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1enable wgpu_ray_query;
3#define_import_path bevy_solari::scene_bindings
5#import bevy_pbr::lighting::perceptualRoughnessToRoughness
6#import bevy_pbr::pbr_functions::calculate_tbn_mikktspace
8struct InstanceGeometryIds {
9 vertex_buffer_id: u32,
10 vertex_buffer_offset: u32,
11 index_buffer_id: u32,
12 index_buffer_offset: u32,
13 triangle_count: u32,
16struct VertexBuffer { vertices: array<PackedVertex> }
18struct IndexBuffer { indices: array<u32> }
20struct PackedVertex {
21 a: vec4<f32>,
22 b: vec4<f32>,
23 tangent: vec4<f32>,
26struct Vertex {
27 position: vec3<f32>,
28 normal: vec3<f32>,
29 uv: vec2<f32>,
30 tangent: vec4<f32>,
33fn unpack_vertex(packed: PackedVertex) -> Vertex {
34 var vertex: Vertex;
35 vertex.position = packed.a.xyz;
36 vertex.normal = vec3(packed.a.w, packed.b.xy);
37 vertex.uv = packed.b.zw;
38 vertex.tangent = packed.tangent;
39 return vertex;
42struct Material {
43 normal_map_texture_id: u32,
44 base_color_texture_id: u32,
45 emissive_texture_id: u32,
46 metallic_roughness_texture_id: u32,
48 base_color: vec3<f32>,
49 perceptual_roughness: f32,
50 emissive: vec3<f32>,
51 metallic: f32,
52 _padding: vec3<f32>,
53 reflectance: f32,
56const TEXTURE_MAP_NONE = 0xFFFFFFFFu;
58const MIRROR_ROUGHNESS_THRESHOLD = 0.001f;
60struct LightSource {
61 kind: u32, // 1 bit for kind, 31 bits for extra data
62 id: u32,
65const LIGHT_SOURCE_KIND_EMISSIVE_MESH = 0u;
66const LIGHT_SOURCE_KIND_DIRECTIONAL = 1u;
68struct DirectionalLight {
69 direction_to_light: vec3<f32>,
70 cos_theta_max: f32,
71 luminance: vec3<f32>,
72 inverse_pdf: f32,
75const LIGHT_NOT_PRESENT_THIS_FRAME = 0xFFFFFFFFu;
77@group(0) @binding(0) var<storage> vertex_buffers: binding_array<VertexBuffer>;
78@group(0) @binding(1) var<storage> index_buffers: binding_array<IndexBuffer>;
79@group(0) @binding(2) var textures: binding_array<texture_2d<f32>>;
80@group(0) @binding(3) var samplers: binding_array<sampler>;
81@group(0) @binding(4) var<storage> materials: array<Material>;
82@group(0) @binding(5) var tlas: acceleration_structure;
83@group(0) @binding(6) var<storage> transforms: array<mat4x4<f32>>; // TODO: Use mat3x4<f32>?
84@group(0) @binding(7) var<storage> previous_frame_transforms: array<mat4x4<f32>>; // TODO: Use mat3x4<f32>?
85@group(0) @binding(8) var<storage> geometry_ids: array<InstanceGeometryIds>;
86@group(0) @binding(9) var<storage> material_ids: array<u32>; // TODO: Store material_id in instance_custom_index instead?
87@group(0) @binding(10) var<storage> light_sources: array<LightSource>;
88@group(0) @binding(11) var<storage> directional_lights: array<DirectionalLight>;
89@group(0) @binding(12) var<storage> previous_frame_light_id_translations: array<u32>;
90@group(0) @binding(13) var brdf_dfg_lut: texture_2d<f32>;
91@group(0) @binding(14) var brdf_dfg_lut_sampler: sampler;
93const RAY_T_MIN = 0.001f;
94const RAY_T_MAX = 100000.0f;
96const RAY_NO_CULL = 0xFFu;
98fn trace_ray(ray_origin: vec3<f32>, ray_direction: vec3<f32>, ray_t_min: f32, ray_t_max: f32, ray_flag: u32) -> RayIntersection {
99 let ray = RayDesc(ray_flag, RAY_NO_CULL, ray_t_min, ray_t_max, ray_origin, ray_direction);
100 var rq: ray_query;
101 rayQueryInitialize(&rq, tlas, ray);
102 rayQueryProceed(&rq);
103 return rayQueryGetCommittedIntersection(&rq);
106fn sample_texture(id: u32, uv: vec2<f32>) -> vec3<f32> {
107 return textureSampleLevel(textures[id], samplers[id], uv, 0.0).rgb; // TODO: Mipmap
110struct ResolvedMaterial {
111 base_color: vec3<f32>,
112 emissive: vec3<f32>,
113 reflectance: f32,
114 perceptual_roughness: f32,
115 roughness: f32,
116 metallic: f32,
119struct ResolvedRayHitFull {
120 world_position: vec3<f32>,
121 previous_frame_world_position: vec3<f32>,
122 world_normal: vec3<f32>,
123 geometric_world_normal: vec3<f32>,
124 world_tangent: vec4<f32>,
125 uv: vec2<f32>,
126 triangle_area: f32,
127 triangle_count: u32,
128 material: ResolvedMaterial,
131fn resolve_material(material: Material, uv: vec2<f32>) -> ResolvedMaterial {
132 var m: ResolvedMaterial;
134 m.base_color = material.base_color.rgb;
135 if material.base_color_texture_id != TEXTURE_MAP_NONE {
136 m.base_color *= sample_texture(material.base_color_texture_id, uv);
137 }
139 m.emissive = material.emissive.rgb;
140 if material.emissive_texture_id != TEXTURE_MAP_NONE {
141 m.emissive *= sample_texture(material.emissive_texture_id, uv);
142 }
144 m.reflectance = material.reflectance;
146 m.perceptual_roughness = material.perceptual_roughness;
147 m.metallic = material.metallic;
148 if material.metallic_roughness_texture_id != TEXTURE_MAP_NONE {
149 let metallic_roughness = sample_texture(material.metallic_roughness_texture_id, uv);
150 m.perceptual_roughness *= metallic_roughness.g;
151 m.metallic *= metallic_roughness.b;
152 }
154 m.roughness = m.perceptual_roughness * m.perceptual_roughness;
156 return m;
159fn resolve_ray_hit_full(ray_hit: RayIntersection) -> ResolvedRayHitFull {
160 let barycentrics = vec3(1.0 - ray_hit.barycentrics.x - ray_hit.barycentrics.y, ray_hit.barycentrics);
161 return resolve_triangle_data_full(ray_hit.instance_index, ray_hit.primitive_index, barycentrics);
164fn load_vertices(instance_geometry_ids: InstanceGeometryIds, triangle_id: u32) -> array<Vertex, 3> {
165 let index_buffer = &index_buffers[instance_geometry_ids.index_buffer_id].indices;
166 let vertex_buffer = &vertex_buffers[instance_geometry_ids.vertex_buffer_id].vertices;
168 let indices_i = (triangle_id * 3u) + vec3(0u, 1u, 2u) + instance_geometry_ids.index_buffer_offset;
169 let indices = vec3((*index_buffer)[indices_i.x], (*index_buffer)[indices_i.y], (*index_buffer)[indices_i.z]) + instance_geometry_ids.vertex_buffer_offset;
171 return array<Vertex, 3>(
172 unpack_vertex((*vertex_buffer)[indices.x]),
173 unpack_vertex((*vertex_buffer)[indices.y]),
174 unpack_vertex((*vertex_buffer)[indices.z])
175 );
178fn transform_positions(transform: mat4x4<f32>, vertices: array<Vertex, 3>) -> array<vec3<f32>, 3> {
179 return array<vec3<f32>, 3>(
180 (transform * vec4(vertices[0].position, 1.0)).xyz,
181 (transform * vec4(vertices[1].position, 1.0)).xyz,
182 (transform * vec4(vertices[2].position, 1.0)).xyz
183 );
186fn resolve_triangle_data_full(instance_id: u32, triangle_id: u32, barycentrics: vec3<f32>) -> ResolvedRayHitFull {
187 let material_id = material_ids[instance_id];
188 let material = materials[material_id];
190 let transform = transforms[instance_id];
191 let previous_frame_transform = previous_frame_transforms[instance_id];
193 let instance_geometry_ids = geometry_ids[instance_id];
194 let vertices = load_vertices(instance_geometry_ids, triangle_id);
196 let world_vertices = transform_positions(transform, vertices);
197 let world_position = mat3x3(world_vertices[0], world_vertices[1], world_vertices[2]) * barycentrics;
199 let previous_frame_world_vertices = transform_positions(previous_frame_transform, vertices);
200 let previous_frame_world_position = mat3x3(previous_frame_world_vertices[0], previous_frame_world_vertices[1], previous_frame_world_vertices[2]) * barycentrics;
202 let uv = mat3x2(vertices[0].uv, vertices[1].uv, vertices[2].uv) * barycentrics;
204 let local_tangent = mat3x3(vertices[0].tangent.xyz, vertices[1].tangent.xyz, vertices[2].tangent.xyz) * barycentrics;
205 let world_tangent = vec4(
206 normalize(mat3x3(transform[0].xyz, transform[1].xyz, transform[2].xyz) * local_tangent),
207 vertices[0].tangent.w,
208 );
210 let local_normal = mat3x3(vertices[0].normal, vertices[1].normal, vertices[2].normal) * barycentrics; // TODO: Use barycentric lerp, ray_hit.object_to_world, cross product geo normal
211 var world_normal = normalize(mat3x3(transform[0].xyz, transform[1].xyz, transform[2].xyz) * local_normal);
212 let geometric_world_normal = world_normal;
213 if material.normal_map_texture_id != TEXTURE_MAP_NONE {
214 let TBN = calculate_tbn_mikktspace(world_normal, world_tangent);
215 let T = TBN[0];
216 let B = TBN[1];
217 let N = TBN[2];
218 var Nt = sample_texture(material.normal_map_texture_id, uv) * 2.0 - 1.0;
219 Nt.z = sqrt(max(1.0 - dot(Nt.xy, Nt.xy), 0.0)); // Reconstruct Z to support two-channel normal maps
220 world_normal = normalize(Nt.x * T + Nt.y * B + Nt.z * N);
221 }
223 let triangle_edge0 = world_vertices[0] - world_vertices[1];
224 let triangle_edge1 = world_vertices[0] - world_vertices[2];
225 let triangle_area = length(cross(triangle_edge0, triangle_edge1)) / 2.0;
227 let resolved_material = resolve_material(material, uv);
229 return ResolvedRayHitFull(
230 world_position,
231 previous_frame_world_position,
232 world_normal,
233 geometric_world_normal,
234 world_tangent,
235 uv,
236 triangle_area,
237 instance_geometry_ids.triangle_count,
238 resolved_material,
239 );
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