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Original file line number | Diff line number | Diff line change |
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//TODO: https://github.com/gfx-rs/wgpu/pull/5429 | ||
const RAY_FLAG_CULL_NO_OPAQUE: u32 = 0x80u; | ||
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// Has to match the host! | ||
struct Vertex { | ||
pos: vec3<f32>, | ||
bitangent_sign: f32, | ||
tex_coords: vec2<f32>, | ||
normal: u32, | ||
tangent: u32, | ||
} | ||
struct VertexBuffer { | ||
data: array<Vertex>, | ||
} | ||
struct IndexBuffer { | ||
data: array<u32>, | ||
} | ||
var<storage, read> vertex_buffers: binding_array<VertexBuffer>; | ||
var<storage, read> index_buffers: binding_array<IndexBuffer>; | ||
var textures: binding_array<texture_2d<f32>>; | ||
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struct HitEntry { | ||
index_buf: u32, | ||
vertex_buf: u32, | ||
winding: f32, | ||
// packed quaternion | ||
geometry_to_world_rotation: u32, | ||
geometry_to_object: mat4x3<f32>, | ||
prev_object_to_world: mat4x3<f32>, | ||
base_color_texture: u32, | ||
// packed color factor | ||
base_color_factor: u32, | ||
normal_texture: u32, | ||
} | ||
var<storage, read> hit_entries: array<HitEntry>; | ||
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fn decode_normal(raw: u32) -> vec3<f32> { | ||
return unpack4x8snorm(raw).xyz; | ||
} | ||
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fn debug_raw_normal(pos: vec3<f32>, normal_raw: u32, rotation: vec4<f32>, debug_len: f32, color: u32) { | ||
let nw = normalize(qrot(rotation, decode_normal(normal_raw))); | ||
debug_line(pos, pos + debug_len * nw, color); | ||
} | ||
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struct RichSurface { | ||
inner: Surface, | ||
position: vec3<f32>, | ||
albedo: vec3<f32>, | ||
motion: vec2<f32>, | ||
} | ||
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fn fetch_geometry(pixel_coord: vec2<i32>, enable_debug: bool, is_primary: bool) -> RichSurface { | ||
var rq: ray_query; | ||
let ray_dir = get_ray_direction(camera, pixel_coord); | ||
rayQueryInitialize(&rq, acc_struct, RayDesc(RAY_FLAG_CULL_NO_OPAQUE, 0xFFu, 0.0, camera.depth, camera.position, ray_dir)); | ||
rayQueryProceed(&rq); | ||
let intersection = rayQueryGetCommittedIntersection(&rq); | ||
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var rs = RichSurface(); | ||
rs.albedo = vec3<f32>(1.0); | ||
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if (intersection.kind == RAY_QUERY_INTERSECTION_NONE) { | ||
if (enable_debug) { | ||
debug_buf.entry = DebugEntry(); | ||
} | ||
return rs; | ||
} | ||
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let entry = hit_entries[intersection.instance_custom_index + intersection.geometry_index]; | ||
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var indices = intersection.primitive_index * 3u + vec3<u32>(0u, 1u, 2u); | ||
if (entry.index_buf != ~0u) { | ||
let iptr = &index_buffers[entry.index_buf].data; | ||
indices = vec3<u32>((*iptr)[indices.x], (*iptr)[indices.y], (*iptr)[indices.z]); | ||
} | ||
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let vptr = &vertex_buffers[entry.vertex_buf].data; | ||
let vertices = array<Vertex, 3>( | ||
(*vptr)[indices.x], | ||
(*vptr)[indices.y], | ||
(*vptr)[indices.z], | ||
); | ||
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let positions_object = entry.geometry_to_object * mat3x4( | ||
vec4<f32>(vertices[0].pos, 1.0), vec4<f32>(vertices[1].pos, 1.0), vec4<f32>(vertices[2].pos, 1.0) | ||
); | ||
let positions = intersection.object_to_world * mat3x4( | ||
vec4<f32>(positions_object[0], 1.0), vec4<f32>(positions_object[1], 1.0), vec4<f32>(positions_object[2], 1.0) | ||
); | ||
let flat_normal = entry.winding * normalize(cross(positions[1].xyz - positions[0].xyz, positions[2].xyz - positions[0].xyz)); | ||
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let barycentrics = vec3<f32>(1.0 - intersection.barycentrics.x - intersection.barycentrics.y, intersection.barycentrics); | ||
let position_object = vec4<f32>(positions_object * barycentrics, 1.0); | ||
let tex_coords = mat3x2(vertices[0].tex_coords, vertices[1].tex_coords, vertices[2].tex_coords) * barycentrics; | ||
let normal_geo = normalize(mat3x3(decode_normal(vertices[0].normal), decode_normal(vertices[1].normal), decode_normal(vertices[2].normal)) * barycentrics); | ||
let tangent_geo = normalize(mat3x3(decode_normal(vertices[0].tangent), decode_normal(vertices[1].tangent), decode_normal(vertices[2].tangent)) * barycentrics); | ||
let bitangent_geo = normalize(cross(normal_geo, tangent_geo)) * vertices[0].bitangent_sign; | ||
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let lod = 0.0; //TODO: this is actually complicated | ||
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let geo_to_world_rot = normalize(unpack4x8snorm(entry.geometry_to_world_rotation)); | ||
let tangent_space_geo = mat3x3(tangent_geo, bitangent_geo, normal_geo); | ||
var normal_local: vec3<f32>; | ||
if ((debug.texture_flags & DebugTextureFlags_NORMAL) != 0u) { | ||
normal_local = vec3<f32>(0.0, 0.0, 1.0); // ignore normal map | ||
} else { | ||
let n_xy = textureSampleLevel(textures[entry.normal_texture], sampler_linear, tex_coords, lod).xy; | ||
normal_local = vec3<f32>(n_xy, sqrt(max(0.0, 1.0 - dot(n_xy.xy, n_xy.xy)))); | ||
} | ||
let normal = qrot(geo_to_world_rot, tangent_space_geo * normal_local); | ||
let basis = shortest_arc_quat(vec3<f32>(0.0, 0.0, 1.0), normalize(normal)); | ||
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let hit_position = camera.position + intersection.t * ray_dir; | ||
if (enable_debug && is_primary) { | ||
debug_buf.entry.custom_index = intersection.instance_custom_index; | ||
debug_buf.entry.depth = intersection.t; | ||
debug_buf.entry.tex_coords = tex_coords; | ||
debug_buf.entry.base_color_texture = entry.base_color_texture; | ||
debug_buf.entry.normal_texture = entry.normal_texture; | ||
debug_buf.entry.position = hit_position; | ||
debug_buf.entry.flat_normal = flat_normal; | ||
} | ||
if (enable_debug && (debug.draw_flags & DebugDrawFlags_SPACE) != 0u) { | ||
let normal_len = 0.15 * intersection.t; | ||
let side = 0.05 * intersection.t; | ||
debug_line(hit_position, hit_position + normal_len * qrot(geo_to_world_rot, normal_geo), 0xFFFFFFu); | ||
debug_line(hit_position - side * tangent_geo, hit_position + side * tangent_geo, 0x808080u); | ||
debug_line(hit_position - side * bitangent_geo, hit_position + side * bitangent_geo, 0x808080u); | ||
} | ||
if (enable_debug && (debug.draw_flags & DebugDrawFlags_GEOMETRY) != 0u) { | ||
let debug_len = intersection.t * 0.2; | ||
debug_line(positions[0].xyz, positions[1].xyz, 0x00FFFFu); | ||
debug_line(positions[1].xyz, positions[2].xyz, 0x00FFFFu); | ||
debug_line(positions[2].xyz, positions[0].xyz, 0x00FFFFu); | ||
let poly_center = (positions[0].xyz + positions[1].xyz + positions[2].xyz) / 3.0; | ||
debug_line(poly_center, poly_center + 0.2 * debug_len * flat_normal, 0xFF00FFu); | ||
// note: dynamic indexing into positions isn't allowed by WGSL yet | ||
debug_raw_normal(positions[0].xyz, vertices[0].normal, geo_to_world_rot, 0.5*debug_len, 0xFFFF00u); | ||
debug_raw_normal(positions[1].xyz, vertices[1].normal, geo_to_world_rot, 0.5*debug_len, 0xFFFF00u); | ||
debug_raw_normal(positions[2].xyz, vertices[2].normal, geo_to_world_rot, 0.5*debug_len, 0xFFFF00u); | ||
// draw tangent space | ||
debug_line(hit_position, hit_position + debug_len * qrot(basis, vec3<f32>(1.0, 0.0, 0.0)), 0x0000FFu); | ||
debug_line(hit_position, hit_position + debug_len * qrot(basis, vec3<f32>(0.0, 1.0, 0.0)), 0x00FF00u); | ||
debug_line(hit_position, hit_position + debug_len * qrot(basis, vec3<f32>(0.0, 0.0, 1.0)), 0xFF0000u); | ||
} | ||
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rs.albedo = unpack4x8unorm(entry.base_color_factor).xyz; | ||
if ((debug.texture_flags & DebugTextureFlags_ALBEDO) == 0u) { | ||
let base_color_sample = textureSampleLevel(textures[entry.base_color_texture], sampler_linear, tex_coords, lod); | ||
rs.albedo *= base_color_sample.xyz; | ||
} | ||
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if (is_primary) { | ||
if (debug.view_mode == DebugMode_Depth) { | ||
textureStore(out_debug, pixel_coord, vec4<f32>(intersection.t / camera.depth)); | ||
} | ||
if (debug.view_mode == DebugMode_Normal) { | ||
textureStore(out_debug, pixel_coord, vec4<f32>(normal, 0.0)); | ||
} | ||
if (debug.view_mode == DebugMode_HitConsistency) { | ||
let reprojected = get_projected_pixel(camera, hit_position); | ||
let barycentrics_pos_diff = (intersection.object_to_world * position_object).xyz - hit_position; | ||
let camera_projection_diff = vec2<f32>(pixel_coord - reprojected); | ||
let consistency = vec4<f32>(length(barycentrics_pos_diff), length(camera_projection_diff), 0.0, 0.0); | ||
textureStore(out_debug, pixel_coord, consistency); | ||
} | ||
} | ||
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let prev_position = (entry.prev_object_to_world * position_object).xyz; | ||
let prev_screen = get_projected_pixel_float(prev_camera, prev_position); | ||
//TODO: consider just storing integers here? | ||
//TODO: technically this "0.5" is just a waste compute on both packing and unpacking | ||
rs.motion = prev_screen - vec2<f32>(pixel_coord) - 0.5; | ||
rs.position = hit_position; | ||
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// Write down the Surface | ||
rs.inner.basis = basis; | ||
rs.inner.flat_normal = flat_normal; | ||
rs.inner.depth = intersection.t; | ||
return rs; | ||
} |
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