Files
armorpaint/base/shaders/raytrace/raytrace_brute_full.metal
T
2026-08-22 13:36:26 +02:00

420 lines
13 KiB
Metal

#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
}