1#define_import_path bevy_solari::scene_bindings 3#import bevy_pbr::lighting::perceptualRoughnessToRoughness 4#import bevy_pbr::pbr_functions::calculate_tbn_mikktspace 6struct InstanceGeometryIds { 8 vertex_buffer_offset: u32, 10 index_buffer_offset: u32, 14struct VertexBuffer { vertices: array<PackedVertex> } 16struct IndexBuffer { indices: array<u32> } 31fn unpack_vertex(packed: PackedVertex) -> Vertex { 33 vertex.position = packed.a.xyz; 34 vertex.normal = vec3(packed.a.w, packed.b.xy); 35 vertex.uv = packed.b.zw; 36 vertex.tangent = packed.tangent; 41 normal_map_texture_id: u32, 42 base_color_texture_id: u32, 43 emissive_texture_id: u32, 44 metallic_roughness_texture_id: u32, 46 base_color: vec3<f32>, 47 perceptual_roughness: f32, 50 reflectance: vec3<f32>, 54const TEXTURE_MAP_NONE = 0xFFFFFFFFu; 61const LIGHT_SOURCE_KIND_EMISSIVE_MESH = 0u; 62const LIGHT_SOURCE_KIND_DIRECTIONAL = 1u; 64struct DirectionalLight { 65 direction_to_light: vec3<f32>, 71const LIGHT_NOT_PRESENT_THIS_FRAME = 0xFFFFFFFFu; 73@group(0) @binding(0) var<storage> vertex_buffers: binding_array<VertexBuffer>; 74@group(0) @binding(1) var<storage> index_buffers: binding_array<IndexBuffer>; 75@group(0) @binding(2) var textures: binding_array<texture_2d<f32>>; 76@group(0) @binding(3) var samplers: binding_array<sampler>; 77@group(0) @binding(4) var<storage> materials: array<Material>; 78@group(0) @binding(5) var tlas: acceleration_structure; 79@group(0) @binding(6) var<storage> transforms: array<mat4x4<f32>>; 80@group(0) @binding(7) var<storage> geometry_ids: array<InstanceGeometryIds>; 81@group(0) @binding(8) var<storage> material_ids: array<u32>; 82@group(0) @binding(9) var<storage> light_sources: array<LightSource>; 83@group(0) @binding(10) var<storage> directional_lights: array<DirectionalLight>; 84@group(0) @binding(11) var<storage> previous_frame_light_id_translations: array<u32>; 86const RAY_T_MIN = 0.001f; 87const RAY_T_MAX = 100000.0f; 89const RAY_NO_CULL = 0xFFu; 91fn trace_ray(ray_origin: vec3<f32>, ray_direction: vec3<f32>, ray_t_min: f32, ray_t_max: f32, ray_flag: u32) -> RayIntersection { 92 let ray = RayDesc(ray_flag, RAY_NO_CULL, ray_t_min, ray_t_max, ray_origin, ray_direction); 94 rayQueryInitialize(&rq, tlas, ray); 96 return rayQueryGetCommittedIntersection(&rq); 99fn sample_texture(id: u32, uv: vec2<f32>) -> vec3<f32> { 100 return textureSampleLevel(textures[id], samplers[id], uv, 0.0).rgb; 103struct ResolvedMaterial { 104 base_color: vec3<f32>, 106 reflectance: vec3<f32>, 107 perceptual_roughness: f32, 112struct ResolvedRayHitFull { 113 world_position: vec3<f32>, 114 world_normal: vec3<f32>, 115 geometric_world_normal: vec3<f32>, 116 world_tangent: vec4<f32>, 120 material: ResolvedMaterial, 123fn resolve_material(material: Material, uv: vec2<f32>) -> ResolvedMaterial { 124 var m: ResolvedMaterial; 126 m.base_color = material.base_color.rgb; 127 if material.base_color_texture_id != TEXTURE_MAP_NONE { 128 m.base_color *= sample_texture(material.base_color_texture_id, uv); 131 m.emissive = material.emissive.rgb; 132 if material.emissive_texture_id != TEXTURE_MAP_NONE { 133 m.emissive *= sample_texture(material.emissive_texture_id, uv); 136 m.reflectance = material.reflectance; 138 m.perceptual_roughness = material.perceptual_roughness; 139 m.metallic = material.metallic; 140 if material.metallic_roughness_texture_id != TEXTURE_MAP_NONE { 141 let metallic_roughness = sample_texture(material.metallic_roughness_texture_id, uv); 142 m.perceptual_roughness *= metallic_roughness.g; 143 m.metallic *= metallic_roughness.b; 147 m.perceptual_roughness = clamp(m.perceptual_roughness, 0.0316227766, 1.0); 148 m.roughness = m.perceptual_roughness * m.perceptual_roughness; 153fn resolve_ray_hit_full(ray_hit: RayIntersection) -> ResolvedRayHitFull { 154 let barycentrics = vec3(1.0 - ray_hit.barycentrics.x - ray_hit.barycentrics.y, ray_hit.barycentrics); 155 return resolve_triangle_data_full(ray_hit.instance_index, ray_hit.primitive_index, barycentrics); 158fn load_vertices(instance_geometry_ids: InstanceGeometryIds, triangle_id: u32) -> array<Vertex, 3> { 159 let index_buffer = &index_buffers[instance_geometry_ids.index_buffer_id].indices; 160 let vertex_buffer = &vertex_buffers[instance_geometry_ids.vertex_buffer_id].vertices; 162 let indices_i = (triangle_id * 3u) + vec3(0u, 1u, 2u) + instance_geometry_ids.index_buffer_offset; 163 let indices = vec3((*index_buffer)[indices_i.x], (*index_buffer)[indices_i.y], (*index_buffer)[indices_i.z]) + instance_geometry_ids.vertex_buffer_offset; 165 return array<Vertex, 3>( 166 unpack_vertex((*vertex_buffer)[indices.x]), 167 unpack_vertex((*vertex_buffer)[indices.y]), 168 unpack_vertex((*vertex_buffer)[indices.z]) 172fn transform_positions(transform: mat4x4<f32>, vertices: array<Vertex, 3>) -> array<vec3<f32>, 3> { 173 return array<vec3<f32>, 3>( 174 (transform * vec4(vertices[0].position, 1.0)).xyz, 175 (transform * vec4(vertices[1].position, 1.0)).xyz, 176 (transform * vec4(vertices[2].position, 1.0)).xyz 180fn resolve_triangle_data_full(instance_id: u32, triangle_id: u32, barycentrics: vec3<f32>) -> ResolvedRayHitFull { 181 let material_id = material_ids[instance_id]; 182 let material = materials[material_id]; 184 let instance_geometry_ids = geometry_ids[instance_id]; 185 let vertices = load_vertices(instance_geometry_ids, triangle_id); 186 let transform = transforms[instance_id]; 187 let world_vertices = transform_positions(transform, vertices); 189 let world_position = mat3x3(world_vertices[0], world_vertices[1], world_vertices[2]) * barycentrics; 191 let uv = mat3x2(vertices[0].uv, vertices[1].uv, vertices[2].uv) * barycentrics; 193 let local_tangent = mat3x3(vertices[0].tangent.xyz, vertices[1].tangent.xyz, vertices[2].tangent.xyz) * barycentrics; 194 let world_tangent = vec4( 195 normalize(mat3x3(transform[0].xyz, transform[1].xyz, transform[2].xyz) * local_tangent), 196 vertices[0].tangent.w, 199 let local_normal = mat3x3(vertices[0].normal, vertices[1].normal, vertices[2].normal) * barycentrics; 200 var world_normal = normalize(mat3x3(transform[0].xyz, transform[1].xyz, transform[2].xyz) * local_normal); 201 let geometric_world_normal = world_normal; 202 if material.normal_map_texture_id != TEXTURE_MAP_NONE { 203 let TBN = calculate_tbn_mikktspace(world_normal, world_tangent); 207 let Nt = sample_texture(material.normal_map_texture_id, uv); 208 world_normal = normalize(Nt.x * T + Nt.y * B + Nt.z * N); 211 let triangle_edge0 = world_vertices[0] - world_vertices[1]; 212 let triangle_edge1 = world_vertices[0] - world_vertices[2]; 213 let triangle_area = length(cross(triangle_edge0, triangle_edge1)) / 2.0; 215 let resolved_material = resolve_material(material, uv); 217 return ResolvedRayHitFull(world_position, world_normal, geometric_world_normal, world_tangent, uv, triangle_area, instance_geometry_ids.triangle_count, resolved_material);