metal: raytrace fixes

This commit is contained in:
luboslenco
2026-08-22 13:36:26 +02:00
parent ea28e95e9b
commit 8d1699bf92
9 changed files with 1073 additions and 503 deletions
+116 -85
View File
@@ -3,10 +3,10 @@
#define _SUBSURFACE
#define _TRANSLUCENCY
#define _ROULETTE
#define _TRANSPARENCY
// #define _TRANSPARENCY
// #define _FRESNEL
#endif
#define _RENDER
// #define _RENDER
using namespace metal;
using namespace raytracing;
@@ -18,6 +18,12 @@ struct Vertex {
uint tex;
};
#ifdef _MULTI
typedef intersector<triangle_data, instancing, world_space_data> intersector_t;
#else
typedef intersector<triangle_data, instancing> intersector_t;
#endif
struct RayGenConstantBuffer {
float4 eye; // xyz, frame
float4x4 inv_vp;
@@ -30,9 +36,9 @@ struct RayPayload {
float3 ray_dir;
};
constant int SAMPLES = 2; // 64
constant int SAMPLES = 8;
#ifdef _TRANSLUCENCY
constant int DEPTH = 6;
constant int DEPTH = 16;
#else
constant int DEPTH = 3; // Opaque hits
#endif
@@ -100,7 +106,7 @@ float2 s16_to_f32(uint val) {
return float2(a, b) / 32767.0f;
}
float3 hit_world_position(ray ray, typename intersector<triangle_data, instancing>::result_type intersection) {
float3 hit_world_position(ray ray, intersector_t::result_type intersection) {
return ray.origin + ray.direction * intersection.distance;
}
@@ -136,19 +142,15 @@ float3 surface_specular(const float3 base_color, const float metalness) {
return mix(float3(0.04, 0.04, 0.04), base_color, metalness);
}
float3 env_brdf_approx(float3 specular, float roughness, float dotnv) {
const float4 c0 = float4(-1, -0.0275, -0.572, 0.022);
const float4 c1 = float4(1, 0.0425, 1.04, -0.04);
float4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * dotnv)) * r.x + r.y;
float2 ab = float2(-1.04, 1.04) * a004 + r.zw;
return specular * ab.x + ab.y;
}
float fresnel(float3 normal, float3 incident) {
return mix(0.5, 1.0, pow(1.0 + dot(normal, incident), 5.0));
}
float4 read_texel(texture2d<float, access::read> tex, float2 tex_coord) {
uint2 size = uint2(tex.get_width(), tex.get_height());
return tex.read(uint2(fract(tex_coord) * float2(size)), 0);
}
kernel void raytracingKernel(
uint2 tid [[thread_position_in_grid]],
constant RayGenConstantBuffer &constant_buffer [[buffer(0)]],
@@ -165,24 +167,32 @@ kernel void raytracingKernel(
device void *indices [[buffer(2)]],
device void *vertices [[buffer(3)]]
) {
uint2 dim = uint2(render_target.get_width(), render_target.get_height());
if (tid.x >= dim.x || tid.y >= dim.y) {
return;
}
int frame = int(constant_buffer.eye.w);
uint thread_seed = 0;
float3 accum = float3(0, 0, 0);
for (int j = 0; j < SAMPLES; ++j) {
int sample_index = frame * SAMPLES + j;
// AA
float2 xy = float2(tid) + float2(0.5f, 0.5f);
xy.x += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.x += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
xy.y += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.y += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
float2 screen_pos = xy / float2(render_target.get_width(), render_target.get_height()) * 2.0 - 1.0;
float2 screen_pos = xy / float2(dim) * 2.0 - 1.0;
ray ray;
ray.min_distance = 0.0001;
ray.max_distance = 10.0;
ray.max_distance = 100.0;
generate_camera_ray(screen_pos, ray.origin, ray.direction, constant_buffer.eye.xyz, constant_buffer.inv_vp);
RayPayload payload;
payload.color = float4(1, 1, 1, j);
payload.color = float4(1, 1, 1, sample_index);
#ifdef _TRANSPARENCY
int transparent_hits = 0;
@@ -193,7 +203,7 @@ kernel void raytracingKernel(
#ifdef _ROULETTE
float rr_factor = 1.0;
if (i >= rr_start) {
float f = rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
float f = rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f <= rr_probability) {
break;
}
@@ -201,37 +211,47 @@ kernel void raytracingKernel(
}
#endif
// #ifdef _SUBSURFACE
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);
// #else
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE, ~0, 0, 1, 0, ray, payload);
// #endif
intersector<triangle_data, instancing> in;
intersector_t in;
in.assume_geometry_type(geometry_type::triangle);
in.force_opacity(forced_opacity::opaque);
in.accept_any_intersection(false);
// in.set_triangle_cull_mode(triangle_cull_mode::none);
typename intersector<triangle_data, instancing>::result_type intersection;
intersector_t::result_type intersection;
intersection = in.intersect(ray, scene);
// Miss
if (intersection.type == intersection_type::none) {
#ifdef _EMISSION
if (payload.color.a == -2.0) {
return;
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
float2 tex_coord = fract(equirect(ray.direction, constant_buffer.params.y));
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord).rgb * abs(constant_buffer.params.x);
payload.color = float4(payload.color.rgb * texenv.rgb, -1);
if (i == 0 && constant_buffer.params.x < 0.0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
else {
float2 tex_coord = equirect(ray.direction, constant_buffer.params.y);
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord, level(0)).rgb * abs(constant_buffer.params.x);
payload.color.rgb *= texenv;
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
device uint32_t *inda = (device uint32_t *)(indices);
uint base_index = intersection.primitive_id * 3;
#ifdef _MULTI
base_index += intersection.user_instance_id;
#endif
uint3 indices_sample = uint3(
inda[intersection.primitive_id * 3],
inda[intersection.primitive_id * 3 + 1],
inda[intersection.primitive_id * 3 + 2]
inda[base_index],
inda[base_index + 1],
inda[base_index + 2]
);
device Vertex *verta = (device Vertex *)(vertices);
@@ -243,16 +263,21 @@ kernel void raytracingKernel(
float2 barycentrics = intersection.triangle_barycentric_coord;
float2 tex_coord = hit_attribute2d(vertex_uvs, barycentrics) * constant_buffer.params.z;
uint2 size = uint2(mytexture0.get_width(), mytexture0.get_height());
uint3 utex_coord = uint3(uint2((tex_coord - float2(uint2(tex_coord))) * float2(size)), 0);
float4 texpaint0 = mytexture0.read(utex_coord.xy, utex_coord.z);
float3 hit = hit_world_position(ray, intersection);
float4 texpaint0 = read_texel(mytexture0, tex_coord);
#ifdef _TRANSPARENCY
if (texpaint0.a <= 0.1) {
payload.ray_dir = ray.direction;
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
if (texpaint0.a <= 0.01) {
ray.origin = hit + ray.direction * 0.0001f;
if (transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = sample_index;
transparent_hits++;
i--;
}
else {
payload.color.a = -2;
return;
}
continue;
}
#endif
@@ -263,10 +288,22 @@ kernel void raytracingKernel(
};
float3 n = normalize(hit_attribute(vertex_normals, barycentrics));
float4 texpaint1 = mytexture1.read(utex_coord.xy, utex_coord.z);
float4 texpaint2 = mytexture2.read(utex_coord.xy, utex_coord.z);
#ifdef _MULTI
float4x3 obj_to_world = intersection.object_to_world_transform;
n = normalize(float3x3(obj_to_world[0], obj_to_world[1], obj_to_world[2]) * n);
#endif
float4 texpaint1 = read_texel(mytexture1, tex_coord);
float4 texpaint2 = read_texel(mytexture2, tex_coord);
float3 texcolor = pow(texpaint0.rgb, float3(2.2, 2.2, 2.2));
#ifdef _TRANSLUCENCY
if (!intersection.triangle_front_facing) {
float3 absorption = pow(max(texcolor, float3(0.001)), float3(intersection.distance * texpaint0.a));
payload.color.rgb *= absorption;
}
#endif
float3 tangent = float3(0, 0, 0);
float3 binormal = float3(0, 0, 0);
create_basis(n, tangent, binormal);
@@ -275,17 +312,31 @@ kernel void raytracingKernel(
texpaint1.g = -texpaint1.g;
n = float3x3(tangent, binormal, n) * texpaint1.rgb;
float f = rand(tid.x, tid.y, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
uint bounce_seed = 0;
float f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
bool scatter = false;
#ifdef _TRANSLUCENCY
float3 diffuse_dir = texpaint0.a < f ?
cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank) :
cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
#else
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f > texpaint0.a) {
float roughness = texpaint2.g;
float3 scatter_dir = cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
payload.ray_dir = normalize(mix(ray.direction, scatter_dir, roughness * roughness * 0.5));
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
scatter = true;
}
#endif
if (!scatter) {
#ifdef _TRANSLUCENCY
f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
#endif
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
#ifdef _FRESNEL
float specular_chance = fresnel(n, ray.direction);
#else
@@ -293,12 +344,7 @@ kernel void raytracingKernel(
#endif
if (f < specular_chance) {
#ifdef _TRANSLUCENCY
float3 specular_dir = texpaint0.a < f * 2 ? ray.direction : reflect(ray.direction, n);
#else
float3 specular_dir = reflect(ray.direction, n);
#endif
payload.ray_dir = mix(specular_dir, diffuse_dir, texpaint2.g * texpaint2.g);
float3 specular = surface_specular(texcolor, texpaint2.b);
payload.color.xyz *= specular;
@@ -314,59 +360,44 @@ kernel void raytracingKernel(
payload.color.xyz /= 1.0 - specular_chance;
#endif
}
#ifdef _FRESNEL
payload.color.xyz *= 0.5;
#endif
// float dotnv = abs(dot(n, -WorldRayDirection()));
// payload.ray_origin = hit_world_position() + n * mix(0.1f, 0.0001f, dotnv);
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
#ifdef _EMISSION
if (int(texpaint1.a * 255.0f) % 3 == 1) { // matid
payload.color.xyz *= 100.0f;
payload.color.a = -2.0;
payload.color.a = -3.0;
}
#endif
#ifdef _SUBSURFACE
if (int(texpaint1.a * 255.0f) % 3 == 2) {
payload.ray_origin += ray.direction * f;
float d = min(1.0 / min(intersection.distance * 2.0, 1.0) / 10.0, 0.5);
payload.color.xyz += payload.color.xyz * d;
if (f < 0.5) {
payload.ray_origin += ray.direction * f * 0.001;
}
}
#endif
}
#ifdef _EMISSION
if (payload.color.a == -2) {
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
// Miss
if (payload.color.a < 0) {
#ifdef _TRANSPARENCY
if (payload.color.a == -2 && transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = j;
transparent_hits++;
i--;
}
#endif
if (i == 0 && constant_buffer.params.x < 0) { // No envmap
payload.color.rgb = float3(0.032, 0.032, 0.032);
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
#ifdef _ROULETTE
payload.color.rgb *= rr_factor;
#endif
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
}
}
@@ -382,6 +413,6 @@ kernel void raytracingKernel(
if (constant_buffer.eye.w == 0) {
color = accum;
}
render_target.write(float4(mix(color, accum, 1.0 / 16.0), 1.0f), tid);
render_target.write(float4(mix(color, accum, 1.0 / 4.0), 1.0f), tid);
#endif
}
+116 -86
View File
@@ -1,14 +1,13 @@
#define _FULL
#ifdef _FULL
#define _EMISSION
#define _SUBSURFACE
#define _TRANSLUCENCY
#define _ROULETTE
#define _TRANSPARENCY
// #define _TRANSPARENCY
// #define _FRESNEL
#endif
#define _RENDER
// #define _RENDER
using namespace metal;
using namespace raytracing;
@@ -20,6 +19,12 @@ struct Vertex {
uint tex;
};
#ifdef _MULTI
typedef intersector<triangle_data, instancing, world_space_data> intersector_t;
#else
typedef intersector<triangle_data, instancing> intersector_t;
#endif
struct RayGenConstantBuffer {
float4 eye; // xyz, frame
float4x4 inv_vp;
@@ -32,9 +37,9 @@ struct RayPayload {
float3 ray_dir;
};
constant int SAMPLES = 2; // 64
constant int SAMPLES = 8;
#ifdef _TRANSLUCENCY
constant int DEPTH = 6;
constant int DEPTH = 16;
#else
constant int DEPTH = 3; // Opaque hits
#endif
@@ -102,7 +107,7 @@ float2 s16_to_f32(uint val) {
return float2(a, b) / 32767.0f;
}
float3 hit_world_position(ray ray, typename intersector<triangle_data, instancing>::result_type intersection) {
float3 hit_world_position(ray ray, intersector_t::result_type intersection) {
return ray.origin + ray.direction * intersection.distance;
}
@@ -138,19 +143,15 @@ float3 surface_specular(const float3 base_color, const float metalness) {
return mix(float3(0.04, 0.04, 0.04), base_color, metalness);
}
float3 env_brdf_approx(float3 specular, float roughness, float dotnv) {
const float4 c0 = float4(-1, -0.0275, -0.572, 0.022);
const float4 c1 = float4(1, 0.0425, 1.04, -0.04);
float4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * dotnv)) * r.x + r.y;
float2 ab = float2(-1.04, 1.04) * a004 + r.zw;
return specular * ab.x + ab.y;
}
float fresnel(float3 normal, float3 incident) {
return mix(0.5, 1.0, pow(1.0 + dot(normal, incident), 5.0));
}
float4 read_texel(texture2d<float, access::read> tex, float2 tex_coord) {
uint2 size = uint2(tex.get_width(), tex.get_height());
return tex.read(uint2(fract(tex_coord) * float2(size)), 0);
}
kernel void raytracingKernel(
uint2 tid [[thread_position_in_grid]],
constant RayGenConstantBuffer &constant_buffer [[buffer(0)]],
@@ -167,24 +168,32 @@ kernel void raytracingKernel(
device void *indices [[buffer(2)]],
device void *vertices [[buffer(3)]]
) {
uint2 dim = uint2(render_target.get_width(), render_target.get_height());
if (tid.x >= dim.x || tid.y >= dim.y) {
return;
}
int frame = int(constant_buffer.eye.w);
uint thread_seed = 0;
float3 accum = float3(0, 0, 0);
for (int j = 0; j < SAMPLES; ++j) {
int sample_index = frame * SAMPLES + j;
// AA
float2 xy = float2(tid) + float2(0.5f, 0.5f);
xy.x += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.x += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
xy.y += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.y += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
float2 screen_pos = xy / float2(render_target.get_width(), render_target.get_height()) * 2.0 - 1.0;
float2 screen_pos = xy / float2(dim) * 2.0 - 1.0;
ray ray;
ray.min_distance = 0.0001;
ray.max_distance = 10.0;
ray.max_distance = 100.0;
generate_camera_ray(screen_pos, ray.origin, ray.direction, constant_buffer.eye.xyz, constant_buffer.inv_vp);
RayPayload payload;
payload.color = float4(1, 1, 1, j);
payload.color = float4(1, 1, 1, sample_index);
#ifdef _TRANSPARENCY
int transparent_hits = 0;
@@ -195,7 +204,7 @@ kernel void raytracingKernel(
#ifdef _ROULETTE
float rr_factor = 1.0;
if (i >= rr_start) {
float f = rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
float f = rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f <= rr_probability) {
break;
}
@@ -203,37 +212,47 @@ kernel void raytracingKernel(
}
#endif
// #ifdef _SUBSURFACE
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);
// #else
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE, ~0, 0, 1, 0, ray, payload);
// #endif
intersector<triangle_data, instancing> in;
intersector_t in;
in.assume_geometry_type(geometry_type::triangle);
in.force_opacity(forced_opacity::opaque);
in.accept_any_intersection(false);
// in.set_triangle_cull_mode(triangle_cull_mode::none);
typename intersector<triangle_data, instancing>::result_type intersection;
intersector_t::result_type intersection;
intersection = in.intersect(ray, scene);
// Miss
if (intersection.type == intersection_type::none) {
#ifdef _EMISSION
if (payload.color.a == -2.0) {
return;
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
float2 tex_coord = fract(equirect(ray.direction, constant_buffer.params.y));
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord).rgb * abs(constant_buffer.params.x);
payload.color = float4(payload.color.rgb * texenv.rgb, -1);
if (i == 0 && constant_buffer.params.x < 0.0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
else {
float2 tex_coord = equirect(ray.direction, constant_buffer.params.y);
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord, level(0)).rgb * abs(constant_buffer.params.x);
payload.color.rgb *= texenv;
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
device uint32_t *inda = (device uint32_t *)(indices);
uint base_index = intersection.primitive_id * 3;
#ifdef _MULTI
base_index += intersection.user_instance_id;
#endif
uint3 indices_sample = uint3(
inda[intersection.primitive_id * 3],
inda[intersection.primitive_id * 3 + 1],
inda[intersection.primitive_id * 3 + 2]
inda[base_index],
inda[base_index + 1],
inda[base_index + 2]
);
device Vertex *verta = (device Vertex *)(vertices);
@@ -245,16 +264,21 @@ kernel void raytracingKernel(
float2 barycentrics = intersection.triangle_barycentric_coord;
float2 tex_coord = hit_attribute2d(vertex_uvs, barycentrics) * constant_buffer.params.z;
uint2 size = uint2(mytexture0.get_width(), mytexture0.get_height());
uint3 utex_coord = uint3(uint2((tex_coord - float2(uint2(tex_coord))) * float2(size)), 0);
float4 texpaint0 = mytexture0.read(utex_coord.xy, utex_coord.z);
float3 hit = hit_world_position(ray, intersection);
float4 texpaint0 = read_texel(mytexture0, tex_coord);
#ifdef _TRANSPARENCY
if (texpaint0.a <= 0.1) {
payload.ray_dir = ray.direction;
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
if (texpaint0.a <= 0.01) {
ray.origin = hit + ray.direction * 0.0001f;
if (transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = sample_index;
transparent_hits++;
i--;
}
else {
payload.color.a = -2;
return;
}
continue;
}
#endif
@@ -265,10 +289,22 @@ kernel void raytracingKernel(
};
float3 n = normalize(hit_attribute(vertex_normals, barycentrics));
float4 texpaint1 = mytexture1.read(utex_coord.xy, utex_coord.z);
float4 texpaint2 = mytexture2.read(utex_coord.xy, utex_coord.z);
#ifdef _MULTI
float4x3 obj_to_world = intersection.object_to_world_transform;
n = normalize(float3x3(obj_to_world[0], obj_to_world[1], obj_to_world[2]) * n);
#endif
float4 texpaint1 = read_texel(mytexture1, tex_coord);
float4 texpaint2 = read_texel(mytexture2, tex_coord);
float3 texcolor = pow(texpaint0.rgb, float3(2.2, 2.2, 2.2));
#ifdef _TRANSLUCENCY
if (!intersection.triangle_front_facing) {
float3 absorption = pow(max(texcolor, float3(0.001)), float3(intersection.distance * texpaint0.a));
payload.color.rgb *= absorption;
}
#endif
float3 tangent = float3(0, 0, 0);
float3 binormal = float3(0, 0, 0);
create_basis(n, tangent, binormal);
@@ -277,17 +313,31 @@ kernel void raytracingKernel(
texpaint1.g = -texpaint1.g;
n = float3x3(tangent, binormal, n) * texpaint1.rgb;
float f = rand(tid.x, tid.y, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
uint bounce_seed = 0;
float f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
bool scatter = false;
#ifdef _TRANSLUCENCY
float3 diffuse_dir = texpaint0.a < f ?
cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank) :
cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
#else
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f > texpaint0.a) {
float roughness = texpaint2.g;
float3 scatter_dir = cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
payload.ray_dir = normalize(mix(ray.direction, scatter_dir, roughness * roughness * 0.5));
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
scatter = true;
}
#endif
if (!scatter) {
#ifdef _TRANSLUCENCY
f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
#endif
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
#ifdef _FRESNEL
float specular_chance = fresnel(n, ray.direction);
#else
@@ -295,12 +345,7 @@ kernel void raytracingKernel(
#endif
if (f < specular_chance) {
#ifdef _TRANSLUCENCY
float3 specular_dir = texpaint0.a < f * 2 ? ray.direction : reflect(ray.direction, n);
#else
float3 specular_dir = reflect(ray.direction, n);
#endif
payload.ray_dir = mix(specular_dir, diffuse_dir, texpaint2.g * texpaint2.g);
float3 specular = surface_specular(texcolor, texpaint2.b);
payload.color.xyz *= specular;
@@ -316,59 +361,44 @@ kernel void raytracingKernel(
payload.color.xyz /= 1.0 - specular_chance;
#endif
}
#ifdef _FRESNEL
payload.color.xyz *= 0.5;
#endif
// float dotnv = abs(dot(n, -WorldRayDirection()));
// payload.ray_origin = hit_world_position() + n * mix(0.1f, 0.0001f, dotnv);
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
#ifdef _EMISSION
if (int(texpaint1.a * 255.0f) % 3 == 1) { // matid
payload.color.xyz *= 100.0f;
payload.color.a = -2.0;
payload.color.a = -3.0;
}
#endif
#ifdef _SUBSURFACE
if (int(texpaint1.a * 255.0f) % 3 == 2) {
payload.ray_origin += ray.direction * f;
float d = min(1.0 / min(intersection.distance * 2.0, 1.0) / 10.0, 0.5);
payload.color.xyz += payload.color.xyz * d;
if (f < 0.5) {
payload.ray_origin += ray.direction * f * 0.001;
}
}
#endif
}
#ifdef _EMISSION
if (payload.color.a == -2) {
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
// Miss
if (payload.color.a < 0) {
#ifdef _TRANSPARENCY
if (payload.color.a == -2 && transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = j;
transparent_hits++;
i--;
}
#endif
if (i == 0 && constant_buffer.params.x < 0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
#ifdef _ROULETTE
payload.color.rgb *= rr_factor;
#endif
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
}
}
@@ -384,6 +414,6 @@ kernel void raytracingKernel(
if (constant_buffer.eye.w == 0) {
color = accum;
}
render_target.write(float4(mix(color, accum, 1.0 / 16.0), 1.0f), tid);
render_target.write(float4(mix(color, accum, 1.0 / 4.0), 1.0f), tid);
#endif
}
@@ -1,12 +1,13 @@
#define _MULTI
#ifdef _FULL
#define _EMISSION
#define _SUBSURFACE
#define _TRANSLUCENCY
#define _ROULETTE
#define _TRANSPARENCY
// #define _TRANSPARENCY
// #define _FRESNEL
#endif
#define _RENDER
// #define _RENDER
using namespace metal;
using namespace raytracing;
@@ -18,6 +19,12 @@ struct Vertex {
uint tex;
};
#ifdef _MULTI
typedef intersector<triangle_data, instancing, world_space_data> intersector_t;
#else
typedef intersector<triangle_data, instancing> intersector_t;
#endif
struct RayGenConstantBuffer {
float4 eye; // xyz, frame
float4x4 inv_vp;
@@ -30,9 +37,9 @@ struct RayPayload {
float3 ray_dir;
};
constant int SAMPLES = 2; // 64
constant int SAMPLES = 8;
#ifdef _TRANSLUCENCY
constant int DEPTH = 6;
constant int DEPTH = 16;
#else
constant int DEPTH = 3; // Opaque hits
#endif
@@ -100,7 +107,7 @@ float2 s16_to_f32(uint val) {
return float2(a, b) / 32767.0f;
}
float3 hit_world_position(ray ray, typename intersector<triangle_data, instancing>::result_type intersection) {
float3 hit_world_position(ray ray, intersector_t::result_type intersection) {
return ray.origin + ray.direction * intersection.distance;
}
@@ -136,19 +143,15 @@ float3 surface_specular(const float3 base_color, const float metalness) {
return mix(float3(0.04, 0.04, 0.04), base_color, metalness);
}
float3 env_brdf_approx(float3 specular, float roughness, float dotnv) {
const float4 c0 = float4(-1, -0.0275, -0.572, 0.022);
const float4 c1 = float4(1, 0.0425, 1.04, -0.04);
float4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * dotnv)) * r.x + r.y;
float2 ab = float2(-1.04, 1.04) * a004 + r.zw;
return specular * ab.x + ab.y;
}
float fresnel(float3 normal, float3 incident) {
return mix(0.5, 1.0, pow(1.0 + dot(normal, incident), 5.0));
}
float4 read_texel(texture2d<float, access::read> tex, float2 tex_coord) {
uint2 size = uint2(tex.get_width(), tex.get_height());
return tex.read(uint2(fract(tex_coord) * float2(size)), 0);
}
kernel void raytracingKernel(
uint2 tid [[thread_position_in_grid]],
constant RayGenConstantBuffer &constant_buffer [[buffer(0)]],
@@ -165,24 +168,32 @@ kernel void raytracingKernel(
device void *indices [[buffer(2)]],
device void *vertices [[buffer(3)]]
) {
uint2 dim = uint2(render_target.get_width(), render_target.get_height());
if (tid.x >= dim.x || tid.y >= dim.y) {
return;
}
int frame = int(constant_buffer.eye.w);
uint thread_seed = 0;
float3 accum = float3(0, 0, 0);
for (int j = 0; j < SAMPLES; ++j) {
int sample_index = frame * SAMPLES + j;
// AA
float2 xy = float2(tid) + float2(0.5f, 0.5f);
xy.x += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.x += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
xy.y += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.y += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
float2 screen_pos = xy / float2(render_target.get_width(), render_target.get_height()) * 2.0 - 1.0;
float2 screen_pos = xy / float2(dim) * 2.0 - 1.0;
ray ray;
ray.min_distance = 0.0001;
ray.max_distance = 10.0;
ray.max_distance = 100.0;
generate_camera_ray(screen_pos, ray.origin, ray.direction, constant_buffer.eye.xyz, constant_buffer.inv_vp);
RayPayload payload;
payload.color = float4(1, 1, 1, j);
payload.color = float4(1, 1, 1, sample_index);
#ifdef _TRANSPARENCY
int transparent_hits = 0;
@@ -193,7 +204,7 @@ kernel void raytracingKernel(
#ifdef _ROULETTE
float rr_factor = 1.0;
if (i >= rr_start) {
float f = rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
float f = rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f <= rr_probability) {
break;
}
@@ -201,37 +212,47 @@ kernel void raytracingKernel(
}
#endif
// #ifdef _SUBSURFACE
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);
// #else
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE, ~0, 0, 1, 0, ray, payload);
// #endif
intersector<triangle_data, instancing> in;
intersector_t in;
in.assume_geometry_type(geometry_type::triangle);
in.force_opacity(forced_opacity::opaque);
in.accept_any_intersection(false);
// in.set_triangle_cull_mode(triangle_cull_mode::none);
typename intersector<triangle_data, instancing>::result_type intersection;
intersector_t::result_type intersection;
intersection = in.intersect(ray, scene);
// Miss
if (intersection.type == intersection_type::none) {
#ifdef _EMISSION
if (payload.color.a == -2.0) {
return;
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
float2 tex_coord = fract(equirect(ray.direction, constant_buffer.params.y));
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord).rgb * abs(constant_buffer.params.x);
payload.color = float4(payload.color.rgb * texenv.rgb, -1);
if (i == 0 && constant_buffer.params.x < 0.0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
else {
float2 tex_coord = equirect(ray.direction, constant_buffer.params.y);
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord, level(0)).rgb * abs(constant_buffer.params.x);
payload.color.rgb *= texenv;
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
device uint32_t *inda = (device uint32_t *)(indices);
uint base_index = intersection.primitive_id * 3;
#ifdef _MULTI
base_index += intersection.user_instance_id;
#endif
uint3 indices_sample = uint3(
inda[intersection.primitive_id * 3],
inda[intersection.primitive_id * 3 + 1],
inda[intersection.primitive_id * 3 + 2]
inda[base_index],
inda[base_index + 1],
inda[base_index + 2]
);
device Vertex *verta = (device Vertex *)(vertices);
@@ -243,16 +264,21 @@ kernel void raytracingKernel(
float2 barycentrics = intersection.triangle_barycentric_coord;
float2 tex_coord = hit_attribute2d(vertex_uvs, barycentrics) * constant_buffer.params.z;
uint2 size = uint2(mytexture0.get_width(), mytexture0.get_height());
uint3 utex_coord = uint3(uint2((tex_coord - float2(uint2(tex_coord))) * float2(size)), 0);
float4 texpaint0 = mytexture0.read(utex_coord.xy, utex_coord.z);
float3 hit = hit_world_position(ray, intersection);
float4 texpaint0 = read_texel(mytexture0, tex_coord);
#ifdef _TRANSPARENCY
if (texpaint0.a <= 0.1) {
payload.ray_dir = ray.direction;
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
if (texpaint0.a <= 0.01) {
ray.origin = hit + ray.direction * 0.0001f;
if (transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = sample_index;
transparent_hits++;
i--;
}
else {
payload.color.a = -2;
return;
}
continue;
}
#endif
@@ -263,10 +289,22 @@ kernel void raytracingKernel(
};
float3 n = normalize(hit_attribute(vertex_normals, barycentrics));
float4 texpaint1 = mytexture1.read(utex_coord.xy, utex_coord.z);
float4 texpaint2 = mytexture2.read(utex_coord.xy, utex_coord.z);
#ifdef _MULTI
float4x3 obj_to_world = intersection.object_to_world_transform;
n = normalize(float3x3(obj_to_world[0], obj_to_world[1], obj_to_world[2]) * n);
#endif
float4 texpaint1 = read_texel(mytexture1, tex_coord);
float4 texpaint2 = read_texel(mytexture2, tex_coord);
float3 texcolor = pow(texpaint0.rgb, float3(2.2, 2.2, 2.2));
#ifdef _TRANSLUCENCY
if (!intersection.triangle_front_facing) {
float3 absorption = pow(max(texcolor, float3(0.001)), float3(intersection.distance * texpaint0.a));
payload.color.rgb *= absorption;
}
#endif
float3 tangent = float3(0, 0, 0);
float3 binormal = float3(0, 0, 0);
create_basis(n, tangent, binormal);
@@ -275,17 +313,31 @@ kernel void raytracingKernel(
texpaint1.g = -texpaint1.g;
n = float3x3(tangent, binormal, n) * texpaint1.rgb;
float f = rand(tid.x, tid.y, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
uint bounce_seed = 0;
float f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
bool scatter = false;
#ifdef _TRANSLUCENCY
float3 diffuse_dir = texpaint0.a < f ?
cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank) :
cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
#else
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f > texpaint0.a) {
float roughness = texpaint2.g;
float3 scatter_dir = cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
payload.ray_dir = normalize(mix(ray.direction, scatter_dir, roughness * roughness * 0.5));
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
scatter = true;
}
#endif
if (!scatter) {
#ifdef _TRANSLUCENCY
f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
#endif
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
#ifdef _FRESNEL
float specular_chance = fresnel(n, ray.direction);
#else
@@ -293,12 +345,7 @@ kernel void raytracingKernel(
#endif
if (f < specular_chance) {
#ifdef _TRANSLUCENCY
float3 specular_dir = texpaint0.a < f * 2 ? ray.direction : reflect(ray.direction, n);
#else
float3 specular_dir = reflect(ray.direction, n);
#endif
payload.ray_dir = mix(specular_dir, diffuse_dir, texpaint2.g * texpaint2.g);
float3 specular = surface_specular(texcolor, texpaint2.b);
payload.color.xyz *= specular;
@@ -314,59 +361,44 @@ kernel void raytracingKernel(
payload.color.xyz /= 1.0 - specular_chance;
#endif
}
#ifdef _FRESNEL
payload.color.xyz *= 0.5;
#endif
// float dotnv = abs(dot(n, -WorldRayDirection()));
// payload.ray_origin = hit_world_position() + n * mix(0.1f, 0.0001f, dotnv);
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
#ifdef _EMISSION
if (int(texpaint1.a * 255.0f) % 3 == 1) { // matid
payload.color.xyz *= 100.0f;
payload.color.a = -2.0;
payload.color.a = -3.0;
}
#endif
#ifdef _SUBSURFACE
if (int(texpaint1.a * 255.0f) % 3 == 2) {
payload.ray_origin += ray.direction * f;
float d = min(1.0 / min(intersection.distance * 2.0, 1.0) / 10.0, 0.5);
payload.color.xyz += payload.color.xyz * d;
if (f < 0.5) {
payload.ray_origin += ray.direction * f * 0.001;
}
}
#endif
}
#ifdef _EMISSION
if (payload.color.a == -2) {
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
// Miss
if (payload.color.a < 0) {
#ifdef _TRANSPARENCY
if (payload.color.a == -2 && transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = j;
transparent_hits++;
i--;
}
#endif
if (i == 0 && constant_buffer.params.x < 0) { // No envmap
payload.color.rgb = float3(0.032, 0.032, 0.032);
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
#ifdef _ROULETTE
payload.color.rgb *= rr_factor;
#endif
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
}
}
@@ -382,6 +414,6 @@ kernel void raytracingKernel(
if (constant_buffer.eye.w == 0) {
color = accum;
}
render_target.write(float4(mix(color, accum, 1.0 / 16.0), 1.0f), tid);
render_target.write(float4(mix(color, accum, 1.0 / 4.0), 1.0f), tid);
#endif
}
@@ -0,0 +1,420 @@
#define _MULTI
#define _FULL
#ifdef _FULL
#define _EMISSION
#define _SUBSURFACE
#define _TRANSLUCENCY
#define _ROULETTE
// #define _TRANSPARENCY
// #define _FRESNEL
#endif
// #define _RENDER
using namespace metal;
using namespace raytracing;
struct Vertex {
uint posxy;
uint poszw;
uint nor;
uint tex;
};
#ifdef _MULTI
typedef intersector<triangle_data, instancing, world_space_data> intersector_t;
#else
typedef intersector<triangle_data, instancing> intersector_t;
#endif
struct RayGenConstantBuffer {
float4 eye; // xyz, frame
float4x4 inv_vp;
float4 params; // envstr, envangle, uvscale
};
struct RayPayload {
float4 color; // rgb, frame
float3 ray_origin;
float3 ray_dir;
};
constant int SAMPLES = 8;
#ifdef _TRANSLUCENCY
constant int DEPTH = 16;
#else
constant int DEPTH = 3; // Opaque hits
#endif
#ifdef _TRANSPARENCY
constant int DEPTH_TRANSPARENT = 16; // Transparent hits
#endif
#ifdef _ROULETTE
constant int rr_start = 2;
constant float rr_probability = 0.5; // Map to albedo
#endif
void generate_camera_ray(float2 screen_pos, thread float3 & ray_origin, thread float3 & ray_dir, float3 eye, float4x4 inv_vp) {
screen_pos.y = -screen_pos.y;
float4 world = inv_vp * float4(screen_pos, 0, 1);
world.xyz /= world.w;
ray_origin = eye;
ray_dir = normalize(world.xyz - ray_origin);
}
float2 equirect(float3 normal, float angle) {
const float PI = 3.1415926535;
const float PI2 = PI * 2.0;
float phi = acos(normal.z);
float theta = atan2(-normal.y, normal.x) + PI + angle;
return float2(theta / PI2, phi / PI);
}
float rand(int pixel_i, int pixel_j, int sample_index, int sample_dimension, int frame, texture2d<float, access::read> sobol, texture2d<float, access::read> scramble, texture2d<float, access::read> rank) {
pixel_i += frame * 9;
pixel_j += frame * 11;
pixel_i = pixel_i & 127;
pixel_j = pixel_j & 127;
sample_index = sample_index & 255;
sample_dimension = sample_dimension & 255;
int i = sample_dimension + (pixel_i + pixel_j * 128) * 8;
int ranked_sample_index = sample_index ^ int(rank.read(uint2(i % 128, uint(i / 128)), 0).r * 255);
i = sample_dimension + ranked_sample_index * 256;
int value = int(sobol.read(uint2(i % 256, uint(i / 256)), 0).r * 255);
i = (sample_dimension % 8) + (pixel_i + pixel_j * 128) * 8;
value = value ^ int(scramble.read(uint2(i % 128, uint(i / 128)), 0).r * 255);
float v = (0.5f + value) / 256.0f;
return v;
}
float3 cos_weighted_hemisphere_direction(uint2 tid, float3 n, uint sample, uint seed, int frame, texture2d<float, access::read> sobol, texture2d<float, access::read> scramble, texture2d<float, access::read> rank) {
const float PI = 3.1415926535;
const float PI2 = PI * 2.0;
float f0 = rand(tid.x, tid.y, sample, seed, frame, sobol, scramble, rank);
float f1 = rand(tid.x, tid.y, sample, seed + 1, frame, sobol, scramble, rank);
float z = f0 * 2.0f - 1.0f;
float a = f1 * PI2;
float r = sqrt(1.0f - z * z);
float x = r * cos(a);
float y = r * sin(a);
return normalize(n + float3(x, y, z));
}
float2 s16_to_f32(uint val) {
int a = (int)(val << 16) >> 16;
int b = (int)(val & 0xffff0000) >> 16;
return float2(a, b) / 32767.0f;
}
float3 hit_world_position(ray ray, intersector_t::result_type intersection) {
return ray.origin + ray.direction * intersection.distance;
}
float3 hit_attribute(float3 vertex_attribute[3], float2 barycentrics) {
return vertex_attribute[0] +
barycentrics.x * (vertex_attribute[1] - vertex_attribute[0]) +
barycentrics.y * (vertex_attribute[2] - vertex_attribute[0]);
}
float2 hit_attribute2d(float2 vertex_attribute[3], float2 barycentrics) {
return vertex_attribute[0] +
barycentrics.x * (vertex_attribute[1] - vertex_attribute[0]) +
barycentrics.y * (vertex_attribute[2] - vertex_attribute[0]);
}
void create_basis(float3 normal, thread float3 & tangent, thread float3 & binormal) {
float3 v = cross(normal, float3(0.0, 0.0, 1.0));
if (dot(v, v) > 0.0001) {
tangent = normalize(v);
}
else {
v = cross(normal, float3(0.0, 1.0, 0.0));
tangent = normalize(v);
}
binormal = cross(tangent, normal);
}
float3 surface_albedo(const float3 base_color, const float metalness) {
return mix(base_color, float3(0.0, 0.0, 0.0), metalness);
}
float3 surface_specular(const float3 base_color, const float metalness) {
return mix(float3(0.04, 0.04, 0.04), base_color, metalness);
}
float fresnel(float3 normal, float3 incident) {
return mix(0.5, 1.0, pow(1.0 + dot(normal, incident), 5.0));
}
float4 read_texel(texture2d<float, access::read> tex, float2 tex_coord) {
uint2 size = uint2(tex.get_width(), tex.get_height());
return tex.read(uint2(fract(tex_coord) * float2(size)), 0);
}
kernel void raytracingKernel(
uint2 tid [[thread_position_in_grid]],
constant RayGenConstantBuffer &constant_buffer [[buffer(0)]],
texture2d<float, access::read_write> render_target [[texture(0)]],
texture2d<float, access::read> mytexture0 [[texture(1)]],
texture2d<float, access::read> mytexture1 [[texture(2)]],
texture2d<float, access::read> mytexture2 [[texture(3)]],
texture2d<float, access::sample> mytexture_env [[texture(4)]],
texture2d<float, access::read> mytexture_sobol [[texture(5)]],
texture2d<float, access::read> mytexture_scramble [[texture(6)]],
texture2d<float, access::read> mytexture_rank [[texture(7)]],
sampler linear_sampler [[sampler(0)]],
instance_acceleration_structure scene [[buffer(1)]],
device void *indices [[buffer(2)]],
device void *vertices [[buffer(3)]]
) {
uint2 dim = uint2(render_target.get_width(), render_target.get_height());
if (tid.x >= dim.x || tid.y >= dim.y) {
return;
}
int frame = int(constant_buffer.eye.w);
uint thread_seed = 0;
float3 accum = float3(0, 0, 0);
for (int j = 0; j < SAMPLES; ++j) {
int sample_index = frame * SAMPLES + j;
// AA
float2 xy = float2(tid) + float2(0.5f, 0.5f);
xy.x += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
xy.y += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
float2 screen_pos = xy / float2(dim) * 2.0 - 1.0;
ray ray;
ray.min_distance = 0.0001;
ray.max_distance = 100.0;
generate_camera_ray(screen_pos, ray.origin, ray.direction, constant_buffer.eye.xyz, constant_buffer.inv_vp);
RayPayload payload;
payload.color = float4(1, 1, 1, sample_index);
#ifdef _TRANSPARENCY
int transparent_hits = 0;
#endif
for (int i = 0; i < DEPTH; ++i) {
#ifdef _ROULETTE
float rr_factor = 1.0;
if (i >= rr_start) {
float f = rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f <= rr_probability) {
break;
}
rr_factor = 1.0 / (1.0 - rr_probability);
}
#endif
intersector_t in;
in.assume_geometry_type(geometry_type::triangle);
in.force_opacity(forced_opacity::opaque);
in.accept_any_intersection(false);
intersector_t::result_type intersection;
intersection = in.intersect(ray, scene);
// Miss
if (intersection.type == intersection_type::none) {
#ifdef _EMISSION
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
if (i == 0 && constant_buffer.params.x < 0.0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
else {
float2 tex_coord = equirect(ray.direction, constant_buffer.params.y);
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord, level(0)).rgb * abs(constant_buffer.params.x);
payload.color.rgb *= texenv;
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
device uint32_t *inda = (device uint32_t *)(indices);
uint base_index = intersection.primitive_id * 3;
#ifdef _MULTI
base_index += intersection.user_instance_id;
#endif
uint3 indices_sample = uint3(
inda[base_index],
inda[base_index + 1],
inda[base_index + 2]
);
device Vertex *verta = (device Vertex *)(vertices);
float2 vertex_uvs[3] = {
s16_to_f32(verta[indices_sample[0]].tex),
s16_to_f32(verta[indices_sample[1]].tex),
s16_to_f32(verta[indices_sample[2]].tex)
};
float2 barycentrics = intersection.triangle_barycentric_coord;
float2 tex_coord = hit_attribute2d(vertex_uvs, barycentrics) * constant_buffer.params.z;
float3 hit = hit_world_position(ray, intersection);
float4 texpaint0 = read_texel(mytexture0, tex_coord);
#ifdef _TRANSPARENCY
if (texpaint0.a <= 0.01) {
ray.origin = hit + ray.direction * 0.0001f;
if (transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = sample_index;
transparent_hits++;
i--;
}
else {
payload.color.a = -2;
}
continue;
}
#endif
float3 vertex_normals[3] = {
float3(s16_to_f32(verta[indices_sample[0]].nor), s16_to_f32(verta[indices_sample[0]].poszw).y),
float3(s16_to_f32(verta[indices_sample[1]].nor), s16_to_f32(verta[indices_sample[1]].poszw).y),
float3(s16_to_f32(verta[indices_sample[2]].nor), s16_to_f32(verta[indices_sample[2]].poszw).y)
};
float3 n = normalize(hit_attribute(vertex_normals, barycentrics));
#ifdef _MULTI
float4x3 obj_to_world = intersection.object_to_world_transform;
n = normalize(float3x3(obj_to_world[0], obj_to_world[1], obj_to_world[2]) * n);
#endif
float4 texpaint1 = read_texel(mytexture1, tex_coord);
float4 texpaint2 = read_texel(mytexture2, tex_coord);
float3 texcolor = pow(texpaint0.rgb, float3(2.2, 2.2, 2.2));
#ifdef _TRANSLUCENCY
if (!intersection.triangle_front_facing) {
float3 absorption = pow(max(texcolor, float3(0.001)), float3(intersection.distance * texpaint0.a));
payload.color.rgb *= absorption;
}
#endif
float3 tangent = float3(0, 0, 0);
float3 binormal = float3(0, 0, 0);
create_basis(n, tangent, binormal);
texpaint1.rgb = normalize(texpaint1.rgb * 2.0 - 1.0);
texpaint1.g = -texpaint1.g;
n = float3x3(tangent, binormal, n) * texpaint1.rgb;
uint bounce_seed = 0;
float f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
bool scatter = false;
#ifdef _TRANSLUCENCY
if (f > texpaint0.a) {
float roughness = texpaint2.g;
float3 scatter_dir = cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
payload.ray_dir = normalize(mix(ray.direction, scatter_dir, roughness * roughness * 0.5));
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
scatter = true;
}
#endif
if (!scatter) {
#ifdef _TRANSLUCENCY
f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
#endif
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
#ifdef _FRESNEL
float specular_chance = fresnel(n, ray.direction);
#else
const float specular_chance = 0.5;
#endif
if (f < specular_chance) {
float3 specular_dir = reflect(ray.direction, n);
payload.ray_dir = mix(specular_dir, diffuse_dir, texpaint2.g * texpaint2.g);
float3 specular = surface_specular(texcolor, texpaint2.b);
payload.color.xyz *= specular;
#ifdef _FRESNEL
payload.color.xyz /= specular_chance;
#endif
}
else {
payload.ray_dir = diffuse_dir;
payload.color.xyz *= surface_albedo(texcolor, texpaint2.b);
#ifdef _FRESNEL
payload.color.xyz /= 1.0 - specular_chance;
#endif
}
#ifdef _FRESNEL
payload.color.xyz *= 0.5;
#endif
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
#ifdef _EMISSION
if (int(texpaint1.a * 255.0f) % 3 == 1) { // matid
payload.color.xyz *= 100.0f;
payload.color.a = -3.0;
}
#endif
#ifdef _SUBSURFACE
if (int(texpaint1.a * 255.0f) % 3 == 2) {
float d = min(1.0 / min(intersection.distance * 2.0, 1.0) / 10.0, 0.5);
payload.color.xyz += payload.color.xyz * d;
if (f < 0.5) {
payload.ray_origin += ray.direction * f * 0.001;
}
}
#endif
}
#ifdef _EMISSION
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
#ifdef _ROULETTE
payload.color.rgb *= rr_factor;
#endif
}
}
float3 color = render_target.read(tid).xyz;
accum = accum / SAMPLES;
#ifdef _RENDER
float a = 1.0 / (constant_buffer.eye.w + 1);
float b = 1.0 - a;
color = color * b + accum * a;
render_target.write(float4(color, 1.0f), tid);
#else
if (constant_buffer.eye.w == 0) {
color = accum;
}
render_target.write(float4(mix(color, accum, 1.0 / 4.0), 1.0f), tid);
#endif
}
+4 -2
View File
@@ -1,5 +1,7 @@
cp raytrace_brute_core.metal ../raytrace_brute_core.metal
cp raytrace_brute_full.metal ../raytrace_brute_full.metal
{ cat raytrace_brute.metal; } > ../raytrace_brute_core.metal
{ echo "#define _FULL"; cat raytrace_brute.metal; } > ../raytrace_brute_full.metal
{ echo "#define _MULTI"; cat raytrace_brute.metal; } > ../raytrace_brute_multi_core.metal
{ echo "#define _MULTI"; echo "#define _FULL"; cat raytrace_brute.metal; } > ../raytrace_brute_multi_full.metal
cp raytrace_bake_ao.metal ../raytrace_bake_ao.metal
cp raytrace_bake_light.metal ../raytrace_bake_light.metal
cp raytrace_bake_bent.metal ../raytrace_bake_bent.metal
@@ -1,5 +1,3 @@
#define _FULL
#ifdef _FULL
#define _EMISSION
#define _SUBSURFACE
@@ -8,7 +6,7 @@
// #define _TRANSPARENCY
// #define _FRESNEL
#endif
#define _RENDER
// #define _RENDER
using namespace metal;
using namespace raytracing;
@@ -20,6 +18,12 @@ struct Vertex {
uint tex;
};
#ifdef _MULTI
typedef intersector<triangle_data, instancing, world_space_data> intersector_t;
#else
typedef intersector<triangle_data, instancing> intersector_t;
#endif
struct RayGenConstantBuffer {
float4 eye; // xyz, frame
float4x4 inv_vp;
@@ -32,9 +36,9 @@ struct RayPayload {
float3 ray_dir;
};
constant int SAMPLES = 2; // 64
constant int SAMPLES = 8;
#ifdef _TRANSLUCENCY
constant int DEPTH = 6;
constant int DEPTH = 16;
#else
constant int DEPTH = 3; // Opaque hits
#endif
@@ -102,7 +106,7 @@ float2 s16_to_f32(uint val) {
return float2(a, b) / 32767.0f;
}
float3 hit_world_position(ray ray, typename intersector<triangle_data, instancing>::result_type intersection) {
float3 hit_world_position(ray ray, intersector_t::result_type intersection) {
return ray.origin + ray.direction * intersection.distance;
}
@@ -138,19 +142,15 @@ float3 surface_specular(const float3 base_color, const float metalness) {
return mix(float3(0.04, 0.04, 0.04), base_color, metalness);
}
float3 env_brdf_approx(float3 specular, float roughness, float dotnv) {
const float4 c0 = float4(-1, -0.0275, -0.572, 0.022);
const float4 c1 = float4(1, 0.0425, 1.04, -0.04);
float4 r = roughness * c0 + c1;
float a004 = min(r.x * r.x, exp2(-9.28 * dotnv)) * r.x + r.y;
float2 ab = float2(-1.04, 1.04) * a004 + r.zw;
return specular * ab.x + ab.y;
}
float fresnel(float3 normal, float3 incident) {
return mix(0.5, 1.0, pow(1.0 + dot(normal, incident), 5.0));
}
float4 read_texel(texture2d<float, access::read> tex, float2 tex_coord) {
uint2 size = uint2(tex.get_width(), tex.get_height());
return tex.read(uint2(fract(tex_coord) * float2(size)), 0);
}
kernel void raytracingKernel(
uint2 tid [[thread_position_in_grid]],
constant RayGenConstantBuffer &constant_buffer [[buffer(0)]],
@@ -167,24 +167,32 @@ kernel void raytracingKernel(
device void *indices [[buffer(2)]],
device void *vertices [[buffer(3)]]
) {
uint2 dim = uint2(render_target.get_width(), render_target.get_height());
if (tid.x >= dim.x || tid.y >= dim.y) {
return;
}
int frame = int(constant_buffer.eye.w);
uint thread_seed = 0;
float3 accum = float3(0, 0, 0);
for (int j = 0; j < SAMPLES; ++j) {
int sample_index = frame * SAMPLES + j;
// AA
float2 xy = float2(tid) + float2(0.5f, 0.5f);
xy.x += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.x += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
xy.y += rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
xy.y += rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
float2 screen_pos = xy / float2(render_target.get_width(), render_target.get_height()) * 2.0 - 1.0;
float2 screen_pos = xy / float2(dim) * 2.0 - 1.0;
ray ray;
ray.min_distance = 0.0001;
ray.max_distance = 10.0;
ray.max_distance = 100.0;
generate_camera_ray(screen_pos, ray.origin, ray.direction, constant_buffer.eye.xyz, constant_buffer.inv_vp);
RayPayload payload;
payload.color = float4(1, 1, 1, j);
payload.color = float4(1, 1, 1, sample_index);
#ifdef _TRANSPARENCY
int transparent_hits = 0;
@@ -195,7 +203,7 @@ kernel void raytracingKernel(
#ifdef _ROULETTE
float rr_factor = 1.0;
if (i >= rr_start) {
float f = rand(tid.x, tid.y, j, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
float f = rand(tid.x, tid.y, sample_index, thread_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f <= rr_probability) {
break;
}
@@ -203,37 +211,47 @@ kernel void raytracingKernel(
}
#endif
// #ifdef _SUBSURFACE
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE | RAY_FLAG_CULL_BACK_FACING_TRIANGLES, ~0, 0, 1, 0, ray, payload);
// #else
// TraceRay(scene, RAY_FLAG_FORCE_OPAQUE, ~0, 0, 1, 0, ray, payload);
// #endif
intersector<triangle_data, instancing> in;
intersector_t in;
in.assume_geometry_type(geometry_type::triangle);
in.force_opacity(forced_opacity::opaque);
in.accept_any_intersection(false);
// in.set_triangle_cull_mode(triangle_cull_mode::none);
typename intersector<triangle_data, instancing>::result_type intersection;
intersector_t::result_type intersection;
intersection = in.intersect(ray, scene);
// Miss
if (intersection.type == intersection_type::none) {
#ifdef _EMISSION
if (payload.color.a == -2.0) {
return;
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
float2 tex_coord = fract(equirect(ray.direction, constant_buffer.params.y));
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord).rgb * abs(constant_buffer.params.x);
payload.color = float4(payload.color.rgb * texenv.rgb, -1);
if (i == 0 && constant_buffer.params.x < 0.0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
else {
float2 tex_coord = equirect(ray.direction, constant_buffer.params.y);
float3 texenv = mytexture_env.sample(linear_sampler, tex_coord, level(0)).rgb * abs(constant_buffer.params.x);
payload.color.rgb *= texenv;
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
device uint32_t *inda = (device uint32_t *)(indices);
uint base_index = intersection.primitive_id * 3;
#ifdef _MULTI
base_index += intersection.user_instance_id;
#endif
uint3 indices_sample = uint3(
inda[intersection.primitive_id * 3],
inda[intersection.primitive_id * 3 + 1],
inda[intersection.primitive_id * 3 + 2]
inda[base_index],
inda[base_index + 1],
inda[base_index + 2]
);
device Vertex *verta = (device Vertex *)(vertices);
@@ -245,16 +263,21 @@ kernel void raytracingKernel(
float2 barycentrics = intersection.triangle_barycentric_coord;
float2 tex_coord = hit_attribute2d(vertex_uvs, barycentrics) * constant_buffer.params.z;
uint2 size = uint2(mytexture0.get_width(), mytexture0.get_height());
uint3 utex_coord = uint3(uint2((tex_coord - float2(uint2(tex_coord))) * float2(size)), 0);
float4 texpaint0 = mytexture0.read(utex_coord.xy, utex_coord.z);
float3 hit = hit_world_position(ray, intersection);
float4 texpaint0 = read_texel(mytexture0, tex_coord);
#ifdef _TRANSPARENCY
if (texpaint0.a <= 0.1) {
payload.ray_dir = ray.direction;
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
if (texpaint0.a <= 0.01) {
ray.origin = hit + ray.direction * 0.0001f;
if (transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = sample_index;
transparent_hits++;
i--;
}
else {
payload.color.a = -2;
return;
}
continue;
}
#endif
@@ -265,10 +288,22 @@ kernel void raytracingKernel(
};
float3 n = normalize(hit_attribute(vertex_normals, barycentrics));
float4 texpaint1 = mytexture1.read(utex_coord.xy, utex_coord.z);
float4 texpaint2 = mytexture2.read(utex_coord.xy, utex_coord.z);
#ifdef _MULTI
float4x3 obj_to_world = intersection.object_to_world_transform;
n = normalize(float3x3(obj_to_world[0], obj_to_world[1], obj_to_world[2]) * n);
#endif
float4 texpaint1 = read_texel(mytexture1, tex_coord);
float4 texpaint2 = read_texel(mytexture2, tex_coord);
float3 texcolor = pow(texpaint0.rgb, float3(2.2, 2.2, 2.2));
#ifdef _TRANSLUCENCY
if (!intersection.triangle_front_facing) {
float3 absorption = pow(max(texcolor, float3(0.001)), float3(intersection.distance * texpaint0.a));
payload.color.rgb *= absorption;
}
#endif
float3 tangent = float3(0, 0, 0);
float3 binormal = float3(0, 0, 0);
create_basis(n, tangent, binormal);
@@ -277,17 +312,31 @@ kernel void raytracingKernel(
texpaint1.g = -texpaint1.g;
n = float3x3(tangent, binormal, n) * texpaint1.rgb;
float f = rand(tid.x, tid.y, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
thread_seed += 1;
uint bounce_seed = 0;
float f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
bool scatter = false;
#ifdef _TRANSLUCENCY
float3 diffuse_dir = texpaint0.a < f ?
cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank) :
cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
#else
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, thread_seed, constant_buffer.eye.w, mytexture_sobol, mytexture_scramble, mytexture_rank);
if (f > texpaint0.a) {
float roughness = texpaint2.g;
float3 scatter_dir = cos_weighted_hemisphere_direction(tid, ray.direction, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
payload.ray_dir = normalize(mix(ray.direction, scatter_dir, roughness * roughness * 0.5));
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
scatter = true;
}
#endif
if (!scatter) {
#ifdef _TRANSLUCENCY
f = rand(tid.x, tid.y, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
bounce_seed += 1;
#endif
float3 diffuse_dir = cos_weighted_hemisphere_direction(tid, n, payload.color.a, bounce_seed, frame, mytexture_sobol, mytexture_scramble, mytexture_rank);
#ifdef _FRESNEL
float specular_chance = fresnel(n, ray.direction);
#else
@@ -295,12 +344,7 @@ kernel void raytracingKernel(
#endif
if (f < specular_chance) {
#ifdef _TRANSLUCENCY
float3 specular_dir = texpaint0.a < f * 2 ? ray.direction : reflect(ray.direction, n);
#else
float3 specular_dir = reflect(ray.direction, n);
#endif
payload.ray_dir = mix(specular_dir, diffuse_dir, texpaint2.g * texpaint2.g);
float3 specular = surface_specular(texcolor, texpaint2.b);
payload.color.xyz *= specular;
@@ -316,59 +360,44 @@ kernel void raytracingKernel(
payload.color.xyz /= 1.0 - specular_chance;
#endif
}
#ifdef _FRESNEL
payload.color.xyz *= 0.5;
#endif
// float dotnv = abs(dot(n, -WorldRayDirection()));
// payload.ray_origin = hit_world_position() + n * mix(0.1f, 0.0001f, dotnv);
payload.ray_origin = hit_world_position(ray, intersection) + payload.ray_dir * 0.0001f;
payload.ray_origin = hit + payload.ray_dir * 0.0001f;
#ifdef _EMISSION
if (int(texpaint1.a * 255.0f) % 3 == 1) { // matid
payload.color.xyz *= 100.0f;
payload.color.a = -2.0;
payload.color.a = -3.0;
}
#endif
#ifdef _SUBSURFACE
if (int(texpaint1.a * 255.0f) % 3 == 2) {
payload.ray_origin += ray.direction * f;
float d = min(1.0 / min(intersection.distance * 2.0, 1.0) / 10.0, 0.5);
payload.color.xyz += payload.color.xyz * d;
if (f < 0.5) {
payload.ray_origin += ray.direction * f * 0.001;
}
}
#endif
}
#ifdef _EMISSION
if (payload.color.a == -2) {
if (payload.color.a == -3.0) {
accum += payload.color.rgb;
break;
}
#endif
// Miss
if (payload.color.a < 0) {
#ifdef _TRANSPARENCY
if (payload.color.a == -2 && transparent_hits < DEPTH_TRANSPARENT) {
payload.color.a = j;
transparent_hits++;
i--;
}
#endif
if (i == 0 && constant_buffer.params.x < 0) { // No envmap
payload.color.rgb = float3(0.0275, 0.0275, 0.0275);
}
accum += clamp(payload.color.rgb, 0.0, 8.0);
break;
}
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
#ifdef _ROULETTE
payload.color.rgb *= rr_factor;
#endif
ray.origin = payload.ray_origin;
ray.direction = payload.ray_dir;
}
}
@@ -384,6 +413,6 @@ kernel void raytracingKernel(
if (constant_buffer.eye.w == 0) {
color = accum;
}
render_target.write(float4(mix(color, accum, 1.0 / 16.0), 1.0f), tid);
render_target.write(float4(mix(color, accum, 1.0 / 4.0), 1.0f), tid);
#endif
}
+2
View File
@@ -24,3 +24,5 @@ typedef struct {
typedef struct {
void *_accelerationStructure;
} gpu_acceleration_structure_impl_t;
#define GPU_RAYTRACE_MAX_OBJECTS 64
+64 -23
View File
@@ -704,13 +704,15 @@ static gpu_texture_t *_texenv;
static gpu_texture_t *_texsobol;
static gpu_texture_t *_texscramble;
static gpu_texture_t *_texrank;
static gpu_buffer_t *vb[16];
static gpu_buffer_t *vb_last[16];
static gpu_buffer_t *ib[16];
static gpu_buffer_t *vb[GPU_RAYTRACE_MAX_OBJECTS];
static gpu_buffer_t *vb_last[GPU_RAYTRACE_MAX_OBJECTS];
static gpu_buffer_t *ib[GPU_RAYTRACE_MAX_OBJECTS];
static int vb_count = 0;
static int vb_count_last = 0;
static inst_t instances[1024];
static int instances_count = 0;
static gpu_buffer_t *vb_full = NULL;
static gpu_buffer_t *ib_full = NULL;
void gpu_raytrace_pipeline_init(gpu_raytrace_pipeline_t *pipeline, void *shader, int ray_shader_size, gpu_buffer_t *constant_buffer) {
id<MTLDevice> device = get_metal_device();
@@ -774,7 +776,12 @@ id<MTLAccelerationStructure> create_acceleration_sctructure(MTLAccelerationStruc
void gpu_raytrace_acceleration_structure_init(gpu_acceleration_structure_t *accel) {
vb_count = 0;
instances_count = 0;
if (gpu_raytrace_multi) {
memset(vb, 0, sizeof(vb));
}
else {
memset(vb_last, 0, sizeof(vb_last));
}
}
void gpu_raytrace_acceleration_structure_add(gpu_acceleration_structure_t *accel, gpu_buffer_t *_vb, gpu_buffer_t *_ib, mat4_t _transform) {
@@ -787,12 +794,19 @@ void gpu_raytrace_acceleration_structure_add(gpu_acceleration_structure_t *accel
}
}
if (vb_i == -1) {
if (vb_count >= GPU_RAYTRACE_MAX_OBJECTS) {
return;
}
vb_i = vb_count;
vb[vb_count] = _vb;
ib[vb_count] = _ib;
vb_count++;
}
if (instances_count >= (int)(sizeof(instances) / sizeof(instances[0]))) {
return;
}
inst_t inst = {.i = vb_i, .m = _transform};
instances[instances_count] = inst;
instances_count++;
@@ -806,12 +820,14 @@ void _gpu_raytrace_acceleration_structure_destroy_bottom(gpu_acceleration_struct
void _gpu_raytrace_acceleration_structure_destroy_top(gpu_acceleration_structure_t *accel) {
_instance_accel = nil;
vb_full = NULL;
ib_full = NULL;
}
void gpu_raytrace_acceleration_structure_build(gpu_acceleration_structure_t *accel, gpu_buffer_t *_vb_full, gpu_buffer_t *_ib_full) {
bool build_bottom = false;
for (int i = 0; i < 16; ++i) {
for (int i = 0; i < GPU_RAYTRACE_MAX_OBJECTS; ++i) {
if (vb_last[i] != vb[i]) {
build_bottom = true;
}
@@ -838,36 +854,59 @@ void gpu_raytrace_acceleration_structure_build(gpu_acceleration_structure_t *acc
MTLResourceOptions options = MTLResourceStorageModeShared;
// Bottom level
if (build_bottom || _primitive_accels == nil) {
_primitive_accels = [[NSMutableArray alloc] init];
for (int i = 0; i < vb_count; ++i) {
MTLAccelerationStructureTriangleGeometryDescriptor *descriptor = [MTLAccelerationStructureTriangleGeometryDescriptor descriptor];
descriptor.indexType = MTLIndexTypeUInt32;
descriptor.indexBuffer = (__bridge id<MTLBuffer>)ib[0]->impl.metal_buffer;
descriptor.vertexBuffer = (__bridge id<MTLBuffer>)vb[0]->impl.metal_buffer;
descriptor.vertexStride = vb[0]->stride;
descriptor.triangleCount = ib[0]->count / 3;
descriptor.indexBuffer = (__bridge id<MTLBuffer>)ib[i]->impl.metal_buffer;
descriptor.vertexBuffer = (__bridge id<MTLBuffer>)vb[i]->impl.metal_buffer;
descriptor.vertexStride = vb[i]->stride;
descriptor.triangleCount = ib[i]->count / 3;
descriptor.vertexFormat = MTLAttributeFormatShort4Normalized;
MTLPrimitiveAccelerationStructureDescriptor *accel_descriptor = [MTLPrimitiveAccelerationStructureDescriptor descriptor];
accel_descriptor.geometryDescriptors = @[ descriptor ];
id<MTLAccelerationStructure> acceleration_structure = create_acceleration_sctructure(accel_descriptor);
_primitive_accels = [[NSMutableArray alloc] init];
[_primitive_accels addObject:acceleration_structure];
[_primitive_accels addObject:create_acceleration_sctructure(accel_descriptor)];
}
}
id<MTLBuffer> instance_buffer = [device newBufferWithLength:sizeof(MTLAccelerationStructureInstanceDescriptor) * 1 options:options];
// Top level
int instance_count = gpu_raytrace_multi ? instances_count : 1;
MTLAccelerationStructureInstanceDescriptor *instance_descriptors = (MTLAccelerationStructureInstanceDescriptor *)instance_buffer.contents;
instance_descriptors[0].accelerationStructureIndex = 0;
instance_descriptors[0].options = MTLAccelerationStructureInstanceOptionOpaque;
instance_descriptors[0].mask = 1;
instance_descriptors[0].transformationMatrix.columns[0] = MTLPackedFloat3Make(instances[0].m.m[0], instances[0].m.m[1], instances[0].m.m[2]);
instance_descriptors[0].transformationMatrix.columns[1] = MTLPackedFloat3Make(instances[0].m.m[4], instances[0].m.m[5], instances[0].m.m[6]);
instance_descriptors[0].transformationMatrix.columns[2] = MTLPackedFloat3Make(instances[0].m.m[8], instances[0].m.m[9], instances[0].m.m[10]);
instance_descriptors[0].transformationMatrix.columns[3] = MTLPackedFloat3Make(instances[0].m.m[12], instances[0].m.m[13], instances[0].m.m[14]);
id<MTLBuffer> instance_buffer = [device newBufferWithLength:sizeof(MTLAccelerationStructureUserIDInstanceDescriptor) * instance_count options:options];
MTLAccelerationStructureUserIDInstanceDescriptor *instance_descriptors =
(MTLAccelerationStructureUserIDInstanceDescriptor *)instance_buffer.contents;
for (int i = 0; i < instance_count; ++i) {
float *m = instances[i].m.m;
instance_descriptors[i].accelerationStructureIndex = instances[i].i;
instance_descriptors[i].options = MTLAccelerationStructureInstanceOptionOpaque;
instance_descriptors[i].mask = 1;
instance_descriptors[i].intersectionFunctionTableOffset = 0;
instance_descriptors[i].transformationMatrix.columns[0] = MTLPackedFloat3Make(m[0], m[1], m[2]);
instance_descriptors[i].transformationMatrix.columns[1] = MTLPackedFloat3Make(m[4], m[5], m[6]);
instance_descriptors[i].transformationMatrix.columns[2] = MTLPackedFloat3Make(m[8], m[9], m[10]);
instance_descriptors[i].transformationMatrix.columns[3] = MTLPackedFloat3Make(m[12], m[13], m[14]);
uint32_t ib_off = 0;
for (int j = 0; j < instances[i].i; ++j) {
ib_off += ib[j]->count;
}
instance_descriptors[i].userID = ib_off;
}
MTLInstanceAccelerationStructureDescriptor *inst_accel_descriptor = [MTLInstanceAccelerationStructureDescriptor descriptor];
inst_accel_descriptor.instancedAccelerationStructures = _primitive_accels;
inst_accel_descriptor.instanceCount = 1;
inst_accel_descriptor.instanceCount = instance_count;
inst_accel_descriptor.instanceDescriptorBuffer = instance_buffer;
inst_accel_descriptor.instanceDescriptorType = MTLAccelerationStructureInstanceDescriptorTypeUserID;
_instance_accel = create_acceleration_sctructure(inst_accel_descriptor);
vb_full = gpu_raytrace_multi ? _vb_full : vb[0];
ib_full = gpu_raytrace_multi ? _ib_full : ib[0];
}
void gpu_raytrace_acceleration_structure_destroy(gpu_acceleration_structure_t *accel) {}
@@ -899,6 +938,8 @@ void gpu_raytrace_dispatch_rays() {
id<MTLDevice> device = get_metal_device();
if (!device.supportsRaytracing)
return;
if (_instance_accel == nil || vb_full == NULL || ib_full == NULL)
return;
dispatch_semaphore_wait(_semaphore, DISPATCH_TIME_FOREVER);
id<MTLCommandQueue> queue = get_metal_queue();
@@ -917,8 +958,8 @@ void gpu_raytrace_dispatch_rays() {
id<MTLComputeCommandEncoder> compute_encoder = [command_buffer computeCommandEncoder];
[compute_encoder setBuffer:(__bridge id<MTLBuffer>)constant_buf->impl.metal_buffer offset:0 atIndex:0];
[compute_encoder setAccelerationStructure:_instance_accel atBufferIndex:1];
[compute_encoder setBuffer:(__bridge id<MTLBuffer>)ib[0]->impl.metal_buffer offset:0 atIndex:2];
[compute_encoder setBuffer:(__bridge id<MTLBuffer>)vb[0]->impl.metal_buffer offset:0 atIndex:3];
[compute_encoder setBuffer:(__bridge id<MTLBuffer>)ib_full->impl.metal_buffer offset:0 atIndex:2];
[compute_encoder setBuffer:(__bridge id<MTLBuffer>)vb_full->impl.metal_buffer offset:0 atIndex:3];
[compute_encoder setTexture:(__bridge id<MTLTexture>)output->impl._tex atIndex:0];
[compute_encoder setTexture:(__bridge id<MTLTexture>)_texpaint0->impl._tex atIndex:1];
[compute_encoder setTexture:(__bridge id<MTLTexture>)_texpaint1->impl._tex atIndex:2];
@@ -76,13 +76,8 @@ void render_path_raytrace_commands(bool use_live_layer) {
render_path_raytrace_f32a->buffer[1] = transform_world_y(ct);
render_path_raytrace_f32a->buffer[2] = transform_world_z(ct);
render_path_raytrace_f32a->buffer[3] = render_path_raytrace_frame;
#ifdef IRON_METAL
// render_path_raytrace_frame = (render_path_raytrace_frame % (16)) + 1; // _PAINT
render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
#else
render_path_raytrace_frame = (render_path_raytrace_frame % 4) + 1; // _PAINT
// render_path_raytrace_frame = render_path_raytrace_frame + 1; // _RENDER
#endif
render_path_raytrace_f32a->buffer[4] = render_path_raytrace_help_mat.m00;
render_path_raytrace_f32a->buffer[5] = render_path_raytrace_help_mat.m01;
render_path_raytrace_f32a->buffer[6] = render_path_raytrace_help_mat.m02;
@@ -114,11 +109,7 @@ void render_path_raytrace_commands(bool use_live_layer) {
_gpu_raytrace_dispatch_rays(framebuffer->_image, render_path_raytrace_f32a);
if (g_context->ddirty == 1 || g_context->pdirty == 1) {
#ifdef IRON_METAL
g_context->rdirty = 128;
#else
g_context->rdirty = 4;
#endif
}
g_context->ddirty--;
g_context->pdirty--;
@@ -193,14 +184,6 @@ void render_path_raytrace_draw(bool use_live_layer) {
render_path_raytrace_frame = 0;
}
#ifdef IRON_METAL
// Delay path tracing additional samples while painting
bool down = mouse_down("left") || pen_down("tip");
if (context_in_3d_view() && down && !ui_menu_show) {
render_path_raytrace_frame = 0;
}
#endif
render_path_raytrace_commands(use_live_layer);
render_path_set_target("buf", NULL, NULL, GPU_CLEAR_NONE, 0, 0.0);
render_path_draw_meshes("overlay");