1import bevy_pbr::render::pbr_functions::calculate_tbn_mikktspace; 2import bevy_render::maths::affine3_to_square; 5enable wgpu_binding_array; 7struct InstanceGeometryIds { 9 vertex_buffer_offset: u32, 11 index_buffer_offset: u32, 15struct VertexBuffer { vertices: array<PackedVertex> } 17struct IndexBuffer { indices: array<u32> } 32fn unpack_vertex(packed: PackedVertex) -> Vertex { 34 vertex.position = packed.a.xyz; 35 vertex.normal = vec3(packed.a.w, packed.b.xy); 36 vertex.uv = packed.b.zw; 37 vertex.tangent = packed.tangent; 42 normal_map_texture_id: u32, 43 base_color_texture_id: u32, 44 emissive_texture_id: u32, 45 metallic_roughness_texture_id: u32, 47 base_color: vec3<f32>, 48 perceptual_roughness: f32, 55const TEXTURE_MAP_NONE = 0xFFFFFFFFu; 57const MIRROR_ROUGHNESS_THRESHOLD = 0.001f; 64const LIGHT_SOURCE_KIND_EMISSIVE_MESH = 0u; 65const LIGHT_SOURCE_KIND_DIRECTIONAL = 1u; 67struct DirectionalLight { 68 direction_to_light: vec3<f32>, 74struct EnvironmentMapLight { 75 light_from_world: mat3x3<f32>, 79const LIGHT_NOT_PRESENT_THIS_FRAME = 0xFFFFFFFFu; 81@group(0) @binding(0) var<storage> vertex_buffers: binding_array<VertexBuffer>; 82@group(0) @binding(1) var<storage> index_buffers: binding_array<IndexBuffer>; 83@group(0) @binding(2) var textures: binding_array<texture_2d<f32>>; 84@group(0) @binding(3) var samplers: binding_array<sampler>; 85@group(0) @binding(4) var<storage> materials: array<Material>; 86@group(0) @binding(5) var tlas: acceleration_structure; 87@group(0) @binding(6) var previous_frame_tlas: acceleration_structure; 88@group(0) @binding(7) var<storage> transforms: array<mat3x4<f32>>; 89@group(0) @binding(8) var<storage> previous_frame_transforms: array<mat3x4<f32>>; 90@group(0) @binding(9) var<storage> geometry_ids: array<InstanceGeometryIds>; 91@group(0) @binding(10) var<storage> material_ids: array<u32>; 92@group(0) @binding(11) var<storage> light_sources: array<LightSource>; 93@group(0) @binding(12) var<storage> directional_lights: array<DirectionalLight>; 94@group(0) @binding(13) var<storage> previous_frame_light_id_translations: array<u32>; 95@group(0) @binding(14) var brdf_dfg_lut: texture_2d<f32>; 96@group(0) @binding(15) var brdf_dfg_lut_sampler: sampler; 97@group(0) @binding(16) var environment_map: texture_cube<f32>; 98@group(0) @binding(17) var environment_map_sampler: sampler; 99@group(0) @binding(18) var<storage> environment_map_light: EnvironmentMapLight; 101const RAY_T_MIN = 0.001f; 102const RAY_T_MAX = 100000.0f; 104const RAY_NO_CULL = 0xFFu; 106fn trace_ray(ray_origin: vec3<f32>, ray_direction: vec3<f32>, ray_t_min: f32, ray_t_max: f32, ray_flag: u32) -> RayIntersection { 107 let ray = RayDesc(ray_flag, RAY_NO_CULL, ray_t_min, ray_t_max, ray_origin, ray_direction); 109 rayQueryInitialize(&rq, tlas, ray); 110 rayQueryProceed(&rq); 111 return rayQueryGetCommittedIntersection(&rq); 114fn trace_ray_previous_frame(ray_origin: vec3<f32>, ray_direction: vec3<f32>, ray_t_min: f32, ray_t_max: f32, ray_flag: u32) -> RayIntersection { 115 let ray = RayDesc(ray_flag, RAY_NO_CULL, ray_t_min, ray_t_max, ray_origin, ray_direction); 117 rayQueryInitialize(&rq, previous_frame_tlas, ray); 118 rayQueryProceed(&rq); 119 return rayQueryGetCommittedIntersection(&rq); 122fn sample_texture(id: u32, uv: vec2<f32>) -> vec3<f32> { 123 return textureSampleLevel(textures[id], samplers[id], uv, 0.0).rgb; 126struct ResolvedMaterial { 127 base_color: vec3<f32>, 130 perceptual_roughness: f32, 135struct ResolvedRayHitFull { 136 world_position: vec3<f32>, 137 previous_frame_world_position: vec3<f32>, 138 world_normal: vec3<f32>, 139 geometric_world_normal: vec3<f32>, 140 world_tangent: vec4<f32>, 144 material: ResolvedMaterial, 147fn resolve_material(material: Material, uv: vec2<f32>) -> ResolvedMaterial { 148 var m: ResolvedMaterial; 150 m.base_color = material.base_color.rgb; 151 if material.base_color_texture_id != TEXTURE_MAP_NONE { 152 m.base_color *= sample_texture(material.base_color_texture_id, uv); 155 m.emissive = material.emissive.rgb; 156 if material.emissive_texture_id != TEXTURE_MAP_NONE { 157 m.emissive *= sample_texture(material.emissive_texture_id, uv); 160 m.reflectance = material.reflectance; 162 m.perceptual_roughness = material.perceptual_roughness; 163 m.metallic = material.metallic; 164 if material.metallic_roughness_texture_id != TEXTURE_MAP_NONE { 165 let metallic_roughness = sample_texture(material.metallic_roughness_texture_id, uv); 166 m.perceptual_roughness *= metallic_roughness.g; 167 m.metallic *= metallic_roughness.b; 170 m.roughness = m.perceptual_roughness * m.perceptual_roughness; 175fn resolve_ray_hit_full(ray_hit: RayIntersection) -> ResolvedRayHitFull { 176 let barycentrics = vec3(1.0 - ray_hit.barycentrics.x - ray_hit.barycentrics.y, ray_hit.barycentrics); 177 return resolve_triangle_data_full(ray_hit.instance_custom_data, ray_hit.primitive_index, barycentrics); 180fn load_vertices(instance_geometry_ids: InstanceGeometryIds, triangle_id: u32) -> array<Vertex, 3> { 181 let index_buffer = &index_buffers[instance_geometry_ids.index_buffer_id].indices; 182 let vertex_buffer = &vertex_buffers[instance_geometry_ids.vertex_buffer_id].vertices; 184 let indices_i = (triangle_id * 3u) + vec3(0u, 1u, 2u) + instance_geometry_ids.index_buffer_offset; 185 let indices = vec3((*index_buffer)[indices_i.x], (*index_buffer)[indices_i.y], (*index_buffer)[indices_i.z]) + instance_geometry_ids.vertex_buffer_offset; 187 return array<Vertex, 3>( 188 unpack_vertex((*vertex_buffer)[indices.x]), 189 unpack_vertex((*vertex_buffer)[indices.y]), 190 unpack_vertex((*vertex_buffer)[indices.z]) 194fn transform_positions(transform: mat4x4<f32>, vertices: array<Vertex, 3>) -> array<vec3<f32>, 3> { 195 return array<vec3<f32>, 3>( 196 (transform * vec4(vertices[0].position, 1.0)).xyz, 197 (transform * vec4(vertices[1].position, 1.0)).xyz, 198 (transform * vec4(vertices[2].position, 1.0)).xyz 202fn resolve_triangle_data_full(instance_id: u32, triangle_id: u32, barycentrics: vec3<f32>) -> ResolvedRayHitFull { 203 let material_id = material_ids[instance_id]; 204 let material = materials[material_id]; 206 let transform = affine3_to_square(transforms[instance_id]); 207 let previous_frame_transform = affine3_to_square(previous_frame_transforms[instance_id]); 209 let instance_geometry_ids = geometry_ids[instance_id]; 210 let vertices = load_vertices(instance_geometry_ids, triangle_id); 212 let world_vertices = transform_positions(transform, vertices); 213 let world_position = mat3x3(world_vertices[0], world_vertices[1], world_vertices[2]) * barycentrics; 215 let previous_frame_world_vertices = transform_positions(previous_frame_transform, vertices); 216 let previous_frame_world_position = mat3x3(previous_frame_world_vertices[0], previous_frame_world_vertices[1], previous_frame_world_vertices[2]) * barycentrics; 218 let uv = mat3x2(vertices[0].uv, vertices[1].uv, vertices[2].uv) * barycentrics; 220 let transform_3x3 = mat3x3(transform[0].xyz, transform[1].xyz, transform[2].xyz); 222 let cofactor = mat3x3(cross(transform_3x3[1], transform_3x3[2]), cross(transform_3x3[2], transform_3x3[0]), cross(transform_3x3[0], transform_3x3[1])); 223 let determinant = dot(transform_3x3[0], cofactor[0]); 224 let determinant_sign = select(sign(determinant), 1.0, determinant == 0.0); 226 let local_tangent = mat3x3(vertices[0].tangent.xyz, vertices[1].tangent.xyz, vertices[2].tangent.xyz) * barycentrics; 227 let world_tangent = vec4(normalize(transform_3x3 * local_tangent), vertices[0].tangent.w * determinant_sign); 229 let local_normal = mat3x3(vertices[0].normal, vertices[1].normal, vertices[2].normal) * barycentrics; 230 var world_normal = normalize(determinant_sign * (cofactor * local_normal)); 232 let geometric_world_normal = world_normal; 233 if material.normal_map_texture_id != TEXTURE_MAP_NONE { 234 let TBN = calculate_tbn_mikktspace(world_normal, world_tangent); 238 var Nt = sample_texture(material.normal_map_texture_id, uv) * 2.0 - 1.0; 239 Nt.z = sqrt(max(1.0 - dot(Nt.xy, Nt.xy), 0.0)); 240 world_normal = normalize(Nt.x * T + Nt.y * B + Nt.z * N); 243 let triangle_edge0 = world_vertices[0] - world_vertices[1]; 244 let triangle_edge1 = world_vertices[0] - world_vertices[2]; 245 let triangle_area = length(cross(triangle_edge0, triangle_edge1)) / 2.0; 247 let resolved_material = resolve_material(material, uv); 249 return ResolvedRayHitFull( 251 previous_frame_world_position, 253 geometric_world_normal, 257 instance_geometry_ids.triangle_count,