1import bevy_pbr::render::pbr_lighting::D_GGX; 2import bevy_pbr::render::utils::{rand_vec2f, rand_u, rand_range_u}; 3import bevy_render::maths::{PI_2, orthonormalize}; 4import package::scene::bindings::{trace_ray, trace_ray_previous_frame, RAY_T_MIN, RAY_T_MAX, light_sources, directional_lights, environment_map, environment_map_sampler, environment_map_light, LightSource, LIGHT_SOURCE_KIND_DIRECTIONAL, resolve_triangle_data_full, ResolvedRayHitFull, MIRROR_ROUGHNESS_THRESHOLD}; 8fn power_heuristic(f: f32, g: f32) -> f32 { 9 return balance_heuristic(f * f, g * g); 12fn balance_heuristic(f: f32, g: f32) -> f32 { 18 let weight = 1.0 / (1.0 + (g / f)); 19 return select(weight, 0.5, isnan(weight)); 24fn sample_ggx_vndf(wi_tangent: vec3<f32>, roughness: f32, rng: ptr<function, u32>) -> vec3<f32> { 26 if roughness <= MIRROR_ROUGHNESS_THRESHOLD { 27 return vec3(-wi_tangent.xy, wi_tangent.z); 31 let rand = rand_vec2f(rng); 32 let i_std = normalize(vec3(i.xy * roughness, i.z)); 33 let phi = PI_2 * rand.x; 35 let s = 1.0 + length(vec2(i.xy)); 38 let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z); 39 let b = select(i_std.z, k * i_std.z, i.z > 0.0); 40 let z = fma(1.0 - rand.y, 1.0 + b, -b); 41 let sin_theta = sqrt(saturate(1.0 - z * z)); 42 let o_std = vec3(sin_theta * cos(phi), sin_theta * sin(phi), z); 43 let m_std = i_std + o_std; 44 let m = normalize(vec3(m_std.xy * roughness, m_std.z)); 45 return 2.0 * dot(i, m) * m - i; 48fn ggx_vndf_sample_invalid(ray_tangent: vec3<f32>) -> bool { 49 return !(ray_tangent.z > 0.0); 53fn ggx_vndf_pdf(wi_tangent: vec3<f32>, wo_tangent: vec3<f32>, roughness: f32) -> f32 { 55 if roughness <= MIRROR_ROUGHNESS_THRESHOLD { 56 let mirror_wo = vec3(-wi_tangent.xy, wi_tangent.z); 57 if distance(mirror_wo, wo_tangent) < 0.0001 { 58 return bitcast<f32>(0x7F800000u); 66 let m = normalize(i + o); 67 let ndf = D_GGX(roughness, saturate(m.z)); 68 let ai = roughness * i.xy; 69 let len2 = dot(ai, ai); 70 let t = sqrt(len2 + i.z * i.z); 74 let s = 1.0 + length(i.xy); 77 let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z); 78 pdf = ndf / (2.0 * (k * i.z + t)); 80 pdf = ndf * (t - i.z) / (2.0 * len2); 83 return select(pdf, 0.0, isnan(pdf)); 86fn isinf(x: f32) -> bool { 87 return (bitcast<u32>(x) & 0x7fffffffu) == 0x7f800000u; 90fn isnan(x: f32) -> bool { 91 return (bitcast<u32>(x) & 0x7fffffffu) > 0x7f800000u; 94const NULL_LIGHT_ID = 0xFFFFFFFFu; 101struct ResolvedLightSample { 102 world_position: vec4<f32>, 103 world_normal: vec3<f32>, 108struct LightContribution { 114 inverse_solid_angle_pdf: f32, 116 brdf_rays_can_hit: bool, 119struct GenerateRandomLightSampleResult { 120 light_sample: LightSample, 121 resolved_light_sample: ResolvedLightSample, 124fn sample_random_light(ray_origin: vec3<f32>, origin_world_normal: vec3<f32>, rng: ptr<function, u32>) -> LightContribution { 125 let sample = generate_random_light_sample(rng); 126 var light_contribution = calculate_resolved_light_contribution(sample.resolved_light_sample, ray_origin, origin_world_normal); 127 light_contribution.radiance *= trace_visibility(ray_origin, sample.resolved_light_sample.world_position); 128 return light_contribution; 131fn random_emissive_light_pdf(hit: ResolvedRayHitFull, ray_distance: f32, NdotV: f32) -> f32 { 132 let light_count = arrayLength(&light_sources); 133 let area_pdf = 1.0 / (f32(light_count) * f32(hit.triangle_count) * hit.triangle_area); 134 return area_pdf * (ray_distance * ray_distance) / NdotV; 137fn sample_environment_map_light(world_direction: vec3<f32>) -> vec3<f32> { 138 if environment_map_light.intensity == 0.0 { return vec3(0.0); } 140 var sample_direction = environment_map_light.light_from_world * world_direction; 141 sample_direction.z = -sample_direction.z; 144 return textureSampleLevel(environment_map, environment_map_sampler, sample_direction, 0.0).rgb * environment_map_light.intensity; 147fn generate_random_light_sample(rng: ptr<function, u32>) -> GenerateRandomLightSampleResult { 148 let light_count = arrayLength(&light_sources); 149 let light_id = rand_range_u(light_count, rng); 151 let light_source = light_sources[light_id]; 153 var triangle_id = 0u; 154 if light_source.kind != LIGHT_SOURCE_KIND_DIRECTIONAL { 155 let triangle_count = light_source.kind >> 1u; 156 triangle_id = rand_range_u(triangle_count, rng); 159 let seed = rand_u(rng); 160 let light_sample = LightSample((light_id << 16u) | triangle_id, seed); 162 var resolved_light_sample = resolve_light_sample(light_sample, light_source); 163 resolved_light_sample.inverse_pdf *= f32(light_count); 165 return GenerateRandomLightSampleResult(light_sample, resolved_light_sample); 168fn resolve_light_sample(light_sample: LightSample, light_source: LightSource) -> ResolvedLightSample { 169 if light_source.kind == LIGHT_SOURCE_KIND_DIRECTIONAL { 170 let directional_light = directional_lights[light_source.id]; 172 var direction_to_light: vec3<f32>; 173@if(!NO_DIRECTIONAL_LIGHT_SOFT_SHADOWS) { 176 var rng = light_sample.seed; 177 let random = rand_vec2f(&rng); 178 let cos_theta = (1.0 - random.x) + random.x * directional_light.cos_theta_max; 179 let sin_theta = sqrt(1.0 - cos_theta * cos_theta); 180 let phi = random.y * PI_2; 181 let x = cos(phi) * sin_theta; 182 let y = sin(phi) * sin_theta; 183 direction_to_light = vec3(x, y, cos_theta); 186 direction_to_light = orthonormalize(directional_light.direction_to_light) * direction_to_light; 188 direction_to_light = directional_light.direction_to_light; 191 return ResolvedLightSample( 192 vec4(direction_to_light, 0.0), 194 directional_light.luminance, 195 directional_light.inverse_pdf, 198 let triangle_count = light_source.kind >> 1u; 199 let triangle_id = light_sample.light_id & 0xFFFFu; 200 let barycentrics = triangle_barycentrics(light_sample.seed); 201 let triangle_data = resolve_triangle_data_full(light_source.id, triangle_id, barycentrics); 203 return ResolvedLightSample( 204 vec4(triangle_data.world_position, 1.0), 205 triangle_data.world_normal, 206 triangle_data.material.emissive.rgb, 207 f32(triangle_count) * triangle_data.triangle_area, 212fn calculate_resolved_light_contribution(resolved_light_sample: ResolvedLightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContribution { 213 let ray = resolved_light_sample.world_position.xyz - (resolved_light_sample.world_position.w * ray_origin); 214 let light_distance = length(ray); 215 let wi = ray / light_distance; 217 let cos_theta_light = saturate(dot(-wi, resolved_light_sample.world_normal)); 218 let light_distance_squared = light_distance * light_distance; 219 let denominator = cos_theta_light / light_distance_squared; 221 let radiance = resolved_light_sample.radiance * denominator; 222 let inverse_solid_angle_pdf = resolved_light_sample.inverse_pdf * denominator; 224 return LightContribution(radiance, resolved_light_sample.inverse_pdf, inverse_solid_angle_pdf, wi, resolved_light_sample.world_position.w == 1.0); 227fn trace_visibility(ray_origin: vec3<f32>, point: vec4<f32>) -> f32 { 228 var ray_direction = point.xyz; 229 var ray_t_max = RAY_T_MAX; 232 let ray = ray_direction - ray_origin; 233 let dist = length(ray); 234 ray_direction = ray / dist; 235 ray_t_max = dist - RAY_T_MIN; 238 if ray_t_max < RAY_T_MIN { return 0.0; } 240 let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT); 241 return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE); 244fn trace_visibility_previous_frame(ray_origin: vec3<f32>, point: vec4<f32>) -> f32 { 245 var ray_direction = point.xyz; 246 var ray_t_max = RAY_T_MAX; 249 let ray = ray_direction - ray_origin; 250 let dist = length(ray); 251 ray_direction = ray / dist; 252 ray_t_max = dist - RAY_T_MIN; 255 if ray_t_max < RAY_T_MIN { return 0.0; } 257 let ray_hit = trace_ray_previous_frame(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT); 258 return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE); 262fn triangle_barycentrics(seed: u32) -> vec3<f32> { 264 var barycentrics = rand_vec2f(&rng); 265 if barycentrics.x + barycentrics.y > 1.0 { barycentrics = 1.0 - barycentrics; } 266 return vec3(1.0 - barycentrics.x - barycentrics.y, barycentrics);