Path: blob/main/crates/bevy_solari/src/scene/sampling.wgsl
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enable wgpu_ray_query;
#define_import_path bevy_solari::sampling
#import bevy_pbr::lighting::D_GGX
#import bevy_pbr::utils::{rand_f, rand_vec2f, rand_u, rand_range_u}
#import bevy_render::maths::{PI_2, orthonormalize}
#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, MIRROR_ROUGHNESS_THRESHOLD}
fn power_heuristic(f: f32, g: f32) -> f32 {
return balance_heuristic(f * f, g * g);
}
fn balance_heuristic(f: f32, g: f32) -> f32 {
let sum = f + g;
if sum == 0.0 {
return 0.0;
}
return max(0.0, f / sum);
}
// https://gpuopen.com/download/Bounded_VNDF_Sampling_for_Smith-GGX_Reflections.pdf (Listing 1)
fn sample_ggx_vndf(wi_tangent: vec3<f32>, roughness: f32, rng: ptr<function, u32>) -> vec3<f32> {
// Mirror BRDF case
if roughness <= MIRROR_ROUGHNESS_THRESHOLD {
return vec3(-wi_tangent.xy, wi_tangent.z);
}
let i = wi_tangent;
let rand = rand_vec2f(rng);
let i_std = normalize(vec3(i.xy * roughness, i.z));
let phi = PI_2 * rand.x;
let a = roughness;
let s = 1.0 + length(vec2(i.xy));
let a2 = a * a;
let s2 = s * s;
let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z);
let b = select(i_std.z, k * i_std.z, i.z > 0.0);
let z = fma(1.0 - rand.y, 1.0 + b, -b);
let sin_theta = sqrt(saturate(1.0 - z * z));
let o_std = vec3(sin_theta * cos(phi), sin_theta * sin(phi), z);
let m_std = i_std + o_std;
let m = normalize(vec3(m_std.xy * roughness, m_std.z));
return 2.0 * dot(i, m) * m - i;
}
// https://gpuopen.com/download/Bounded_VNDF_Sampling_for_Smith-GGX_Reflections.pdf (Listing 2)
fn ggx_vndf_pdf(wi_tangent: vec3<f32>, wo_tangent: vec3<f32>, roughness: f32) -> f32 {
// Mirror BRDF case
if roughness <= MIRROR_ROUGHNESS_THRESHOLD {
let mirror_wo = vec3(-wi_tangent.xy, wi_tangent.z);
return f32(all(abs(mirror_wo - wo_tangent) < vec3(0.0001)));
}
let i = wi_tangent;
let o = wo_tangent;
let m = normalize(i + o);
let ndf = D_GGX(roughness, saturate(m.z));
let ai = roughness * i.xy;
let len2 = dot(ai, ai);
let t = sqrt(len2 + i.z * i.z);
if i.z >= 0.0 {
let a = roughness;
let s = 1.0 + length(i.xy);
let a2 = a * a;
let s2 = s * s;
let k = (1.0 - a2) * s2 / (s2 + a2 * i.z * i.z);
return ndf / (2.0 * (k * i.z + t));
}
return ndf * (t - i.z) / (2.0 * len2);
}
const NULL_LIGHT_ID = 0xFFFFFFFFu;
struct LightSample {
light_id: u32,
seed: u32,
}
struct ResolvedLightSample {
world_position: vec4<f32>,
world_normal: vec3<f32>,
radiance: vec3<f32>,
inverse_pdf: f32,
}
struct LightContribution {
radiance: vec3<f32>,
inverse_pdf: f32,
wi: vec3<f32>,
brdf_rays_can_hit: bool,
}
struct LightContributionNoPdf {
radiance: vec3<f32>,
wi: vec3<f32>,
}
struct GenerateRandomLightSampleResult {
light_sample: LightSample,
resolved_light_sample: ResolvedLightSample,
}
fn sample_random_light(ray_origin: vec3<f32>, origin_world_normal: vec3<f32>, rng: ptr<function, u32>) -> LightContribution {
let sample = generate_random_light_sample(rng);
var light_contribution = calculate_resolved_light_contribution(sample.resolved_light_sample, ray_origin, origin_world_normal);
light_contribution.radiance *= trace_light_visibility(ray_origin, sample.resolved_light_sample.world_position);
return light_contribution;
}
fn random_emissive_light_pdf(hit: ResolvedRayHitFull) -> f32 {
let light_count = arrayLength(&light_sources);
return 1.0 / (f32(light_count) * f32(hit.triangle_count) * hit.triangle_area);
}
fn generate_random_light_sample(rng: ptr<function, u32>) -> GenerateRandomLightSampleResult {
let light_count = arrayLength(&light_sources);
let light_id = rand_range_u(light_count, rng);
let light_source = light_sources[light_id];
var triangle_id = 0u;
if light_source.kind != LIGHT_SOURCE_KIND_DIRECTIONAL {
let triangle_count = light_source.kind >> 1u;
triangle_id = rand_range_u(triangle_count, rng);
}
let seed = rand_u(rng);
let light_sample = LightSample((light_id << 16u) | triangle_id, seed);
var resolved_light_sample = resolve_light_sample(light_sample, light_source);
resolved_light_sample.inverse_pdf *= f32(light_count);
return GenerateRandomLightSampleResult(light_sample, resolved_light_sample);
}
fn resolve_light_sample(light_sample: LightSample, light_source: LightSource) -> ResolvedLightSample {
if light_source.kind == LIGHT_SOURCE_KIND_DIRECTIONAL {
let directional_light = directional_lights[light_source.id];
#ifndef NO_DIRECTIONAL_LIGHT_SOFT_SHADOWS
// Sample a random direction within a cone whose base is the sun approximated as a disk
// https://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.9.pdf#0004286901.INDD%3ASec30%3A305
var rng = light_sample.seed;
let random = rand_vec2f(&rng);
let cos_theta = (1.0 - random.x) + random.x * directional_light.cos_theta_max;
let sin_theta = sqrt(1.0 - cos_theta * cos_theta);
let phi = random.y * PI_2;
let x = cos(phi) * sin_theta;
let y = sin(phi) * sin_theta;
var direction_to_light = vec3(x, y, cos_theta);
// Rotate the ray so that the cone it was sampled from is aligned with the light direction
direction_to_light = orthonormalize(directional_light.direction_to_light) * direction_to_light;
#else
let direction_to_light = directional_light.direction_to_light;
#endif
return ResolvedLightSample(
vec4(direction_to_light, 0.0),
-direction_to_light,
directional_light.luminance,
directional_light.inverse_pdf,
);
} else {
let triangle_count = light_source.kind >> 1u;
let triangle_id = light_sample.light_id & 0xFFFFu;
let barycentrics = triangle_barycentrics(light_sample.seed);
let triangle_data = resolve_triangle_data_full(light_source.id, triangle_id, barycentrics);
return ResolvedLightSample(
vec4(triangle_data.world_position, 1.0),
triangle_data.world_normal,
triangle_data.material.emissive.rgb,
f32(triangle_count) * triangle_data.triangle_area,
);
}
}
fn calculate_resolved_light_contribution(resolved_light_sample: ResolvedLightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContribution {
let ray = resolved_light_sample.world_position.xyz - (resolved_light_sample.world_position.w * ray_origin);
let light_distance = length(ray);
let wi = ray / light_distance;
let cos_theta_light = saturate(dot(-wi, resolved_light_sample.world_normal));
let light_distance_squared = light_distance * light_distance;
let radiance = resolved_light_sample.radiance * (cos_theta_light / light_distance_squared);
return LightContribution(radiance, resolved_light_sample.inverse_pdf, wi, resolved_light_sample.world_position.w == 1.0);
}
fn resolve_and_calculate_light_contribution(light_sample: LightSample, ray_origin: vec3<f32>, origin_world_normal: vec3<f32>) -> LightContributionNoPdf {
let resolved_light_sample = resolve_light_sample(light_sample, light_sources[light_sample.light_id >> 16u]);
let light_contribution = calculate_resolved_light_contribution(resolved_light_sample, ray_origin, origin_world_normal);
return LightContributionNoPdf(light_contribution.radiance, light_contribution.wi);
}
fn trace_light_visibility(ray_origin: vec3<f32>, light_sample_world_position: vec4<f32>) -> f32 {
var ray_direction = light_sample_world_position.xyz;
var ray_t_max = RAY_T_MAX;
if light_sample_world_position.w == 1.0 {
let ray = ray_direction - ray_origin;
let dist = length(ray);
ray_direction = ray / dist;
ray_t_max = dist - RAY_T_MIN - RAY_T_MIN;
}
if ray_t_max < RAY_T_MIN { return 0.0; }
let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT);
return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE);
}
fn trace_point_visibility(ray_origin: vec3<f32>, point: vec3<f32>) -> f32 {
let ray = point - ray_origin;
let dist = length(ray);
let ray_direction = ray / dist;
let ray_t_max = dist - RAY_T_MIN - RAY_T_MIN;
if ray_t_max < RAY_T_MIN { return 0.0; }
let ray_hit = trace_ray(ray_origin, ray_direction, RAY_T_MIN, ray_t_max, RAY_FLAG_TERMINATE_ON_FIRST_HIT);
return f32(ray_hit.kind == RAY_QUERY_INTERSECTION_NONE);
}
// https://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.9.pdf#0004286901.INDD%3ASec22%3A297
fn triangle_barycentrics(seed: u32) -> vec3<f32> {
var rng = seed;
var barycentrics = rand_vec2f(&rng);
if barycentrics.x + barycentrics.y > 1.0 { barycentrics = 1.0 - barycentrics; }
return vec3(1.0 - barycentrics.x - barycentrics.y, barycentrics);
}