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 balance_heuristic(f * f, g * g); 12fn balance_heuristic(f: f32, g: f32) -> f32 { 17 return max(0.0, f / sum); 21fn sample_ggx_vndf(wi_tangent: vec3<f32>, roughness: f32, rng: ptr<function, u32>) -> vec3<f32> { 22 if roughness <= 0.001 { 23 return vec3(-wi_tangent.xy, wi_tangent.z); 27 let rand = rand_vec2f(rng); 28 let i_std = normalize(vec3(i.xy * roughness, i.z)); 29 let phi = PI_2 * rand.x; 31 let s = 1.0 + length(vec2(i.xy)); 34 let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z); 35 let b = select(i_std.z, k * i_std.z, i.z > 0.0); 36 let z = fma(1.0 - rand.y, 1.0 + b, -b); 37 let sin_theta = sqrt(saturate(1.0 - z * z)); 38 let o_std = vec3(sin_theta * cos(phi), sin_theta * sin(phi), z); 39 let m_std = i_std + o_std; 40 let m = normalize(vec3(m_std.xy * roughness, m_std.z)); 41 return 2.0 * dot(i, m) * m - i; 45fn ggx_vndf_pdf(wi_tangent: vec3<f32>, wo_tangent: vec3<f32>, roughness: f32) -> f32 { 48 let m = normalize(i + o); 49 let ndf = D_GGX(roughness, saturate(m.z)); 50 let ai = roughness * i.xy; 51 let len2 = dot(ai, ai); 52 let t = sqrt(len2 + i.z * i.z); 55 let s = 1.0 + length(i.xy); 58 let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z); 59 return ndf / (2.0 * (k * i.z + t)); 61 return ndf * (t - i.z) / (2.0 * len2); 69struct ResolvedLightSample { 70 world_position: vec4<f32>, 71 world_normal: vec3<f32>, 76struct LightContribution { 80 brdf_rays_can_hit: bool, 83struct LightContributionNoPdf { 88struct GenerateRandomLightSampleResult { 89 light_sample: LightSample, 90 resolved_light_sample: ResolvedLightSample, 93fn sample_random_light(ray_origin: vec3<f32>, origin_world_normal: vec3<f32>, rng: ptr<function, u32>) -> LightContribution { 94 let sample = generate_random_light_sample(rng); 95 var light_contribution = calculate_resolved_light_contribution(sample.resolved_light_sample, ray_origin, origin_world_normal); 96 light_contribution.radiance *= trace_light_visibility(ray_origin, sample.resolved_light_sample.world_position); 97 return light_contribution; 100fn random_emissive_light_pdf(hit: ResolvedRayHitFull) -> f32 { 101 let light_count = arrayLength(&light_sources); 102 return 1.0 / (f32(light_count) * f32(hit.triangle_count) * hit.triangle_area); 105fn generate_random_light_sample(rng: ptr<function, u32>) -> GenerateRandomLightSampleResult { 106 let light_count = arrayLength(&light_sources); 107 let light_id = rand_range_u(light_count, rng); 109 let light_source = light_sources[light_id]; 111 var triangle_id = 0u; 112 if light_source.kind != LIGHT_SOURCE_KIND_DIRECTIONAL { 113 let triangle_count = light_source.kind >> 1u; 114 triangle_id = rand_range_u(triangle_count, rng); 117 let seed = rand_u(rng); 118 let light_sample = LightSample((light_id << 16u) | triangle_id, seed); 120 var resolved_light_sample = resolve_light_sample(light_sample, light_source); 121 resolved_light_sample.inverse_pdf *= f32(light_count); 123 return GenerateRandomLightSampleResult(light_sample, resolved_light_sample); 126fn resolve_light_sample(light_sample: LightSample, light_source: LightSource) -> ResolvedLightSample { 127 if light_source.kind == LIGHT_SOURCE_KIND_DIRECTIONAL { 128 let directional_light = directional_lights[light_source.id]; 130#ifndef NO_DIRECTIONAL_LIGHT_SOFT_SHADOWS 133 var rng = light_sample.seed; 134 let random = rand_vec2f(&rng); 135 let cos_theta = (1.0 - random.x) + random.x * directional_light.cos_theta_max; 136 let sin_theta = sqrt(1.0 - cos_theta * cos_theta); 137 let phi = random.y * PI_2; 138 let x = cos(phi) * sin_theta; 139 let y = sin(phi) * sin_theta; 140 var direction_to_light = vec3(x, y, cos_theta); 143 direction_to_light = orthonormalize(directional_light.direction_to_light) * direction_to_light; 145 let direction_to_light = directional_light.direction_to_light; 148 return ResolvedLightSample( 149 vec4(direction_to_light, 0.0), 151 directional_light.luminance, 152 directional_light.inverse_pdf, 155 let triangle_count = light_source.kind >> 1u; 156 let triangle_id = light_sample.light_id & 0xFFFFu; 157 let barycentrics = triangle_barycentrics(light_sample.seed); 158 let triangle_data = resolve_triangle_data_full(light_source.id, triangle_id, barycentrics); 160 return ResolvedLightSample( 161 vec4(triangle_data.world_position, 1.0), 162 triangle_data.world_normal, 163 triangle_data.material.emissive.rgb, 164 f32(triangle_count) * triangle_data.triangle_area, 169fn calculate_resolved_light_contribution(resolved_light_sample: ResolvedLightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContribution { 170 let ray = resolved_light_sample.world_position.xyz - (resolved_light_sample.world_position.w * ray_origin); 171 let light_distance = length(ray); 172 let wi = ray / light_distance; 174 let cos_theta_origin = saturate(dot(wi, origin_world_normal)); 175 let cos_theta_light = saturate(dot(-wi, resolved_light_sample.world_normal)); 176 let light_distance_squared = light_distance * light_distance; 178 let radiance = resolved_light_sample.radiance * cos_theta_origin * (cos_theta_light / light_distance_squared); 180 return LightContribution(radiance, resolved_light_sample.inverse_pdf, wi, resolved_light_sample.world_position.w == 1.0); 183fn resolve_and_calculate_light_contribution(light_sample: LightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContributionNoPdf { 184 let resolved_light_sample = resolve_light_sample(light_sample, light_sources[light_sample.light_id >> 16u]); 185 let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, ray_origin, origin_world_normal); 186 return LightContributionNoPdf(light_contribution.radiance, light_contribution.wi); 189fn trace_light_visibility(ray_origin: vec3<f32>, light_sample_world_position: vec4<f32>) -> f32 { 190 var ray_direction = light_sample_world_position.xyz; 191 var ray_t_max = RAY_T_MAX; 193 if light_sample_world_position.w == 1.0 { 194 let ray = ray_direction - ray_origin; 195 let dist = length(ray); 196 ray_direction = ray / dist; 197 ray_t_max = dist - RAY_T_MIN - RAY_T_MIN; 200 if ray_t_max < RAY_T_MIN { return 0.0; } 202 let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT); 203 return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE); 206fn trace_point_visibility(ray_origin: vec3<f32>, point: vec3<f32>) -> f32 { 207 let ray = point - ray_origin; 208 let dist = length(ray); 209 let ray_direction = ray / dist; 211 let ray_t_max = dist - RAY_T_MIN - RAY_T_MIN; 212 if ray_t_max < RAY_T_MIN { return 0.0; } 214 let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT); 215 return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE); 219fn triangle_barycentrics(seed: u32) -> vec3<f32> { 221 var barycentrics = rand_vec2f(&rng); 222 if barycentrics.x + barycentrics.y > 1.0 { barycentrics = 1.0 - barycentrics; } 223 return vec3(1.0 - barycentrics.x - barycentrics.y, barycentrics);