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render_raytrace_clusters.rchit.glsl
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322 lines (257 loc) · 10.7 KB
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/*
* Copyright (c) 2024-2026, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2024-2026, NVIDIA CORPORATION.
* SPDX-License-Identifier: Apache-2.0
*/
/*
Shader Description
==================
This hit shader handles the shading of clusters in
ray tracing.
Note the use of a new input: `gl_ClusterIDNV`
*/
#version 460
#extension GL_GOOGLE_include_directive : enable
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : require
#extension GL_EXT_shader_16bit_storage : require
#extension GL_EXT_shader_explicit_arithmetic_types_float16 : require
#extension GL_EXT_shader_explicit_arithmetic_types_int8 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int32 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int64 : enable
#extension GL_EXT_shader_atomic_int64 : enable
#extension GL_EXT_buffer_reference2 : enable
#extension GL_EXT_control_flow_attributes : require
#extension GL_EXT_ray_tracing_position_fetch : require
#extension GL_EXT_spirv_intrinsics : require
// at the time of writing, no GLSL extension was available, we leverage
// GL_EXT_spirv_intrinsics to hook up the new builtin.
#extension GL_EXT_spirv_intrinsics : require
// Note that `VkRayTracingPipelineClusterAccelerationStructureCreateInfoNV::allowClusterAccelerationStructure` must
// be set to `VK_TRUE` to make this valid.
spirv_decorate(extensions = ["SPV_NV_cluster_acceleration_structure"], capabilities = [5437], 11, 5436) in int gl_ClusterIDNV_;
// While not required in this sample, as we use dedicated hit-shader for clusters,
// `int gl_ClusterIDNoneNV = -1;` can be used to dynamically detect regular hits.
#include "shaderio.h"
/////////////////////////////////
layout(scalar, binding = BINDINGS_FRAME_UBO, set = 0) uniform frameConstantsBuffer
{
FrameConstants view;
};
layout(scalar, binding = BINDINGS_READBACK_SSBO, set = 0) buffer readbackBuffer
{
Readback readback;
};
layout(scalar, binding = BINDINGS_RENDERINSTANCES_SSBO, set = 0) buffer renderInstancesBuffer
{
RenderInstance instances[];
};
layout(scalar, binding = BINDINGS_RENDERMATERIALS_SSBO, set = 0) buffer renderMaterialsBuffer
{
RenderMaterial materials[];
};
layout(scalar, binding = BINDINGS_GEOMETRIES_SSBO, set = 0) buffer geometryBuffer
{
Geometry geometries[];
};
layout(scalar, binding = BINDINGS_SCENEBUILDING_UBO, set = 0) uniform buildBuffer
{
SceneBuilding build;
};
#if USE_STREAMING
layout(scalar, binding = BINDINGS_STREAMING_UBO, set = 0) uniform streamingBuffer
{
SceneStreaming streaming;
};
layout(scalar, binding = BINDINGS_STREAMING_SSBO, set = 0) buffer streamingBufferRW
{
SceneStreaming streamingRW;
};
#endif
layout(set = 0, binding = BINDINGS_TLAS) uniform accelerationStructureEXT asScene;
/////////////////////////////////
hitAttributeEXT vec2 barycentrics;
/////////////////////////////////
layout(location = 0) rayPayloadInEXT RayPayload rayHit;
layout(location = 1) rayPayloadEXT float rayHitAO;
/////////////////////////////////
#define SUPPORTS_RT 1
#if USE_DLSS
#include "dlss_util.h"
#endif
#include "attribute_encoding.h"
#include "render_shading.glsl"
#include "texturing.glsl"
/////////////////////////////////
void main()
{
rayHit.hitT = gl_HitTEXT;
#if !USE_DEPTH_ONLY
// get IDs
uint clusterID = gl_ClusterIDNV_;
uint instanceID = gl_InstanceID;
uint triangleID = gl_PrimitiveID;
RenderInstance instance = instances[instanceID];
Geometry geometry = geometries[instance.geometryID];
// Fetch cluster header
#if USE_STREAMING
// dereference the cluster from the resident cluster table
uint64_t clusterAddress = streaming.resident.clusters.d[clusterID];
#else
// access the cluster data directly from the preloaded array
uint64_t clusterAddress = geometry.preloadedClusters.d[clusterID];
#endif
Cluster_in clusterRef = Cluster_in(clusterAddress);
Cluster cluster = clusterRef.d;
uint visData = clusterID;
uint materialID = instance.materialID;
#if ALLOW_SHADING
materialID = resolveMaterialID(instance, clusterRef, triangleID);
vec3s_in oVertices = vec3s_in(Cluster_getVertexPositions(Cluster_in(clusterRef)));
uint8s_in localIndices = uint8s_in(Cluster_getTriangleIndices(Cluster_in(clusterRef)));
uvec3 triangleIndices =
uvec3(localIndices.d[triangleID * 3 + 0], localIndices.d[triangleID * 3 + 1], localIndices.d[triangleID * 3 + 2]);
vec3 baryWeight = vec3((1.f - barycentrics[0] - barycentrics[1]), barycentrics[0], barycentrics[1]);
vec3 oPos = baryWeight.x * gl_HitTriangleVertexPositionsEXT[0] + baryWeight.y * gl_HitTriangleVertexPositionsEXT[1]
+ baryWeight.z * gl_HitTriangleVertexPositionsEXT[2];
vec3 wPos = vec3(gl_ObjectToWorldEXT * vec4(oPos, 1.0));
if(view.visualize == VISUALIZE_LOD || view.visualize == VISUALIZE_GROUP)
{
if(view.visualize == VISUALIZE_LOD)
{
visData = floatBitsToUint(float(cluster.lodLevel) * instances[instanceID].maxLodLevelRcp);
}
else
{
uvec2 baseAddress = unpackUint2x32(clusterAddress - cluster.groupChildIndex * Cluster_size);
visData = baseAddress.x ^ baseAddress.y;
}
}
else if(view.visualize == VISUALIZE_TRIANGLE)
{
visData = clusterID * 256 + uint(triangleID);
}
else if(view.visualize == VISUALIZE_MATERIAL)
{
visData = materialID ^ 0x14325231;
}
vec4 wTangent = vec4(1);
vec2 oTexCoord = vec2(1);
vec3 oNormal;
bool backFacing = false;
mat3 worldMatrixI = mat3(instance.worldMatrixI);
#if ALLOW_VERTEX_NORMALS || ALLOW_VERTEX_TEXCOORDS
uint32s_in oNormals = Cluster_getVertexNormals(clusterRef);
vec2s_in oTexCoords = Cluster_getVertexTexCoords(clusterRef);
#endif
{
// always compute geometric normal
vec3 e0 = gl_HitTriangleVertexPositionsEXT[1] - gl_HitTriangleVertexPositionsEXT[0];
vec3 e1 = gl_HitTriangleVertexPositionsEXT[2] - gl_HitTriangleVertexPositionsEXT[0];
oNormal = (cross(e0, e1));
backFacing = dot(oNormal, gl_ObjectRayDirectionEXT) > 0;
}
#if ALLOW_VERTEX_NORMALS
if(view.facetShading == 0 && (cluster.attributeBits & CLUSTER_ATTRIBUTE_VERTEX_NORMAL) != 0)
{
uvec3 triNormalsPacked =
uvec3(oNormals.d[triangleIndices.x], oNormals.d[triangleIndices.y], oNormals.d[triangleIndices.z]);
vec3 triNormals[3];
triNormals[0] = normal_unpack(triNormalsPacked.x);
triNormals[1] = normal_unpack(triNormalsPacked.y);
triNormals[2] = normal_unpack(triNormalsPacked.z);
oNormal = baryWeight.x * triNormals[0] + baryWeight.y * triNormals[1] + baryWeight.z * triNormals[2];
#if ALLOW_VERTEX_TANGENTS
if((cluster.attributeBits & CLUSTER_ATTRIBUTE_VERTEX_TANGENT) != 0)
{
vec4 tangent0 = tangent_unpack(triNormals[0], triNormalsPacked.x >> ATTRENC_NORMAL_BITS);
wTangent.w = tangent0.w;
vec3 oTangent = baryWeight.x * tangent0.xyz
+ baryWeight.y * tangent_unpack(triNormals[1], triNormalsPacked.y >> ATTRENC_NORMAL_BITS).xyz
+ baryWeight.z * tangent_unpack(triNormals[2], triNormalsPacked.z >> ATTRENC_NORMAL_BITS).xyz;
wTangent.xyz = oTangent * worldMatrixI;
}
#endif
}
#endif
#if ALLOW_VERTEX_TEXCOORD_0
if((cluster.attributeBits & CLUSTER_ATTRIBUTE_VERTEX_TEX_0) != 0)
{
oTexCoord = baryWeight.x * oTexCoords.d[triangleIndices.x] + baryWeight.y * oTexCoords.d[triangleIndices.y]
+ baryWeight.z * oTexCoords.d[triangleIndices.z];
}
#endif
vec3 wNormal = normalize(vec3(oNormal * worldMatrixI));
if(backFacing)
{
wNormal = -wNormal;
}
vec4 shaded;
{
float ambientOcclusion =
ambientOcclusion(wPos, wNormal, view.ambientOcclusionSamples, view.ambientOcclusionRadius * view.sceneSize);
float sunContribution = 1.0;
vec3 directionToLight = view.skyParams.sunDirection;
if(view.doShadow == 1)
sunContribution = traceShadowRay(wPos, wNormal, directionToLight);
shaded = shading(instanceID, wPos, wNormal, wTangent, oTexCoord, visData, sunContribution, ambientOcclusion
#if USE_DLSS
,
rayHit.dlssAlbedo, rayHit.dlssSpecular, rayHit.dlssNormalRoughness
#endif
);
}
#else
//uint triangleCountMinusOne = clusterRef.d.triangleCountMinusOne;
uint triangleCountMinusOne = CLUSTER_TRIANGLE_COUNT - 1;
float relative = (float(gl_PrimitiveID) / float(triangleCountMinusOne)) * 0.25 + 0.75;
vec4 shaded = vec4(colorizeID(visData) * relative, 1.0);
#endif
#if DEBUG_VISUALIZATION && ALLOW_SHADING
if(view.doWireframe != 0)
{
vec3 derivativeTargetX = gl_WorldToObjectEXT * vec4(gl_WorldRayOriginEXT + rayHit.rayDifferentialX, 1);
vec3 derivativeDirX = derivativeTargetX.xyz - gl_ObjectRayOriginEXT;
vec3 derivativeX = intersectRayTriangle(gl_ObjectRayOriginEXT, derivativeDirX, gl_HitTriangleVertexPositionsEXT[0],
gl_HitTriangleVertexPositionsEXT[1], gl_HitTriangleVertexPositionsEXT[2]);
derivativeX = abs(derivativeX - baryWeight);
vec3 derivativeTargetY = gl_WorldToObjectEXT * vec4(gl_WorldRayOriginEXT + rayHit.rayDifferentialY, 1);
vec3 derivativeDirY = derivativeTargetY.xyz - gl_ObjectRayOriginEXT;
vec3 derivativeY = intersectRayTriangle(gl_ObjectRayOriginEXT, derivativeDirY, gl_HitTriangleVertexPositionsEXT[0],
gl_HitTriangleVertexPositionsEXT[1], gl_HitTriangleVertexPositionsEXT[2]);
derivativeY = abs(derivativeY - baryWeight);
vec3 derivative = max(derivativeX, derivativeY);
rayHit.color.xyz = addWireframe(shaded.xyz, baryWeight, true, derivative);
}
else
#endif
{
rayHit.color.xyz = shaded.xyz;
}
if(gl_LaunchIDEXT.xy == view.mousePosition)
{
#if !ALLOW_SHADING
vec3 wPos = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
#endif
vec4 projected = (view.viewProjMatrix * vec4(wPos, 1.f));
float depth = projected.z / projected.w;
readback.clusterTriangleId = packPickingValue((clusterID << 8) | triangleID, depth);
readback.instanceId = packPickingValue(instanceID, depth);
readback.materialId = packPickingValue(materialID, depth);
}
#endif
}