(rng); 20 let i_std = normalize(vec3(i.xy * roughness, i.z)); 21 let phi = PI_2 * rand.x; 23 let s = 1.0 + length(vec2(i.xy)); 26 let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z); 27 let b = select(i_std.z, k * i_std.z, i.z > 0.0); 28 let z = fma(1.0 - rand.y, 1.0 + b, -b); 29 let sin_theta = sqrt(saturate(1.0 - z * z)); 30 let o_std = vec3(sin_theta * cos(phi), sin_theta * sin(phi), z); 31 let m_std = i_std + o_std; 32 let m = normalize(vec3(m_std.xy * roughness, m_std.z)); 33 return 2.0 * dot(i, m) * m - i; 37fn ggx_vndf_pdf(wi_tangent: vec3<f32>, wo_tangent: vec3<f32>, roughness: f32) -> f32 { 40 let m = normalize(i + o); 41 let ndf = D_GGX(roughness, saturate(m.z)); 42 let ai = roughness * i.xy; 43 let len2 = dot(ai, ai); 44 let t = sqrt(len2 + i.z * i.z); 47 let s = 1.0 + length(i.xy); 50 let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z); 51 return ndf / (2.0 * (k * i.z + t)); 53 return ndf * (t - i.z) / (2.0 * len2); 61struct ResolvedLightSample { 62 world_position: vec4<f32>, 63 world_normal: vec3<f32>, 68struct LightContribution { 74struct LightContributionNoPdf { 79struct GenerateRandomLightSampleResult { 80 light_sample: LightSample, 81 resolved_light_sample: ResolvedLightSample, 84fn sample_random_light(ray_origin: vec3<f32>, origin_world_normal: vec3<f32>, rng: ptr<function, u32>) -> LightContribution { 85 let sample = generate_random_light_sample(rng); 86 var light_contribution = calculate_resolved_light_contribution(sample.resolved_light_sample, ray_origin, origin_world_normal); 87 light_contribution.radiance *= trace_light_visibility(ray_origin, sample.resolved_light_sample.world_position); 88 return light_contribution; 91fn random_light_pdf(hit: ResolvedRayHitFull) -> f32 { 92 let light_count = arrayLength(&light_sources); 93 let p_light = 1.0 / f32(light_count); 94 return p_light / (hit.triangle_area * f32(hit.triangle_count)); 97fn generate_random_light_sample(rng: ptr<function, u32>) -> GenerateRandomLightSampleResult { 98 let light_count = arrayLength(&light_sources); 99 let light_id = rand_range_u(light_count, rng); 101 let light_source = light_sources[light_id]; 103 var triangle_id = 0u; 104 if light_source.kind != LIGHT_SOURCE_KIND_DIRECTIONAL { 105 let triangle_count = light_source.kind >> 1u; 106 triangle_id = rand_range_u(triangle_count, rng); 109 let seed = rand_u(rng); 110 let light_sample = LightSample((light_id << 16u) | triangle_id, seed); 112 var resolved_light_sample = resolve_light_sample(light_sample, light_source); 113 resolved_light_sample.inverse_pdf *= f32(light_count); 115 return GenerateRandomLightSampleResult(light_sample, resolved_light_sample); 118fn resolve_light_sample(light_sample: LightSample, light_source: LightSource) -> ResolvedLightSample { 119 if light_source.kind == LIGHT_SOURCE_KIND_DIRECTIONAL { 120 let directional_light = directional_lights[light_source.id]; 122#ifdef DIRECTIONAL_LIGHT_SOFT_SHADOWS 125 var rng = light_sample.seed; 126 let random = rand_vec2f(&rng); 127 let cos_theta = (1.0 - random.x) + random.x * directional_light.cos_theta_max; 128 let sin_theta = sqrt(1.0 - cos_theta * cos_theta); 129 let phi = random.y * PI_2; 130 let x = cos(phi) * sin_theta; 131 let y = sin(phi) * sin_theta; 132 var direction_to_light = vec3(x, y, cos_theta); 135 direction_to_light = orthonormalize(directional_light.direction_to_light) * direction_to_light; 137 let direction_to_light = directional_light.direction_to_light; 140 return ResolvedLightSample( 141 vec4(direction_to_light, 0.0), 143 directional_light.luminance, 144 directional_light.inverse_pdf, 147 let triangle_count = light_source.kind >> 1u; 148 let triangle_id = light_sample.light_id & 0xFFFFu; 149 let barycentrics = triangle_barycentrics(light_sample.seed); 150 let triangle_data = resolve_triangle_data_full(light_source.id, triangle_id, barycentrics); 152 return ResolvedLightSample( 153 vec4(triangle_data.world_position, 1.0), 154 triangle_data.world_normal, 155 triangle_data.material.emissive.rgb, 156 f32(triangle_count) * triangle_data.triangle_area, 161fn calculate_resolved_light_contribution(resolved_light_sample: ResolvedLightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContribution { 162 let ray = resolved_light_sample.world_position.xyz - (resolved_light_sample.world_position.w * ray_origin); 163 let light_distance = length(ray); 164 let wi = ray / light_distance; 166 let cos_theta_origin = saturate(dot(wi, origin_world_normal)); 167 let cos_theta_light = saturate(dot(-wi, resolved_light_sample.world_normal)); 168 let light_distance_squared = light_distance * light_distance; 170 let radiance = resolved_light_sample.radiance * cos_theta_origin * (cos_theta_light / light_distance_squared); 172 return LightContribution(radiance, resolved_light_sample.inverse_pdf, wi); 175fn resolve_and_calculate_light_contribution(light_sample: LightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContributionNoPdf { 176 let resolved_light_sample = resolve_light_sample(light_sample, light_sources[light_sample.light_id >> 16u]); 177 let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, ray_origin, origin_world_normal); 178 return LightContributionNoPdf(light_contribution.radiance, light_contribution.wi); 181fn trace_light_visibility(ray_origin: vec3<f32>, light_sample_world_position: vec4<f32>) -> f32 { 182 var ray_direction = light_sample_world_position.xyz; 183 var ray_t_max = RAY_T_MAX; 185 if light_sample_world_position.w == 1.0 { 186 let ray = ray_direction - ray_origin; 187 let dist = length(ray); 188 ray_direction = ray / dist; 189 ray_t_max = dist - RAY_T_MIN - RAY_T_MIN; 192 if ray_t_max < RAY_T_MIN { return 0.0; } 194 let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT); 195 return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE); 198fn trace_point_visibility(ray_origin: vec3<f32>, point: vec3<f32>) -> f32 { 199 let ray = point - ray_origin; 200 let dist = length(ray); 201 let ray_direction = ray / dist; 203 let ray_t_max = dist - RAY_T_MIN - RAY_T_MIN; 204 if ray_t_max < RAY_T_MIN { return 0.0; } 206 let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT); 207 return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE); 211fn triangle_barycentrics(seed: u32) -> vec3<f32> { 213 var barycentrics = rand_vec2f(&rng); 214 if barycentrics.x + barycentrics.y > 1.0 { barycentrics = 1.0 - barycentrics; } 215 return vec3(1.0 - barycentrics.x - barycentrics.y, barycentrics);