add tacoma integration for ray tracing
This commit is contained in:
parent
e33abb6b9c
commit
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2
TODO.txt
2
TODO.txt
@ -7,7 +7,7 @@ TODO:
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- Trile color textures.
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- Trile color textures.
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- Sun lighting and shadowmap for levels.
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- Sun lighting and shadowmap for levels.
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- A ground plane with customizable material (ground or water or maybe a reflective floor. Think about what part of this should be done with triles and what with textures.)
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- A ground plane with customizable material (ground or water or maybe a reflective floor. Think about what part of this should be done with triles and what with textures.)
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- Sky editor.
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- Sky editor and passing to shader.
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- Level saving
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- Level saving
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- Trile atlas saving? JSON?
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- Trile atlas saving? JSON?
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2
build.sh
2
build.sh
@ -4,5 +4,5 @@ cd src/shaders/
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./compile_shaders.sh
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./compile_shaders.sh
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cd ..
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cd ..
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cd ..
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cd ..
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jai -x64 first.jai
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jai-linux -x64 first.jai
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./first
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./first
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54
first.jai
54
first.jai
@ -1,4 +1,46 @@
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ascii_car : string = #string DONE
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▄▖ ▄▖ ▘ ▌ ▄▖ ▖▖ ▗ ▘▘ ▗ ▖ ▖ ▘▗ ▗ ▘ ▖ ▘
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⡤⢤⣶⣶⣶⣶⣶⣒⣒⣀⣺⣿⣿⠿⢶⣶⣶⣶⣦⣤⣤⣤⣄⣀⣀⣀⣀⡀⠀⠀
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⠴⠚⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠉⠛⠒⠲⠦⢤⣉⠙⣿⣿⣿⣟⢿⣿⠿⠿⠿⢿⣿
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣶⣷⡦⠞⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠘⣿⡇⠀⠈⠛⢿⣿⡀⠀⠀⠀⠻
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣀⣀⣤⠤⢴⣿⣉⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⠇⠀⠀⠀⠀⠙⣿⣄⡀⠀⠀
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣤⣤⡶⠞⠛⠉⠉⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⠉⠓⠒⠒⠢⠤⠤⣄⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢠⣿⠀⢠⠤⠤⠤⣤⣾⠀⠙⢦⡀
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⠀⠀⠀⠀⠀⠀⠀⠀⣠⠴⣾⣛⣩⢴⣿⠿⠶⣄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠉⠙⠒⠒⠒⠤⠤⢤⣤⣾⢿⣴⢏⣀⣀⣤⡼⠻⡆⠀⠈⢷
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⠀⠀⠀⠀⠀⢀⣴⠋⠁⠀⠀⠀⠀⠙⠓⠲⠤⠬⠷⠀⠀⢀⣀⣀⣀⣀⣀⣀⣀⣀⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⠤⠞⠉⠀⠀⠹⡟⠀⠀⠀⠀⠀⢱⠀⢠⣼
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⠀⠀⠀⣀⡴⠋⠈⢙⡞⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠛⠛⠢⠤⢄⣀⣠⠴⠛⣋⣠⠴⠒⠉⠉⢉⣲⠶⠀⣀⡠⠤⠒⠊⠉⠁⠀⠀⠀⠀⠀⠀⠀⢹⠀⠀⠀⠀⠀⣼⢰⣿⣿
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⡀⣠⣼⠏⠀⠀⣰⠟⠦⢤⣀⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠓⠒⠒⠒⠋⣉⠤⠒⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⠀⠀⠀⠀⢀⣯⣼⣿⣿
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⡟⠋⠹⢤⣠⠞⠁⠀⠀⠀⠀⠈⠉⠐⠲⠤⢄⣀⡀⠀⠀⠀⠀⣀⠤⠤⠤⠤⠤⣄⣀⣀⠀⢀⡠⠖⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⡀⠀⠀⠀⠀⠀⢸⠀⠀⠀⠀⢸⣿⣿⣿⣿
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⢻⣧⡀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠉⢒⡶⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⠉⠙⢦⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⣿⡿⣿⡝⣆⠀⠀⠀⠀⢸⠀⠀⣠⣴⠿⣻⣿⣿⠈
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⢿⣿⣿⠶⢤⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢀⡴⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢨⠇⠀⠀⠀⠀⣀⣀⣤⣤⣾⣿⢿⡆⢸⣧⢹⠀⠀⣠⣴⣿⣴⠟⢋⣥⠴⢻⣿⠏⠀
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⢸⣿⣿⡇⠀⠘⣿⣶⣦⣤⣀⡀⠀⠀⠀⠀⠀⠀⠈⠑⠲⠤⢤⣀⣀⡀⠀⠀⠀⠀⠀⠀⣀⣀⣞⣀⣠⣤⣾⣿⣿⣿⣿⣿⣿⢻⢸⣿⣾⣿⣾⣤⣾⣿⠿⢋⡡⠞⠉⠉⠉⠉⠀⠀⠀
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⣼⡟⣿⡇⠀⠀⢹⣄⠈⠙⠒⠯⣽⣶⢶⣤⣤⣄⣀⣀⠀⠀⠀⠀⠈⠙⠻⠿⠿⠿⠿⠿⠿⠛⠛⠛⢉⣉⣽⠶⣿⠟⣿⣿⣧⣿⣾⣿⣿⡇⢹⡿⠋⣡⠖⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀
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⣇⠳⣼⣧⠴⠛⠉⠉⠉⠒⣦⣤⣀⡀⠀⠀⠉⠙⢦⠀⠉⠉⢙⣷⣶⠒⠒⠒⠶⡶⠶⠶⢶⣤⠖⠚⠉⠁⠀⣰⣷⠾⣿⢿⢥⣼⣾⣿⣿⠃⣸⣠⠞⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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⠈⠳⣌⣿⢦⣄⠀⢀⣴⣿⣿⣷⣿⡯⣗⠲⠤⣀⡈⣇⠀⠀⠻⡄⠈⣷⠀⠀⠀⡿⠒⠶⠾⢿⠀⠀⠀⢠⣾⡏⠁⣸⡇⢸⡸⢠⡌⢡⣿⠴⠿⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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⠀⠀⠈⠙⠳⢿⣙⠺⢽⣿⣮⣿⣿⠗⠋⠀⠀⠀⠉⡿⠀⠀⣀⣹⣿⣯⣤⣶⣚⣛⣒⣛⣓⣿⠀⠀⠀⢽⣿⣶⣶⡏⢧⣼⣷⡿⢁⣾⠇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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⠀⠀⠀⠀⠀⠀⠈⠙⠢⢬⣙⠛⠧⢤⣀⣀⠀⢀⣴⠃⠀⢀⣹⢦⣤⣉⣉⣯⣍⣹⣿⣿⣿⡃⣀⡤⠴⠛⠋⠁⠀⡇⠘⣜⣏⣠⣿⠋⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⠉⠓⠦⢤⣈⡉⠉⠙⠛⠛⠛⠲⠤⠤⠤⠴⣶⣶⣿⣿⢿⡿⣯⠀⠀⠀⠀⠀⢀⣠⡟⠤⠿⠟⠛⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠉⠙⠒⠲⠤⢤⣄⣀⣀⣀⣤⣈⣤⣤⠤⣴⣿⣥⠤⠴⠒⠚⠋⠉⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
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░██████████░█████████ ░██ ░██ ░██████████ ░███ ░██ ░██████
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DONE
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#run {
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#run {
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print("%\n", ascii_car);
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// @ToDo: Fix this so that we are using the freshly compiled Jai files instead of the old ones.
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// @ToDo: Fix this so that we are using the freshly compiled Jai files instead of the old ones.
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// {
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// {
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// process_result, output, error := run_command("bash", "./compile_shaders.sh", working_directory=tprint("%/src/shaders", #filepath));
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// process_result, output, error := run_command("bash", "./compile_shaders.sh", working_directory=tprint("%/src/shaders", #filepath));
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@ -13,9 +55,12 @@
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opt := get_build_options();
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opt := get_build_options();
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args := opt.compile_time_command_line;
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args := opt.compile_time_command_line;
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doWasmBuild := false;
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doWasmBuild := false;
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hasTacoma := false;
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for arg : args {
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for arg : args {
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if arg == "wasm" then doWasmBuild = true;
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if arg == "wasm" then doWasmBuild = true;
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if arg == "tacoma" then hasTacoma = true;
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}
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}
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if doWasmBuild {
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if doWasmBuild {
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set_build_options_dc(.{do_output = false});
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set_build_options_dc(.{do_output = false});
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compiler_begin_intercept(w);
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compiler_begin_intercept(w);
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add_build_file("src/platform_specific/main_web.jai", w);
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add_build_file("src/platform_specific/main_web.jai", w);
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add_build_string("HAS_TACOMA :: false;", w);
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while true {
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while true {
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message := compiler_wait_for_message();
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message := compiler_wait_for_message();
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}
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}
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}
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}
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} else {
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} else {
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#load "src/platform_specific/main_native.jai";
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w := get_current_workspace();
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if hasTacoma {
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add_build_string("HAS_TACOMA :: true;", w);
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} else {
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add_build_string("HAS_TACOMA :: false;", w);
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}
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add_build_file("src/platform_specific/main_native.jai", w);
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}
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}
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}
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}
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BIN
libtacoma.so
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BIN
libtacoma.so
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BIN
modules/Tacoma/libtacoma.so
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BIN
modules/Tacoma/libtacoma.so
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52
modules/Tacoma/module.jai
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52
modules/Tacoma/module.jai
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@ -0,0 +1,52 @@
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#import "Math";
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#scope_export
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Sky_Config :: struct {
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skyBase : Vector3 = .{0.5, 0.5, 1.0};
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skyTop : Vector3 = .{0.8, 0.8, 1.0};
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sunDisk : Vector3;
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horizonHalo : Vector3;
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sunHalo : Vector3;
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sunLightColor : Vector3 = .{1.0, 1.0, 1.0};
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sunPosition : Vector3 = #run normalize(Vector3.{0.5, 0.5, 0.5});
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sunIntensity : float = 1.0;
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}
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Trixel_Data :: struct {
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empty : bool = false;
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color : Vector3 = .{1.0, 0.0, 0.0};
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material : float = 1.0;
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}
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Trile_Data :: struct {
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trixels : [16][16][16]Trixel_Data;
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vertices : *float;
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vertexCount : s32;
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}
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Trile_Set :: struct {
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triles : *Trile_Data;
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count : s32;
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}
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World_Trile :: struct {
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index : s32;
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position : Vector3;
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}
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World :: struct {
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triles : *World_Trile;
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count : s32;
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}
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Gen_Config :: struct {
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target : Vector3 = .{0.0, 0.0, 0.0};
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eye : Vector3 = .{5.0, 5.0, 5.0};
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samples : s32 = 100;
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render_water : bool = false;
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}
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do_gen :: (path: *u8, rwidth: s32, rheight: s32, sky: Sky_Config, ts: Trile_Set, world: World, config: Gen_Config) -> *float #foreign libtacoma "do_gen";
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libtacoma :: #library "libtacoma";
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701
modules/Tacoma/raytrace.comp.glsl
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701
modules/Tacoma/raytrace.comp.glsl
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#version 460
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#extension GL_EXT_scalar_block_layout : require
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#extension GL_GOOGLE_include_directive : require
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#include "../common.h"
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#extension GL_EXT_ray_query : require
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precision highp float;
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const float PI = 3.14159265359;
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layout(local_size_x = WORKGROUP_WIDTH, local_size_y = WORKGROUP_HEIGHT, local_size_z = 1) in;
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||||||
|
layout(binding = BINDING_IMAGEDATA, set = 0, scalar) buffer storageBuffer
|
||||||
|
{
|
||||||
|
vec3 imageData[];
|
||||||
|
};
|
||||||
|
layout(binding = BINDING_TLAS, set = 0) uniform accelerationStructureEXT tlas;
|
||||||
|
layout(binding = BINDING_VERTICES, set = 0, scalar) buffer Vertices
|
||||||
|
{
|
||||||
|
vec3 vertices[];
|
||||||
|
};
|
||||||
|
layout(binding = BINDING_INDICES, set = 0, scalar) buffer Indices
|
||||||
|
{
|
||||||
|
uint indices[];
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(binding = BINDING_COLORS, set = 0, scalar) buffer Color
|
||||||
|
{
|
||||||
|
vec4 colors[];
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(binding = BINDING_ORIGINS, set = 0) buffer LayoutPixels
|
||||||
|
{
|
||||||
|
LayoutPixel layoutbuf[];
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(binding = BINDING_DEPTH, set = 0, scalar) buffer Depths
|
||||||
|
{
|
||||||
|
vec3 depthData[];
|
||||||
|
};
|
||||||
|
|
||||||
|
layout(push_constant) uniform PushConsts
|
||||||
|
{
|
||||||
|
PushConstants pushConstants;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
// GGX
|
||||||
|
|
||||||
|
float ggx (vec3 N, vec3 V, vec3 L, float roughness, float F0) {
|
||||||
|
float alpha = roughness*roughness;
|
||||||
|
vec3 H = normalize(L - V);
|
||||||
|
float dotLH = max(0.0, dot(L,H));
|
||||||
|
float dotNH = max(0.0, dot(N,H));
|
||||||
|
float dotNL = max(0.0, dot(N,L));
|
||||||
|
float alphaSqr = alpha * alpha;
|
||||||
|
float denom = dotNH * dotNH * (alphaSqr - 1.0) + 1.0;
|
||||||
|
float D = alphaSqr / (3.141592653589793 * denom * denom);
|
||||||
|
float F = F0 + (1.0 - F0) * pow(1.0 - dotLH, 5.0);
|
||||||
|
float k = 0.5 * alpha;
|
||||||
|
float k2 = k * k;
|
||||||
|
return dotNL * D * F / (dotLH*dotLH*(1.0-k2)+k2);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 fresnelSchlick(float cosTheta, vec3 F0) {
|
||||||
|
// This clamp is different than in the exercise 7 instructions
|
||||||
|
return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float DistributionGGX(vec3 N, vec3 H, float roughness) {
|
||||||
|
float a = roughness*roughness;
|
||||||
|
float a2 = a*a;
|
||||||
|
float NdotH = max(dot(N, H), 0.0);
|
||||||
|
float NdotH2 = NdotH*NdotH;
|
||||||
|
float num = a2;
|
||||||
|
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
|
||||||
|
denom = PI * denom * denom;
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
|
|
||||||
|
float GeometrySchlickGGX(float NdotV, float roughness) {
|
||||||
|
float r = (roughness + 1.0);
|
||||||
|
float k = (r*r) / 8.0;
|
||||||
|
float num = NdotV;
|
||||||
|
float denom = NdotV * (1.0 - k) + k;
|
||||||
|
return num / denom;
|
||||||
|
}
|
||||||
|
|
||||||
|
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
|
||||||
|
float NdotV = max(dot(N, V), 0.0);
|
||||||
|
float NdotL = max(dot(N, L), 0.0);
|
||||||
|
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||||
|
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||||
|
return ggx1 * ggx2;
|
||||||
|
}
|
||||||
|
|
||||||
|
float GGXPDF(vec3 wo, vec3 wi, vec3 normal, float roughness) {
|
||||||
|
return (GeometrySchlickGGX(dot(wi, normal), roughness) * GeometrySchlickGGX(dot(wo, normal), roughness)) / GeometrySchlickGGX(dot(wi, normal), roughness);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 SampleVndf_GGX(vec2 u, vec3 wi, float alpha, vec3 n)
|
||||||
|
{
|
||||||
|
// decompose the vector in parallel and perpendicular components
|
||||||
|
vec3 wi_z = n * dot(wi, n);
|
||||||
|
vec3 wi_xy = wi - wi_z;
|
||||||
|
// warp to the hemisphere configuration
|
||||||
|
vec3 wiStd = normalize(wi_z - alpha * wi_xy);
|
||||||
|
// sample a spherical cap in (-wiStd.z, 1]
|
||||||
|
float wiStd_z = dot(wiStd, n);
|
||||||
|
float phi = (2.0f * u.x - 1.0f) * PI;
|
||||||
|
float z = (1.0f - u.y) * (1.0f + wiStd_z) - wiStd_z;
|
||||||
|
float sinTheta = sqrt(clamp(1.0f - z * z, 0.0f, 1.0f));
|
||||||
|
float x = sinTheta * cos(phi);
|
||||||
|
float y = sinTheta * sin(phi);
|
||||||
|
vec3 cStd = vec3(x, y, z);
|
||||||
|
// reflect sample to align with normal
|
||||||
|
vec3 up = vec3(0, 0, 1);
|
||||||
|
vec3 wr = n + up;
|
||||||
|
float wrz_safe = max(wr.z, 1e-6);
|
||||||
|
vec3 c = dot(wr, cStd) * wr / wrz_safe - cStd;
|
||||||
|
// compute halfway direction as standard normal
|
||||||
|
vec3 wmStd = c + wiStd;
|
||||||
|
vec3 wmStd_z = n * dot(n, wmStd);
|
||||||
|
vec3 wmStd_xy = wmStd_z - wmStd;
|
||||||
|
// warp back to the ellipsoid configuration
|
||||||
|
vec3 wm = normalize(wmStd_z + alpha * wmStd_xy);
|
||||||
|
// return final normal
|
||||||
|
return wm;
|
||||||
|
}
|
||||||
|
|
||||||
|
float pdf_vndf_isotropic(vec3 wo, vec3 wi, float alpha, vec3 n)
|
||||||
|
{
|
||||||
|
float alphaSquare = alpha * alpha;
|
||||||
|
vec3 wm = normalize(wo + wi);
|
||||||
|
float zm = dot(wm, n);
|
||||||
|
float zi = dot(wi, n);
|
||||||
|
float nrm = inversesqrt((zi * zi) * (1.0f - alphaSquare) + alphaSquare);
|
||||||
|
float sigmaStd = (zi * nrm) * 0.5f + 0.5f;
|
||||||
|
float sigmaI = sigmaStd / nrm;
|
||||||
|
float nrmN = (zm * zm) * (alphaSquare - 1.0f) + 1.0f;
|
||||||
|
return alphaSquare / (PI * 4.0f * nrmN * nrmN * sigmaI);
|
||||||
|
}
|
||||||
|
|
||||||
|
// ----- SKY SHADER -------
|
||||||
|
|
||||||
|
const float time = 0.0;
|
||||||
|
const float cirrus = 0.5;
|
||||||
|
const float cumulus = 0.6;
|
||||||
|
|
||||||
|
vec4 skyBase = vec4(0.3843, 0.8117, 0.9568, 1.0); //vec4(0.3843, 0.8117, 0.9568, 1.0);
|
||||||
|
vec4 skyTop = vec4(0.17, 0.4, 0.95, 1.0); //vec4(0.17, 0.4, 0.95, 1.0);
|
||||||
|
vec4 sunDisk = vec4(1.0, 1.0, 1.0, 1.0); //vec4(1.0, 1.0, 1.0, 1.0);
|
||||||
|
vec4 horizonHalo = vec4(1.0, 1.0, 1.0, 1.0); //vec4(1.0, 1.0, 1.0, 1.0);
|
||||||
|
vec4 sunHalo = vec4(1.0, 1.0, 1.0, 1.0); //vec4(1.0, 1.0, 1.0, 1.0);
|
||||||
|
|
||||||
|
float hash(float n)
|
||||||
|
{
|
||||||
|
return fract(sin(n) * 43758.5453123);
|
||||||
|
}
|
||||||
|
|
||||||
|
float noise(vec3 x)
|
||||||
|
{
|
||||||
|
vec3 f = fract(x);
|
||||||
|
float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
|
||||||
|
return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
|
||||||
|
mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
|
||||||
|
mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
|
||||||
|
mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
|
||||||
|
float fbm(vec3 p)
|
||||||
|
{
|
||||||
|
float f = 0.0;
|
||||||
|
f += noise(p) / 2.0; p = m * p * 1.1;
|
||||||
|
f += noise(p) / 4.0; p = m * p * 1.2;
|
||||||
|
f += noise(p) / 6.0; p = m * p * 1.3;
|
||||||
|
f += noise(p) / 12.0; p = m * p * 1.4;
|
||||||
|
f += noise(p) / 24.0;
|
||||||
|
return f;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sky(vec3 skypos, vec3 sunpos) {
|
||||||
|
vec3 sunCol = sunDisk.xyz;
|
||||||
|
vec3 baseSky = skyBase.xyz;
|
||||||
|
vec3 topSky = skyTop.xyz;
|
||||||
|
|
||||||
|
float sDist = dot(normalize(skypos), normalize(sunpos));
|
||||||
|
|
||||||
|
vec3 npos = normalize(skypos);
|
||||||
|
|
||||||
|
|
||||||
|
vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7));
|
||||||
|
|
||||||
|
vec3 final = skyGradient;
|
||||||
|
final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
|
||||||
|
|
||||||
|
// Sun disk
|
||||||
|
if(sDist > 0.9999) {
|
||||||
|
final = sunDisk.xyz;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Horizon halo
|
||||||
|
final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
|
||||||
|
|
||||||
|
final = vec3(final);
|
||||||
|
|
||||||
|
// Cirrus Clouds
|
||||||
|
float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3;
|
||||||
|
final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0);
|
||||||
|
|
||||||
|
final += noise(skypos * 1000.0) * 0.02;
|
||||||
|
return final;
|
||||||
|
}
|
||||||
|
|
||||||
|
// --- END SKY ----
|
||||||
|
|
||||||
|
|
||||||
|
// Random number generation using pcg32i_random_t, using inc = 1. Our random state is a uint.
|
||||||
|
uint stepRNG(uint rngState)
|
||||||
|
{
|
||||||
|
return rngState * 747796405 + 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Steps the RNG and returns a floating-point value between 0 and 1 inclusive.
|
||||||
|
float stepAndOutputRNGFloat(inout uint rngState)
|
||||||
|
{
|
||||||
|
// Condensed version of pcg_output_rxs_m_xs_32_32, with simple conversion to floating-point [0,1].
|
||||||
|
rngState = stepRNG(rngState);
|
||||||
|
uint word = ((rngState >> ((rngState >> 28) + 4)) ^ rngState) * 277803737;
|
||||||
|
word = (word >> 22) ^ word;
|
||||||
|
return float(word) / 4294967295.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Returns the color of the sky in a given direction (in linear color space)
|
||||||
|
vec3 skyColor(vec3 direction)
|
||||||
|
{
|
||||||
|
// +y in world space is up, so:
|
||||||
|
if(direction.y > 0.0f)
|
||||||
|
{
|
||||||
|
return mix(vec3(1.0f), vec3(0.25f, 0.5f, 1.0f), direction.y);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return vec3(0.03f);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 randomSpherePoint(vec3 rand) {
|
||||||
|
float ang1 = (rand.x + 1.0) * PI; // [-1..1) -> [0..2*PI)
|
||||||
|
float u = rand.y; // [-1..1), cos and acos(2v-1) cancel each other out, so we arrive at [-1..1)
|
||||||
|
float u2 = u * u;
|
||||||
|
float sqrt1MinusU2 = sqrt(1.0 - u2);
|
||||||
|
float x = sqrt1MinusU2 * cos(ang1);
|
||||||
|
float y = sqrt1MinusU2 * sin(ang1);
|
||||||
|
float z = u;
|
||||||
|
return vec3(x, y, z);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 randomHemispherePoint(vec3 rand, vec3 n) {
|
||||||
|
vec3 v = randomSpherePoint(rand);
|
||||||
|
vec3 v2 = v * sign(dot(v, n));
|
||||||
|
if(length(v2) < 0.0001) {
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
return v2;
|
||||||
|
}
|
||||||
|
|
||||||
|
struct HitInfo
|
||||||
|
{
|
||||||
|
vec3 color;
|
||||||
|
vec3 worldPosition;
|
||||||
|
vec3 worldNormal;
|
||||||
|
vec3 emission;
|
||||||
|
int isWater;
|
||||||
|
float metallic;
|
||||||
|
float roughness;
|
||||||
|
};
|
||||||
|
|
||||||
|
HitInfo getObjectHitInfo(rayQueryEXT rayQuery)
|
||||||
|
{
|
||||||
|
HitInfo result;
|
||||||
|
// Get the ID of the triangle
|
||||||
|
const int primitiveID = rayQueryGetIntersectionPrimitiveIndexEXT(rayQuery, true);
|
||||||
|
uint offset = rayQueryGetIntersectionInstanceShaderBindingTableRecordOffsetEXT(rayQuery, true);
|
||||||
|
int colorOffset = rayQueryGetIntersectionInstanceCustomIndexEXT(rayQuery, true);
|
||||||
|
|
||||||
|
|
||||||
|
// Get the indices of the vertices of the triangle
|
||||||
|
const uint i0 = indices[offset + 3 * primitiveID + 0];
|
||||||
|
const uint i1 = indices[offset + 3 * primitiveID + 1];
|
||||||
|
const uint i2 = indices[offset + 3 * primitiveID + 2];
|
||||||
|
|
||||||
|
// Get the vertices of the triangle
|
||||||
|
const vec3 v0 = vertices[i0];
|
||||||
|
const vec3 v1 = vertices[i1];
|
||||||
|
const vec3 v2 = vertices[i2];
|
||||||
|
|
||||||
|
// Get the barycentric coordinates of the intersection
|
||||||
|
vec3 barycentrics = vec3(0.0, rayQueryGetIntersectionBarycentricsEXT(rayQuery, true));
|
||||||
|
barycentrics.x = 1.0 - barycentrics.y - barycentrics.z;
|
||||||
|
|
||||||
|
// Compute the coordinates of the intersection
|
||||||
|
const vec3 objectPos = v0 * barycentrics.x + v1 * barycentrics.y + v2 * barycentrics.z;
|
||||||
|
const mat4x3 objectToWorld = rayQueryGetIntersectionObjectToWorldEXT(rayQuery, true);
|
||||||
|
result.worldPosition = objectToWorld * vec4(objectPos, 1.0f);
|
||||||
|
|
||||||
|
const vec3 objectNormal = cross(v1 - v0, v2 - v0);
|
||||||
|
// Transform normals from object space to world space. These use the transpose of the inverse matrix,
|
||||||
|
// because they're directions of normals, not positions:
|
||||||
|
const mat4x3 objectToWorldInverse = rayQueryGetIntersectionWorldToObjectEXT(rayQuery, true);
|
||||||
|
result.worldNormal = normalize((objectNormal * objectToWorldInverse).xyz);
|
||||||
|
|
||||||
|
result.emission = vec3(0);
|
||||||
|
|
||||||
|
if(colorOffset == 121212) {
|
||||||
|
result.color = vec3(0.9, 0.9, 1.0);
|
||||||
|
result.isWater = 1;
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Calculate position inside the model, and use it to get the color for the trixel...
|
||||||
|
//result.color = vec3(objectPos.x, objectPos.y, objectPos.z);
|
||||||
|
const vec3 objectTexturePos = objectPos - objectNormal * 0.005;
|
||||||
|
int cx = int(objectTexturePos.z * 16);
|
||||||
|
int cy = int(objectTexturePos.y * 16);
|
||||||
|
int cz = int(objectTexturePos.x * 16);
|
||||||
|
|
||||||
|
|
||||||
|
if(cx > 15) cx = 15;
|
||||||
|
if(cy > 15) cy = 15;
|
||||||
|
if(cz > 15) cz = 15;
|
||||||
|
vec4 color = colors[colorOffset + cx + cy * 16 + cz * 16 * 16];
|
||||||
|
result.color = color.xyz;
|
||||||
|
// result.color = vec3(0.5, 0.2, 0.6);
|
||||||
|
int packedMaterial = int(color.w * 255.0);
|
||||||
|
float emittance = float((packedMaterial >> 1) & 0x3) / 3.0;
|
||||||
|
result.roughness = max(float((packedMaterial >> 5) & 0x7) / 7.0, 0.01);
|
||||||
|
result.metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
|
||||||
|
bool roughFlag = (packedMaterial & 0x1) != 0;
|
||||||
|
|
||||||
|
if(emittance > 0) {
|
||||||
|
result.color = vec3(1.0, 1.0, 1.0);
|
||||||
|
result.emission = result.color * 50.0 * emittance;
|
||||||
|
}
|
||||||
|
// result.color = vec3(float(cx) / 15.0, float(cy) / 15.0, 0.0);
|
||||||
|
// result.color = vec3(result.worldNormal);
|
||||||
|
result.isWater = 0;
|
||||||
|
|
||||||
|
const float dotX = dot(result.worldNormal, vec3(0.0, 1.0, 0.0));
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 wave(vec4 wave, vec3 p, inout vec3 tangent, inout vec3 binormal) {
|
||||||
|
float steepness = wave.z;
|
||||||
|
float wavelength = wave.w;
|
||||||
|
float k = 2.0 * 3.141 / wavelength;
|
||||||
|
float c = 2.0;
|
||||||
|
vec2 d = normalize(vec2(wave.x, wave.y));
|
||||||
|
float f = k * (dot(d, p.xz) - c * (0.0 * 0.3));
|
||||||
|
float a = steepness / k;
|
||||||
|
|
||||||
|
tangent += vec3(
|
||||||
|
-d.x * d.x * (steepness * sin(f)),
|
||||||
|
d.x * (steepness * cos(f)),
|
||||||
|
-d.x * d.y * (steepness * sin(f))
|
||||||
|
);
|
||||||
|
|
||||||
|
binormal += vec3(
|
||||||
|
-d.x * d.y * (steepness * sin(f)),
|
||||||
|
d.y * (steepness * cos(f)),
|
||||||
|
-d.y * d.y * (steepness * sin(f))
|
||||||
|
);
|
||||||
|
|
||||||
|
return vec3(
|
||||||
|
d.x * (a * cos(f)),
|
||||||
|
a * sin(f),
|
||||||
|
d.y * (a * cos(f))
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
||||||
|
{
|
||||||
|
float a = roughness*roughness;
|
||||||
|
|
||||||
|
float phi = 2.0 * PI * Xi.x;
|
||||||
|
float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y));
|
||||||
|
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
|
||||||
|
|
||||||
|
// from spherical coordinates to cartesian coordinates
|
||||||
|
vec3 H;
|
||||||
|
H.x = cos(phi) * sinTheta;
|
||||||
|
H.y = sin(phi) * sinTheta;
|
||||||
|
H.z = cosTheta;
|
||||||
|
|
||||||
|
// from tangent-space vector to world-space sample vector
|
||||||
|
vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||||
|
vec3 tangent = normalize(cross(up, N));
|
||||||
|
vec3 bitangent = cross(N, tangent);
|
||||||
|
|
||||||
|
vec3 sampleVec = tangent * H.x + bitangent * H.y + N * H.z;
|
||||||
|
return normalize(sampleVec);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 BRDF_spec_ggx(vec3 normal, vec3 incoming, vec3 outgoing, vec3 color, float metallic, float roughness) {
|
||||||
|
vec3 N = normal;
|
||||||
|
vec3 L = outgoing;
|
||||||
|
vec3 V = incoming;
|
||||||
|
vec3 H = normalize(V + L);
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, color, metallic);
|
||||||
|
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
|
||||||
|
float NDF = DistributionGGX(N, H, roughness);
|
||||||
|
float G = GeometrySmith(N, V, L, roughness);
|
||||||
|
vec3 numerator = NDF * G * F;
|
||||||
|
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
|
||||||
|
vec3 specular = numerator / denominator;
|
||||||
|
vec3 kD = vec3(1.0) - F;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
return specular;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 BRDF_spec(vec3 normal, vec3 incoming, vec3 outgoing, vec3 color, float metallic, float roughness) {
|
||||||
|
vec3 N = normal;
|
||||||
|
vec3 L = outgoing;
|
||||||
|
vec3 V = incoming;
|
||||||
|
vec3 H = normalize(V + L);
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, color, metallic);
|
||||||
|
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
|
||||||
|
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
|
||||||
|
vec3 specular = F / denominator;
|
||||||
|
return specular;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 BRDF_diff(vec3 normal, vec3 incoming, vec3 outgoing, vec3 color, float metallic, float roughness) {
|
||||||
|
vec3 N = normal;
|
||||||
|
vec3 L = outgoing;
|
||||||
|
vec3 V = incoming;
|
||||||
|
vec3 H = normalize(V + L);
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, color, metallic);
|
||||||
|
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
|
||||||
|
vec3 kD = vec3(1.0) - F;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
return (kD * color / PI);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 BRDF(vec3 normal, vec3 incoming, vec3 outgoing, vec3 color, float metallic, float roughness) {
|
||||||
|
vec3 N = normal;
|
||||||
|
vec3 L = outgoing;
|
||||||
|
vec3 V = incoming;
|
||||||
|
vec3 H = normalize(V + L);
|
||||||
|
vec3 F0 = vec3(0.04);
|
||||||
|
F0 = mix(F0, color, metallic);
|
||||||
|
vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
|
||||||
|
float NDF = DistributionGGX(N, H, roughness);
|
||||||
|
float G = GeometrySmith(N, V, L, roughness);
|
||||||
|
vec3 numerator = NDF * G * F;
|
||||||
|
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
|
||||||
|
vec3 specular = numerator / denominator;
|
||||||
|
vec3 kD = vec3(1.0) - F;
|
||||||
|
kD *= 1.0 - metallic;
|
||||||
|
return (kD * color / PI + specular);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 filmic_aces(vec3 v)
|
||||||
|
{
|
||||||
|
v = v * mat3(
|
||||||
|
0.59719f, 0.35458f, 0.04823f,
|
||||||
|
0.07600f, 0.90834f, 0.01566f,
|
||||||
|
0.02840f, 0.13383f, 0.83777f
|
||||||
|
);
|
||||||
|
return (v * (v + 0.0245786f) - 9.0537e-5f) /
|
||||||
|
(v * (0.983729f * v + 0.4329510f) + 0.238081f) * mat3(
|
||||||
|
1.60475f, -0.53108f, -0.07367f,
|
||||||
|
-0.10208f, 1.10813f, -0.00605f,
|
||||||
|
-0.00327f, -0.07276f, 1.07602f
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 ImportanceSampleCosine(vec2 Xi, vec3 N) {
|
||||||
|
// Create basis from normal
|
||||||
|
vec3 B1, B2;
|
||||||
|
if (abs(N.x) < abs(N.y)) {
|
||||||
|
B1 = normalize(cross(N, vec3(1.0, 0.0, 0.0)));
|
||||||
|
} else {
|
||||||
|
B1 = normalize(cross(N, vec3(0.0, 1.0, 0.0)));
|
||||||
|
}
|
||||||
|
B2 = cross(N, B1);
|
||||||
|
|
||||||
|
// Cosine weighted sampling
|
||||||
|
float phi = 2.0 * PI * Xi.x;
|
||||||
|
float cosTheta = sqrt(Xi.y);
|
||||||
|
float sinTheta = sqrt(1.0 - cosTheta * cosTheta);
|
||||||
|
|
||||||
|
// Convert to cartesian coordinates
|
||||||
|
vec3 H;
|
||||||
|
H.x = cos(phi) * sinTheta;
|
||||||
|
H.y = sin(phi) * sinTheta;
|
||||||
|
H.z = cosTheta;
|
||||||
|
|
||||||
|
// Transform from local space to world space
|
||||||
|
return normalize(H.x * B1 + H.y * B2 + H.z * N);
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
const uvec2 resolution = uvec2(pushConstants.render_width, pushConstants.render_height);
|
||||||
|
|
||||||
|
const uvec2 pixel = gl_GlobalInvocationID.xy;
|
||||||
|
if((pixel.x >= resolution.x) || (pixel.y >= resolution.y)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
uint linearIndex = resolution.x * pixel.y + pixel.x;
|
||||||
|
|
||||||
|
uint rngState = (pushConstants.sample_batch * resolution.y + pixel.y) * 3 * (pushConstants.sample_batch + 20) * resolution.x + pixel.x;
|
||||||
|
|
||||||
|
const vec3 cameraOrigin = vec3(5.0, 5.0, 5.0);
|
||||||
|
const vec3 lookAt = vec3(2.5, 0.0, 2.5);
|
||||||
|
const vec3 generalDirection = normalize(lookAt - cameraOrigin);
|
||||||
|
const vec3 up = vec3(0.0, 1.0, 0.0);
|
||||||
|
const vec3 right = cross(generalDirection, up);
|
||||||
|
|
||||||
|
const float fovVerticalSlope = 1.0 / 5.0;
|
||||||
|
highp vec3 summedPixelColor = vec3(0.0);
|
||||||
|
|
||||||
|
const int NUM_SAMPLES = 10;
|
||||||
|
|
||||||
|
float depth = 99999999.0;
|
||||||
|
|
||||||
|
for(int sampleIdx = 0; sampleIdx < NUM_SAMPLES; sampleIdx++) {
|
||||||
|
// vec3 rayOrigin = cameraOrigin;
|
||||||
|
|
||||||
|
|
||||||
|
// const vec2 randomPixelCenter = vec2(pixel) + vec2(stepAndOutputRNGFloat(rngState), stepAndOutputRNGFloat(rngState));
|
||||||
|
// const vec2 screenUV = vec2(2.0 * (float(randomPixelCenter.x) + 0.5 - 0.5 * resolution.x) / resolution.y, //
|
||||||
|
// -(2.0 * (float(randomPixelCenter.y) + 0.5 - 0.5 * resolution.y) / resolution.y) // Flip the y axis
|
||||||
|
// );
|
||||||
|
|
||||||
|
// vec3 rayDirection = vec3(generalDirection + right * screenUV.x + up * screenUV.y);
|
||||||
|
// rayDirection = normalize(rayDirection);
|
||||||
|
|
||||||
|
|
||||||
|
vec2 Xi;
|
||||||
|
Xi.x = stepAndOutputRNGFloat(rngState);
|
||||||
|
Xi.y = stepAndOutputRNGFloat(rngState);
|
||||||
|
|
||||||
|
float rayDirectionArr[3] = layoutbuf[linearIndex].direction;
|
||||||
|
float rayOriginArr[3] = layoutbuf[linearIndex].origin;
|
||||||
|
float rayRoughness = layoutbuf[linearIndex].roughness;
|
||||||
|
vec3 rayDirection = vec3(rayDirectionArr[0], rayDirectionArr[1], rayDirectionArr[2]);
|
||||||
|
vec3 rayOrigin = vec3(rayOriginArr[0], rayOriginArr[1], rayOriginArr[2]);
|
||||||
|
|
||||||
|
if(rayRoughness < 0.98) {
|
||||||
|
vec3 H = ImportanceSampleGGX(Xi, rayDirection, max(0.01, rayRoughness));
|
||||||
|
vec3 L = normalize(2.0 * dot(rayDirection, H) * H - rayDirection);
|
||||||
|
rayDirection = L;
|
||||||
|
} else {
|
||||||
|
vec3 randV;
|
||||||
|
randV.x = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV.y = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV.z = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV = normalize(randV);
|
||||||
|
rayDirection = randomHemispherePoint(randV, rayDirection);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 attenuation = vec3(1.0);
|
||||||
|
|
||||||
|
// vec3 sunDir = normalize(vec3(0.7, 0.6, 0.6));
|
||||||
|
vec3 sunDir = normalize(vec3(pushConstants.sunPosition.x, pushConstants.sunPosition.y, pushConstants.sunPosition.z));
|
||||||
|
// vec3 sunDir = normalize(vec3(0.3, 0.6, 0.4));
|
||||||
|
|
||||||
|
vec3 randV;
|
||||||
|
randV.x = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV.y = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV.z = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV = normalize(randV);
|
||||||
|
|
||||||
|
float regularization = 1.0;
|
||||||
|
for(int tracedSegments = 0; tracedSegments < 12; tracedSegments++) {
|
||||||
|
float raySelector = stepAndOutputRNGFloat(rngState);
|
||||||
|
rayQueryEXT rayQuery;
|
||||||
|
rayQueryInitializeEXT(rayQuery, tlas, gl_RayFlagsOpaqueEXT, 0xFF, rayOrigin, 0.0, rayDirection, 10000.0);
|
||||||
|
while(rayQueryProceedEXT(rayQuery)) {}
|
||||||
|
if(rayQueryGetIntersectionTypeEXT(rayQuery, true) == gl_RayQueryCommittedIntersectionTriangleEXT) {
|
||||||
|
HitInfo hitInfo = getObjectHitInfo(rayQuery);
|
||||||
|
|
||||||
|
if(tracedSegments == 0) {
|
||||||
|
depth = min(depth, length(hitInfo.worldPosition - rayOrigin));
|
||||||
|
if(depth < 0.01) {
|
||||||
|
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if(hitInfo.isWater == 1) {
|
||||||
|
// vec3 waterTangent = vec3(1.0, 0.0, 0.0);
|
||||||
|
// vec3 waterBinormal = vec3(0.0, 0.0, 1.0);
|
||||||
|
vec3 p = vec3(0.0);
|
||||||
|
// p += wave(vec4(1.0, 0.0, 0.06, 1.0), hitInfo.worldPosition, waterTangent, waterBinormal);
|
||||||
|
// p += wave(vec4(1.0, 1.0, 0.04, 0.3), hitInfo.worldPosition, waterTangent, waterBinormal);
|
||||||
|
// p += wave(vec4(1.0, 0.5, 0.04, 0.2), hitInfo.worldPosition, waterTangent, waterBinormal);
|
||||||
|
// vec3 waterNormal = normalize(cross(normalize(waterBinormal), normalize(waterTangent)));
|
||||||
|
hitInfo.worldNormal = faceforward(hitInfo.worldNormal, rayDirection, hitInfo.worldNormal);
|
||||||
|
rayOrigin = hitInfo.worldPosition + 0.01 * hitInfo.worldNormal;
|
||||||
|
vec3 oldDirection = rayDirection;
|
||||||
|
rayDirection = normalize(reflect(rayDirection, hitInfo.worldNormal));
|
||||||
|
rayQueryInitializeEXT(rayQuery, tlas, gl_RayFlagsOpaqueEXT, 0xFF, rayOrigin, 0.0, normalize(sunDir), 10000.0);
|
||||||
|
while(rayQueryProceedEXT(rayQuery)) {}
|
||||||
|
// if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionTriangleEXT) {
|
||||||
|
// summedPixelColor += max(dot(normalize(sunDir - oldDirection), waterNormal), 0.0) * attenuation * 0.3;
|
||||||
|
// }
|
||||||
|
attenuation *= hitInfo.color;
|
||||||
|
} else {
|
||||||
|
// Add emission:
|
||||||
|
summedPixelColor += attenuation * hitInfo.emission;
|
||||||
|
|
||||||
|
hitInfo.worldNormal = faceforward(hitInfo.worldNormal, rayDirection, hitInfo.worldNormal);
|
||||||
|
rayOrigin = hitInfo.worldPosition + 0.001 * hitInfo.worldNormal;
|
||||||
|
vec3 randV;
|
||||||
|
randV.x = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV.y = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV.z = stepAndOutputRNGFloat(rngState);
|
||||||
|
randV = normalize(randV);
|
||||||
|
|
||||||
|
vec3 oldDirection = rayDirection;
|
||||||
|
|
||||||
|
if(raySelector > 0.5) { // DIFFUSE
|
||||||
|
// Cast ray towards sun to check sun situation:
|
||||||
|
|
||||||
|
rayDirection = randomHemispherePoint(randV, hitInfo.worldNormal);
|
||||||
|
rayDirection = normalize(rayDirection);
|
||||||
|
float regularizationGamma = 0.5;
|
||||||
|
float bsdf_pdf = (1.0 / (PI * 2.0)) * 0.5;
|
||||||
|
if(bsdf_pdf != 0.0f) regularization *= max(1 - regularizationGamma / pow(bsdf_pdf, 0.25f), 0.0f);
|
||||||
|
hitInfo.roughness = 1.0f - ((1.0f - hitInfo.roughness) * regularization);
|
||||||
|
attenuation *= abs(dot(rayDirection, hitInfo.worldNormal));
|
||||||
|
attenuation *= BRDF_diff(hitInfo.worldNormal, -oldDirection, rayDirection, hitInfo.color, hitInfo.metallic, hitInfo.roughness);
|
||||||
|
attenuation /= bsdf_pdf;
|
||||||
|
rayQueryInitializeEXT(rayQuery, tlas, gl_RayFlagsOpaqueEXT, 0xFF, rayOrigin, 0.0, normalize(sunDir), 10000.0);
|
||||||
|
while(rayQueryProceedEXT(rayQuery)) {}
|
||||||
|
if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionTriangleEXT) {
|
||||||
|
summedPixelColor += attenuation * BRDF_diff(hitInfo.worldNormal, -oldDirection, sunDir, hitInfo.color, hitInfo.metallic, hitInfo.roughness) * vec3(pushConstants.sunIntensity) * max(0.0, dot(sunDir, hitInfo.worldNormal));
|
||||||
|
}
|
||||||
|
} else { // SPECULAR
|
||||||
|
if(hitInfo.roughness > 0.01) {
|
||||||
|
vec3 microfacetNormal = SampleVndf_GGX(vec2(randV.x, randV.y), -oldDirection, hitInfo.roughness, hitInfo.worldNormal);
|
||||||
|
rayDirection = reflect(oldDirection, microfacetNormal);
|
||||||
|
rayDirection = normalize(rayDirection);
|
||||||
|
float regularizationGamma = 0.5;
|
||||||
|
float bsdf_pdf = pdf_vndf_isotropic(rayDirection, -oldDirection, hitInfo.roughness, hitInfo.worldNormal) * 0.5;
|
||||||
|
if(bsdf_pdf != 0.0f) regularization *= max(1 - regularizationGamma / pow(bsdf_pdf, 0.25f), 0.0f);
|
||||||
|
hitInfo.roughness = 1.0f - ((1.0f - hitInfo.roughness) * regularization);
|
||||||
|
attenuation *= abs(dot(rayDirection, hitInfo.worldNormal));
|
||||||
|
attenuation *= BRDF_spec_ggx(hitInfo.worldNormal, -oldDirection, rayDirection, hitInfo.color, hitInfo.metallic, hitInfo.roughness);
|
||||||
|
attenuation /= bsdf_pdf;
|
||||||
|
} else {
|
||||||
|
vec3 microfacetNormal = hitInfo.worldNormal;
|
||||||
|
rayDirection = reflect(oldDirection, microfacetNormal);
|
||||||
|
rayDirection = normalize(rayDirection);
|
||||||
|
float regularizationGamma = 0.5;
|
||||||
|
hitInfo.roughness = 1.0f - ((1.0f - hitInfo.roughness) * regularization);
|
||||||
|
attenuation *= abs(dot(rayDirection, hitInfo.worldNormal));
|
||||||
|
attenuation *= BRDF_spec(hitInfo.worldNormal, -oldDirection, rayDirection, hitInfo.color, hitInfo.metallic, hitInfo.roughness);
|
||||||
|
attenuation /= 0.5;
|
||||||
|
}
|
||||||
|
rayQueryInitializeEXT(rayQuery, tlas, gl_RayFlagsOpaqueEXT, 0xFF, rayOrigin, 0.0, normalize(sunDir), 10000.0);
|
||||||
|
while(rayQueryProceedEXT(rayQuery)) {}
|
||||||
|
if(rayQueryGetIntersectionTypeEXT(rayQuery, true) != gl_RayQueryCommittedIntersectionTriangleEXT) {
|
||||||
|
summedPixelColor += attenuation * BRDF_spec_ggx(hitInfo.worldNormal, -oldDirection, sunDir, hitInfo.color, hitInfo.metallic, hitInfo.roughness) * vec3(pushConstants.sunIntensity) * max(0.0, dot(sunDir, hitInfo.worldNormal));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
summedPixelColor += sky(rayDirection, sunDir) * attenuation;
|
||||||
|
// summedPixelColor += rayDirection * attenuation;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get the index of this invocation in the buffer:
|
||||||
|
// Blend with the averaged image in the buffer:
|
||||||
|
vec3 averagePixelColor = vec3(summedPixelColor / float(NUM_SAMPLES));
|
||||||
|
if(any(isnan(averagePixelColor))) {
|
||||||
|
averagePixelColor = vec3(0.0, 0.0, 0.0);
|
||||||
|
}
|
||||||
|
if(pushConstants.sample_batch != 0)
|
||||||
|
{
|
||||||
|
averagePixelColor = (pushConstants.sample_batch * imageData[linearIndex] + vec3(averagePixelColor)) / (pushConstants.sample_batch + 1);
|
||||||
|
}
|
||||||
|
if(pushConstants.sample_batch == pushConstants.max_batch - 1) {
|
||||||
|
imageData[linearIndex] = averagePixelColor;
|
||||||
|
depthData[linearIndex] = vec3(depth, 0.0, 0.0);
|
||||||
|
} else {
|
||||||
|
imageData[linearIndex] = averagePixelColor;
|
||||||
|
}
|
||||||
|
}
|
||||||
BIN
modules/Tacoma/shaders/raytrace.comp.glsl.spv
Normal file
BIN
modules/Tacoma/shaders/raytrace.comp.glsl.spv
Normal file
Binary file not shown.
@ -2,6 +2,10 @@
|
|||||||
#load "trile_editor.jai";
|
#load "trile_editor.jai";
|
||||||
#load "level_editor.jai";
|
#load "level_editor.jai";
|
||||||
|
|
||||||
|
#if HAS_TACOMA {
|
||||||
|
#load "tacoma.jai";
|
||||||
|
}
|
||||||
|
|
||||||
#scope_file
|
#scope_file
|
||||||
|
|
||||||
Editor_View :: enum {
|
Editor_View :: enum {
|
||||||
|
|||||||
@ -18,6 +18,10 @@ oldCameraRotation : float;
|
|||||||
oldCameraTilt : float;
|
oldCameraTilt : float;
|
||||||
cameraCenter : Vector2;
|
cameraCenter : Vector2;
|
||||||
|
|
||||||
|
tacomaSamples : s32 = 100;
|
||||||
|
tacomaWidth : s32 = 500;
|
||||||
|
tacomaHeight : s32 = 500;
|
||||||
|
|
||||||
lastInputTime : float64;
|
lastInputTime : float64;
|
||||||
|
|
||||||
editY : s32;
|
editY : s32;
|
||||||
@ -26,6 +30,14 @@ pointerHit : bool;
|
|||||||
pointerX : s32;
|
pointerX : s32;
|
||||||
pointerY : s32;
|
pointerY : s32;
|
||||||
|
|
||||||
|
Level_Editor_Tab :: enum {
|
||||||
|
TACOMA;
|
||||||
|
TOOLS;
|
||||||
|
INFO;
|
||||||
|
};
|
||||||
|
|
||||||
|
current_tab : Level_Editor_Tab = .TOOLS;
|
||||||
|
|
||||||
get_level_editor_camera :: () -> Camera {
|
get_level_editor_camera :: () -> Camera {
|
||||||
camera: Camera;
|
camera: Camera;
|
||||||
camera.near = 0.1;
|
camera.near = 0.1;
|
||||||
@ -132,6 +144,46 @@ tick_level_editor_camera :: () {
|
|||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
draw_tacoma_tab :: (theme: *GR.Overall_Theme, total_r: GR.Rect) {
|
||||||
|
r := total_r;
|
||||||
|
r.h = ui_h(3,0);
|
||||||
|
#if HAS_TACOMA {
|
||||||
|
if GR.button(r, "Render with Tacoma", *theme.button_theme) {
|
||||||
|
cam := get_level_editor_camera();
|
||||||
|
test_gen(tacomaWidth, tacomaHeight, .{cam.target, cam.position, tacomaSamples, false});
|
||||||
|
}
|
||||||
|
r.y += r.h;
|
||||||
|
if current_screenshot.valid {
|
||||||
|
aspect := cast(float)current_screenshot.width / cast(float)current_screenshot.height;
|
||||||
|
|
||||||
|
r.h = r.w / aspect;
|
||||||
|
uiTex := Ui_Texture.{*current_screenshot.image};
|
||||||
|
set_shader_for_images(*uiTex);
|
||||||
|
immediate_quad(.{r.x, r.y}, .{r.x + r.w, r.y}, .{r.x + r.w, r.y + r.h}, .{r.x, r.y + r.h});
|
||||||
|
set_shader_for_color();
|
||||||
|
r.y += r.h;
|
||||||
|
}
|
||||||
|
r.h = ui_h(4,0);
|
||||||
|
|
||||||
|
GR.label(r, "Samples", *t_label_left(theme));
|
||||||
|
r.y += r.h;
|
||||||
|
GR.slider(r, *tacomaSamples, 10, 100000, 10, *theme.slider_theme);
|
||||||
|
r.y += r.h;
|
||||||
|
GR.label(r, "Width", *t_label_left(theme));
|
||||||
|
r.y += r.h;
|
||||||
|
GR.slider(r, *tacomaWidth, 10, 5000, 10, *theme.slider_theme);
|
||||||
|
r.y += r.h;
|
||||||
|
GR.label(r, "Height", *t_label_left(theme));
|
||||||
|
r.y += r.h;
|
||||||
|
GR.slider(r, *tacomaHeight, 10, 5000, 10, *theme.slider_theme);
|
||||||
|
r.y += r.h;
|
||||||
|
|
||||||
|
|
||||||
|
} else {
|
||||||
|
GR.label(r, "Tacoma is not enabled in this build.", *theme.label_theme);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#scope_export
|
#scope_export
|
||||||
|
|
||||||
tick_level_editor :: () {
|
tick_level_editor :: () {
|
||||||
@ -168,4 +220,27 @@ draw_level_editor :: () {
|
|||||||
}
|
}
|
||||||
|
|
||||||
draw_level_editor_ui :: (theme: *GR.Overall_Theme) {
|
draw_level_editor_ui :: (theme: *GR.Overall_Theme) {
|
||||||
|
r := GR.get_rect(0, ui_h(5,0), ui_w(20, 20), ui_h(95, 0));
|
||||||
|
draw_bg_rectangle(r, theme);
|
||||||
|
tab_r := r;
|
||||||
|
tab_r.h = ui_h(3,0);
|
||||||
|
tab_r.w = ui_w(20, 20) / 3;
|
||||||
|
|
||||||
|
if GR.button(tab_r, "Tools", *t_button_tab(theme, current_tab == .TOOLS)) {
|
||||||
|
current_tab = .TOOLS;
|
||||||
|
}
|
||||||
|
tab_r.x += tab_r.w;
|
||||||
|
if GR.button(tab_r, "Info", *t_button_tab(theme, current_tab == .INFO)) {
|
||||||
|
current_tab = .INFO;
|
||||||
|
}
|
||||||
|
tab_r.x += tab_r.w;
|
||||||
|
if GR.button(tab_r, "Tacoma", *t_button_tab(theme, current_tab == .TACOMA)) {
|
||||||
|
current_tab = .TACOMA;
|
||||||
|
}
|
||||||
|
r.y += tab_r.h;
|
||||||
|
|
||||||
|
if current_tab == {
|
||||||
|
case .TACOMA;
|
||||||
|
draw_tacoma_tab(theme, r);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
1
src/editor/no_tacoma.jai
Normal file
1
src/editor/no_tacoma.jai
Normal file
@ -0,0 +1 @@
|
|||||||
|
HAS_TACOMA :: false;
|
||||||
93
src/editor/tacoma.jai
Normal file
93
src/editor/tacoma.jai
Normal file
@ -0,0 +1,93 @@
|
|||||||
|
#run {
|
||||||
|
tacomaString : string = #string DONE
|
||||||
|
▖▖▄▖▖▖ ▄▖▄▖▄▖ ▄▖▄▖▖ ▖▄▖▄▖▖ ▄▖▖ ▖▄▖ ▖ ▖▄▖▄▖▖▖
|
||||||
|
▌▌▌▌▌▌ ▌▌▙▘▙▖ ▌ ▌▌▛▖▞▌▙▌▐ ▌ ▐ ▛▖▌▌ ▌▞▖▌▐ ▐ ▙▌
|
||||||
|
▐ ▙▌▙▌ ▛▌▌▌▙▖ ▙▖▙▌▌▝ ▌▌ ▟▖▙▖▟▖▌▝▌▙▌ ▛ ▝▌▟▖▐ ▌▌
|
||||||
|
|
||||||
|
|
||||||
|
___ ___ ___ ___ ___ ___
|
||||||
|
/\ \ /\ \ /\ \ /\ \ /\__\ /\ \
|
||||||
|
\:\ \ /::\ \ /::\ \ /::\ \ /::| | /::\ \
|
||||||
|
\:\ \ /:/\:\ \ /:/\:\ \ /:/\:\ \ /:|:| | /:/\:\ \
|
||||||
|
/::\ \ /::\~\:\ \ /:/ \:\ \ /:/ \:\ \ /:/|:|__|__ /::\~\:\ \
|
||||||
|
/:/\:\__\ /:/\:\ \:\__\ /:/__/ \:\__\ /:/__/ \:\__\ /:/ |::::\__\ /:/\:\ \:\__\
|
||||||
|
/:/ \/__/ \/__\:\/:/ / \:\ \ \/__/ \:\ \ /:/ / \/__/~~/:/ / \/__\:\/:/ /
|
||||||
|
/:/ / \::/ / \:\ \ \:\ /:/ / /:/ / \::/ /
|
||||||
|
\/__/ /:/ / \:\ \ \:\/:/ / /:/ / /:/ /
|
||||||
|
/:/ / \:\__\ \::/ / /:/ / /:/ /
|
||||||
|
\/__/ \/__/ \/__/ \/__/ \/__/
|
||||||
|
▄▖▖ ▖▄▖▄ ▖ ▄▖▄
|
||||||
|
▙▖▛▖▌▌▌▙▘▌ ▙▖▌▌
|
||||||
|
▙▖▌▝▌▛▌▙▘▙▖▙▖▙▘
|
||||||
|
|
||||||
|
DONE
|
||||||
|
print("%\n", tacomaString);
|
||||||
|
}
|
||||||
|
|
||||||
|
Tacoma :: #import "Tacoma";
|
||||||
|
|
||||||
|
Tacoma_Screenshot :: struct {
|
||||||
|
image : sg_image;
|
||||||
|
width : s32;
|
||||||
|
height : s32;
|
||||||
|
valid : bool = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
current_screenshot : Tacoma_Screenshot;
|
||||||
|
|
||||||
|
|
||||||
|
test_gen :: (w: s32, h: s32, conf: Tacoma.Gen_Config) {
|
||||||
|
|
||||||
|
trile := get_trile("test");
|
||||||
|
print("Testing gen!\n");
|
||||||
|
ttrile : Tacoma.Trile_Data;
|
||||||
|
for x: 0..15 {
|
||||||
|
for y: 0..15 {
|
||||||
|
for z: 0..15 {
|
||||||
|
ttrile.trixels[x][y][z] = .{
|
||||||
|
trile.trixels[x][y][z].empty,
|
||||||
|
trile.trixels[x][y][z].material.color,
|
||||||
|
material_encode_to_float(trile.trixels[x][y][z].material)
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
gfx := get_trile_gfx("test");
|
||||||
|
ttrile.vertices = gfx.vertices.data;
|
||||||
|
ttrile.vertexCount = cast(s32) (gfx.vertices.count / 3);
|
||||||
|
|
||||||
|
trile_list : [1]Tacoma.Trile_Data;
|
||||||
|
trile_list[0] = ttrile;
|
||||||
|
|
||||||
|
sky : Tacoma.Sky_Config;
|
||||||
|
|
||||||
|
ts : Tacoma.Trile_Set = .{trile_list.data, trile_list.count};
|
||||||
|
|
||||||
|
wTrile : Tacoma.World_Trile = .{
|
||||||
|
0,
|
||||||
|
.{0.0, 0.0, 0.0}
|
||||||
|
};
|
||||||
|
|
||||||
|
world : Tacoma.World = .{*wTrile, 1};
|
||||||
|
|
||||||
|
ptr := Tacoma.do_gen("./modules/Tacoma/", w, h, sky, ts, world, conf);
|
||||||
|
|
||||||
|
imgdata : sg_image_data;
|
||||||
|
imgdata.subimage[0][0] = .{ptr, cast(u64) (w*h*4*4)};
|
||||||
|
|
||||||
|
texdesc : sg_image_desc = .{
|
||||||
|
render_target = false,
|
||||||
|
width = w,
|
||||||
|
height = h,
|
||||||
|
pixel_format = sg_pixel_format.RGBA32F,
|
||||||
|
sample_count = 1,
|
||||||
|
data = imgdata
|
||||||
|
};
|
||||||
|
|
||||||
|
current_screenshot = .{
|
||||||
|
sg_make_image(*texdesc),
|
||||||
|
w,
|
||||||
|
h,
|
||||||
|
true
|
||||||
|
};
|
||||||
|
}
|
||||||
@ -127,6 +127,7 @@ frame :: () {
|
|||||||
input_per_frame_event_and_flag_update();
|
input_per_frame_event_and_flag_update();
|
||||||
|
|
||||||
reset_temporary_storage();
|
reset_temporary_storage();
|
||||||
|
memory_visualizer_per_frame_update();
|
||||||
}
|
}
|
||||||
|
|
||||||
cleanup :: () {
|
cleanup :: () {
|
||||||
|
|||||||
@ -414,7 +414,9 @@ Pool :: #import "Pool";
|
|||||||
meshgenpool : Pool.Pool;
|
meshgenpool : Pool.Pool;
|
||||||
|
|
||||||
generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
|
generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
|
||||||
Pool.set_allocators(*meshgenpool); // @ToDo: Only do this if we haven't yet done it.
|
if !meshgenpool.block_allocator.proc then Pool.set_allocators(*meshgenpool); // @ToDo: Only do this if we haven't yet done it.
|
||||||
|
|
||||||
|
old_alloc := context.allocator;
|
||||||
new_context := context;
|
new_context := context;
|
||||||
new_context.allocator = .{Pool.pool_allocator_proc, *meshgenpool};
|
new_context.allocator = .{Pool.pool_allocator_proc, *meshgenpool};
|
||||||
push_context new_context {
|
push_context new_context {
|
||||||
@ -464,7 +466,6 @@ generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
|
|||||||
trile_centre_buffer_info := sg_buffer_desc.{ data = .{ ptr = centres.data, size = xx (centres.count * 4) } };
|
trile_centre_buffer_info := sg_buffer_desc.{ data = .{ ptr = centres.data, size = xx (centres.count * 4) } };
|
||||||
trile_centre_buffer := sg_make_buffer(*trile_centre_buffer_info);
|
trile_centre_buffer := sg_make_buffer(*trile_centre_buffer_info);
|
||||||
|
|
||||||
Pool.reset(*meshgenpool);
|
|
||||||
// Create the texture for the trile, from which it gets it's colors for trixels.
|
// Create the texture for the trile, from which it gets it's colors for trixels.
|
||||||
|
|
||||||
materialdata : [16*16*16*4]u8;
|
materialdata : [16*16*16*4]u8;
|
||||||
@ -508,7 +509,10 @@ generate_trile_gfx_matias :: (trileptr : *Trile) -> Trile_GFX {
|
|||||||
|
|
||||||
state := sg_query_image_state(img);
|
state := sg_query_image_state(img);
|
||||||
print("IMG: %\n", state);
|
print("IMG: %\n", state);
|
||||||
|
|
||||||
return .{ img, trile_vert_buffer, trile_normal_buffer, trile_centre_buffer, triangleVecs.count / 3 };
|
context.allocator = old_alloc;
|
||||||
|
vecsCopy := array_copy(triangleVecs);
|
||||||
|
Pool.reset(*meshgenpool);
|
||||||
|
return .{ img, trile_vert_buffer, trile_normal_buffer, trile_centre_buffer, vecsCopy, triangleVecs.count / 3 };
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@ -105,11 +105,21 @@ vs_trile_source_glsl430 := u8.[
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 _20 = vpos - (fnormal.xyz * 0.00999999977648258209228515625);
|
vec3 pos_after_adjust = vpos - (fnormal.xyz * 0.0199999995529651641845703125);
|
||||||
vec3 _23 = normalize(to_center);
|
int count = 0;
|
||||||
vec3 _25 = _20 + (_23 * 0.00999999977648258209228515625);
|
vec4 trixel_material;
|
||||||
vec3 _36 = _20 + (_23 * 0.100000001490116119384765625);
|
while (count < 5)
|
||||||
frag_color = vec4(max(texelFetch(triletex_trilesmp, ivec2(int(clamp(_25.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_25.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_25.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz, texelFetch(triletex_trilesmp, ivec2(int(clamp(_36.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_36.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_36.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz), 1.0);
|
{
|
||||||
|
vec4 _81 = texelFetch(triletex_trilesmp, ivec2(int(clamp(pos_after_adjust.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(pos_after_adjust.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(pos_after_adjust.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0);
|
||||||
|
trixel_material = _81;
|
||||||
|
if (length(_81) > 0.00999999977648258209228515625)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
pos_after_adjust -= (to_center * 0.004999999888241291046142578125);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
frag_color = vec4(trixel_material.xyz, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
*/
|
*/
|
||||||
@ -129,64 +139,58 @@ fs_trile_source_glsl430 := u8.[
|
|||||||
0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,
|
0x28,0x6c,0x6f,0x63,0x61,0x74,0x69,0x6f,0x6e,0x20,0x3d,0x20,0x30,0x29,0x20,0x6f,
|
||||||
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
0x00,
|
||||||
];
|
];
|
||||||
/*
|
/*
|
||||||
#version 300 es
|
#version 300 es
|
||||||
@ -253,11 +257,21 @@ vs_trile_source_glsl300es := u8.[
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
highp vec3 _20 = vpos - (fnormal.xyz * 0.00999999977648258209228515625);
|
highp vec3 pos_after_adjust = vpos - (fnormal.xyz * 0.0199999995529651641845703125);
|
||||||
highp vec3 _23 = normalize(to_center);
|
int count = 0;
|
||||||
highp vec3 _25 = _20 + (_23 * 0.00999999977648258209228515625);
|
highp vec4 trixel_material;
|
||||||
highp vec3 _36 = _20 + (_23 * 0.100000001490116119384765625);
|
while (count < 5)
|
||||||
frag_color = vec4(max(texelFetch(triletex_trilesmp, ivec2(int(clamp(_25.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_25.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_25.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz, texelFetch(triletex_trilesmp, ivec2(int(clamp(_36.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(_36.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(_36.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0).xyz), 1.0);
|
{
|
||||||
|
highp vec4 _81 = texelFetch(triletex_trilesmp, ivec2(int(clamp(pos_after_adjust.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(clamp(pos_after_adjust.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(clamp(pos_after_adjust.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16)), 0);
|
||||||
|
trixel_material = _81;
|
||||||
|
if (length(_81) > 0.00999999977648258209228515625)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
pos_after_adjust -= (to_center * 0.004999999888241291046142578125);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
frag_color = vec4(trixel_material.xyz, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
*/
|
*/
|
||||||
@ -277,65 +291,58 @@ fs_trile_source_glsl300es := u8.[
|
|||||||
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||||||
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|
||||||
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|
|
||||||
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|
|
||||||
0x29,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
|
||||||
];
|
];
|
||||||
/*
|
/*
|
||||||
#include <metal_stdlib>
|
#include <metal_stdlib>
|
||||||
@ -443,11 +450,21 @@ vs_trile_source_metal_macos := u8.[
|
|||||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> triletex [[texture(0)]], sampler trilesmp [[sampler(0)]])
|
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> triletex [[texture(0)]], sampler trilesmp [[sampler(0)]])
|
||||||
{
|
{
|
||||||
main0_out out = {};
|
main0_out out = {};
|
||||||
float3 _20 = in.vpos - (in.fnormal.xyz * 0.00999999977648258209228515625);
|
float3 pos_after_adjust = in.vpos - (in.fnormal.xyz * 0.0199999995529651641845703125);
|
||||||
float3 _23 = fast::normalize(in.to_center);
|
int count = 0;
|
||||||
float3 _25 = _20 + (_23 * 0.00999999977648258209228515625);
|
float4 trixel_material;
|
||||||
float3 _36 = _20 + (_23 * 0.100000001490116119384765625);
|
while (count < 5)
|
||||||
out.frag_color = float4(fast::max(triletex.read(uint2(int2(int(fast::clamp(_25.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(fast::clamp(_25.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(fast::clamp(_25.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16))), 0).xyz, triletex.read(uint2(int2(int(fast::clamp(_36.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(fast::clamp(_36.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(fast::clamp(_36.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16))), 0).xyz), 1.0);
|
{
|
||||||
|
float4 _81 = triletex.read(uint2(int2(int(fast::clamp(pos_after_adjust.z, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0), int(fast::clamp(pos_after_adjust.y, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) + (int(fast::clamp(pos_after_adjust.x, 9.9999997473787516355514526367188e-05, 0.999989986419677734375) * 16.0) * 16))), 0);
|
||||||
|
trixel_material = _81;
|
||||||
|
if (length(_81) > 0.00999999977648258209228515625)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
pos_after_adjust -= (in.to_center * 0.004999999888241291046142578125);
|
||||||
|
count++;
|
||||||
|
}
|
||||||
|
out.frag_color = float4(trixel_material.xyz, 1.0);
|
||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -479,68 +496,60 @@ fs_trile_source_metal_macos := u8.[
|
|||||||
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|
||||||
0x20,0x39,0x2e,0x39,0x39,0x39,0x39,0x39,0x39,0x37,0x34,0x37,0x33,0x37,0x38,0x37,
|
0x20,0x39,0x2e,0x39,0x39,0x39,0x39,0x39,0x39,0x37,0x34,0x37,0x33,0x37,0x38,0x37,
|
||||||
0x35,0x31,0x36,0x33,0x35,0x35,0x35,0x31,0x34,0x35,0x32,0x36,0x33,0x36,0x37,0x31,
|
0x35,0x31,0x36,0x33,0x35,0x35,0x35,0x31,0x34,0x35,0x32,0x36,0x33,0x36,0x37,0x31,
|
||||||
0x38,0x38,0x65,0x2d,0x30,0x35,0x2c,0x20,0x30,0x2e,0x39,0x39,0x39,0x39,0x38,0x39,
|
0x38,0x38,0x65,0x2d,0x30,0x35,0x2c,0x20,0x30,0x2e,0x39,0x39,0x39,0x39,0x38,0x39,
|
||||||
0x39,0x38,0x36,0x34,0x31,0x39,0x36,0x37,0x37,0x37,0x33,0x34,0x33,0x37,0x35,0x29,
|
0x39,0x38,0x36,0x34,0x31,0x39,0x36,0x37,0x37,0x37,0x33,0x34,0x33,0x37,0x35,0x29,
|
||||||
0x20,0x2a,0x20,0x31,0x36,0x2e,0x30,0x29,0x20,0x2a,0x20,0x31,0x36,0x29,0x29,0x29,
|
0x20,0x2a,0x20,0x31,0x36,0x2e,0x30,0x29,0x20,0x2b,0x20,0x28,0x69,0x6e,0x74,0x28,
|
||||||
0x2c,0x20,0x30,0x29,0x2e,0x78,0x79,0x7a,0x2c,0x20,0x74,0x72,0x69,0x6c,0x65,0x74,
|
0x66,0x61,0x73,0x74,0x3a,0x3a,0x63,0x6c,0x61,0x6d,0x70,0x28,0x70,0x6f,0x73,0x5f,
|
||||||
0x65,0x78,0x2e,0x72,0x65,0x61,0x64,0x28,0x75,0x69,0x6e,0x74,0x32,0x28,0x69,0x6e,
|
0x61,0x66,0x74,0x65,0x72,0x5f,0x61,0x64,0x6a,0x75,0x73,0x74,0x2e,0x78,0x2c,0x20,
|
||||||
0x74,0x32,0x28,0x69,0x6e,0x74,0x28,0x66,0x61,0x73,0x74,0x3a,0x3a,0x63,0x6c,0x61,
|
0x39,0x2e,0x39,0x39,0x39,0x39,0x39,0x39,0x37,0x34,0x37,0x33,0x37,0x38,0x37,0x35,
|
||||||
0x6d,0x70,0x28,0x5f,0x33,0x36,0x2e,0x7a,0x2c,0x20,0x39,0x2e,0x39,0x39,0x39,0x39,
|
0x31,0x36,0x33,0x35,0x35,0x35,0x31,0x34,0x35,0x32,0x36,0x33,0x36,0x37,0x31,0x38,
|
||||||
0x39,0x39,0x37,0x34,0x37,0x33,0x37,0x38,0x37,0x35,0x31,0x36,0x33,0x35,0x35,0x35,
|
0x38,0x65,0x2d,0x30,0x35,0x2c,0x20,0x30,0x2e,0x39,0x39,0x39,0x39,0x38,0x39,0x39,
|
||||||
0x31,0x34,0x35,0x32,0x36,0x33,0x36,0x37,0x31,0x38,0x38,0x65,0x2d,0x30,0x35,0x2c,
|
0x38,0x36,0x34,0x31,0x39,0x36,0x37,0x37,0x37,0x33,0x34,0x33,0x37,0x35,0x29,0x20,
|
||||||
0x20,0x30,0x2e,0x39,0x39,0x39,0x39,0x38,0x39,0x39,0x38,0x36,0x34,0x31,0x39,0x36,
|
0x2a,0x20,0x31,0x36,0x2e,0x30,0x29,0x20,0x2a,0x20,0x31,0x36,0x29,0x29,0x29,0x2c,
|
||||||
0x37,0x37,0x37,0x33,0x34,0x33,0x37,0x35,0x29,0x20,0x2a,0x20,0x31,0x36,0x2e,0x30,
|
0x20,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x74,0x72,0x69,
|
||||||
0x29,0x2c,0x20,0x69,0x6e,0x74,0x28,0x66,0x61,0x73,0x74,0x3a,0x3a,0x63,0x6c,0x61,
|
0x78,0x65,0x6c,0x5f,0x6d,0x61,0x74,0x65,0x72,0x69,0x61,0x6c,0x20,0x3d,0x20,0x5f,
|
||||||
0x6d,0x70,0x28,0x5f,0x33,0x36,0x2e,0x79,0x2c,0x20,0x39,0x2e,0x39,0x39,0x39,0x39,
|
0x38,0x31,0x3b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x69,0x66,0x20,0x28,
|
||||||
0x39,0x39,0x37,0x34,0x37,0x33,0x37,0x38,0x37,0x35,0x31,0x36,0x33,0x35,0x35,0x35,
|
0x6c,0x65,0x6e,0x67,0x74,0x68,0x28,0x5f,0x38,0x31,0x29,0x20,0x3e,0x20,0x30,0x2e,
|
||||||
0x31,0x34,0x35,0x32,0x36,0x33,0x36,0x37,0x31,0x38,0x38,0x65,0x2d,0x30,0x35,0x2c,
|
0x30,0x30,0x39,0x39,0x39,0x39,0x39,0x39,0x39,0x37,0x37,0x36,0x34,0x38,0x32,0x35,
|
||||||
0x20,0x30,0x2e,0x39,0x39,0x39,0x39,0x38,0x39,0x39,0x38,0x36,0x34,0x31,0x39,0x36,
|
0x38,0x32,0x30,0x39,0x32,0x32,0x38,0x35,0x31,0x35,0x36,0x32,0x35,0x29,0x0a,0x20,
|
||||||
0x37,0x37,0x37,0x33,0x34,0x33,0x37,0x35,0x29,0x20,0x2a,0x20,0x31,0x36,0x2e,0x30,
|
0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x7b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,
|
||||||
0x29,0x20,0x2b,0x20,0x28,0x69,0x6e,0x74,0x28,0x66,0x61,0x73,0x74,0x3a,0x3a,0x63,
|
0x20,0x20,0x20,0x20,0x20,0x62,0x72,0x65,0x61,0x6b,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||||
0x6c,0x61,0x6d,0x70,0x28,0x5f,0x33,0x36,0x2e,0x78,0x2c,0x20,0x39,0x2e,0x39,0x39,
|
0x20,0x20,0x20,0x20,0x7d,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x70,0x6f,
|
||||||
0x39,0x39,0x39,0x39,0x37,0x34,0x37,0x33,0x37,0x38,0x37,0x35,0x31,0x36,0x33,0x35,
|
0x73,0x5f,0x61,0x66,0x74,0x65,0x72,0x5f,0x61,0x64,0x6a,0x75,0x73,0x74,0x20,0x2d,
|
||||||
0x35,0x35,0x31,0x34,0x35,0x32,0x36,0x33,0x36,0x37,0x31,0x38,0x38,0x65,0x2d,0x30,
|
0x3d,0x20,0x28,0x69,0x6e,0x2e,0x74,0x6f,0x5f,0x63,0x65,0x6e,0x74,0x65,0x72,0x20,
|
||||||
0x35,0x2c,0x20,0x30,0x2e,0x39,0x39,0x39,0x39,0x38,0x39,0x39,0x38,0x36,0x34,0x31,
|
0x2a,0x20,0x30,0x2e,0x30,0x30,0x34,0x39,0x39,0x39,0x39,0x39,0x39,0x38,0x38,0x38,
|
||||||
0x39,0x36,0x37,0x37,0x37,0x33,0x34,0x33,0x37,0x35,0x29,0x20,0x2a,0x20,0x31,0x36,
|
0x32,0x34,0x31,0x32,0x39,0x31,0x30,0x34,0x36,0x31,0x34,0x32,0x35,0x37,0x38,0x31,
|
||||||
0x2e,0x30,0x29,0x20,0x2a,0x20,0x31,0x36,0x29,0x29,0x29,0x2c,0x20,0x30,0x29,0x2e,
|
0x32,0x35,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x20,0x63,0x6f,0x75,
|
||||||
0x78,0x79,0x7a,0x29,0x2c,0x20,0x31,0x2e,0x30,0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
0x6e,0x74,0x2b,0x2b,0x3b,0x0a,0x20,0x20,0x20,0x20,0x7d,0x0a,0x20,0x20,0x20,0x20,
|
||||||
0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
0x6f,0x75,0x74,0x2e,0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,
|
||||||
|
0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x28,0x74,0x72,0x69,0x78,0x65,0x6c,0x5f,0x6d,
|
||||||
|
0x61,0x74,0x65,0x72,0x69,0x61,0x6c,0x2e,0x78,0x79,0x7a,0x2c,0x20,0x31,0x2e,0x30,
|
||||||
|
0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,
|
||||||
|
0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||||
];
|
];
|
||||||
trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
trile_shader_desc :: (backend: sg_backend) -> sg_shader_desc {
|
||||||
desc: sg_shader_desc;
|
desc: sg_shader_desc;
|
||||||
|
|||||||
@ -34,19 +34,21 @@ layout(binding = 0) uniform sampler trilesmp;
|
|||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
//frag_color = vec4((fnormal.xyz + vec3(1.0, 1.0, 1.0)) * 0.5, 1.0);
|
//frag_color = vec4((fnormal.xyz + vec3(1.0, 1.0, 1.0)) * 0.5, 1.0);
|
||||||
vec3 pos_after_adjust_f = vpos - fnormal.xyz * 0.01 + normalize(to_center) * 0.01;
|
vec3 pos_after_adjust = vpos - fnormal.xyz * 0.02;
|
||||||
vec3 pos_after_adjust_b = vpos - fnormal.xyz * 0.01 + normalize(to_center) * 0.1;
|
int count = 0;
|
||||||
int xpos_f = int(clamp(pos_after_adjust_f.z, 0.0001, 0.99999) * 16.0);
|
vec4 trixel_material;
|
||||||
int ypos_f = int(clamp(pos_after_adjust_f.y, 0.0001, 0.99999) * 16.0);
|
while (count < 5) {
|
||||||
int zpos_f = int(clamp(pos_after_adjust_f.x, 0.0001, 0.99999) * 16.0);
|
int xpos = int(clamp(pos_after_adjust.z, 0.0001, 0.99999) * 16.0);
|
||||||
int xpos_b = int(clamp(pos_after_adjust_b.z, 0.0001, 0.99999) * 16.0);
|
int ypos = int(clamp(pos_after_adjust.y, 0.0001, 0.99999) * 16.0);
|
||||||
int ypos_b = int(clamp(pos_after_adjust_b.y, 0.0001, 0.99999) * 16.0);
|
int zpos = int(clamp(pos_after_adjust.x, 0.0001, 0.99999) * 16.0);
|
||||||
int zpos_b = int(clamp(pos_after_adjust_b.x, 0.0001, 0.99999) * 16.0);
|
|
||||||
|
|
||||||
vec4 trixel_material_b = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos_b, ypos_b + zpos_b * 16), 0);
|
trixel_material = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos, ypos + zpos * 16), 0);
|
||||||
vec4 trixel_material_f = texelFetch(sampler2D(triletex, trilesmp), ivec2(xpos_f, ypos_f + zpos_f * 16), 0);
|
if (length(trixel_material) > 0.01) break; // @ToDo: Replace with proper null trixel check.
|
||||||
frag_color = vec4(max(trixel_material_f.xyz, trixel_material_b.xyz), 1.0);
|
pos_after_adjust -= to_center * 0.005;
|
||||||
|
count++;
|
||||||
|
}
|
||||||
// frag_color = vec4(vec3(length(to_center)), 1.0);
|
// frag_color = vec4(vec3(length(to_center)), 1.0);
|
||||||
|
frag_color = vec4(trixel_material.xyz, 1.0);
|
||||||
}
|
}
|
||||||
@end
|
@end
|
||||||
|
|
||||||
|
|||||||
@ -12,6 +12,7 @@ Trile_GFX :: struct {
|
|||||||
vertex_buffer : sg_buffer;
|
vertex_buffer : sg_buffer;
|
||||||
normal_buffer : sg_buffer;
|
normal_buffer : sg_buffer;
|
||||||
centre_buffer : sg_buffer;
|
centre_buffer : sg_buffer;
|
||||||
|
vertices : []float;
|
||||||
vertex_count : s64;
|
vertex_count : s64;
|
||||||
};
|
};
|
||||||
|
|
||||||
@ -43,6 +44,7 @@ set_trile_gfx :: (name: string, gfx: Trile_GFX, skip_preexist_check: bool = fals
|
|||||||
sg_destroy_buffer(old_gfx.vertex_buffer);
|
sg_destroy_buffer(old_gfx.vertex_buffer);
|
||||||
sg_destroy_buffer(old_gfx.normal_buffer);
|
sg_destroy_buffer(old_gfx.normal_buffer);
|
||||||
sg_destroy_image(old_gfx.trixel_colors);
|
sg_destroy_image(old_gfx.trixel_colors);
|
||||||
|
array_reset(*old_gfx.vertices);
|
||||||
print("Destroyed old GFX buffers for trile: %\n", name);
|
print("Destroyed old GFX buffers for trile: %\n", name);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -63,9 +65,10 @@ get_trile :: (name: string) -> (*Trile, success: bool) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
Material :: struct {
|
Material :: struct {
|
||||||
roughness : float = 0.5;
|
addRoughness : u8 = 0;
|
||||||
metallic : float = 0;
|
roughness : u8 = 4;
|
||||||
emittance : float = 0;
|
metallic : u8 = 0;
|
||||||
|
emittance : u8 = 0;
|
||||||
color : Vector3 = .{1.0, 0.0, 1.0};
|
color : Vector3 = .{1.0, 0.0, 1.0};
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -78,10 +81,21 @@ Trile :: struct {
|
|||||||
trixels : [16][16][16] Trixel;
|
trixels : [16][16][16] Trixel;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
material_encode_to_char :: (mat: Material) -> u8 {
|
||||||
|
return (mat.addRoughness & 0x1) | ((mat.emittance & 0x3) << 1) |
|
||||||
|
((mat.metallic & 0x3) << 3) | ((mat.roughness & 0x7) << 5);
|
||||||
|
}
|
||||||
|
|
||||||
|
material_encode_to_float :: (mat: Material) -> float {
|
||||||
|
return cast(float)(material_encode_to_char(mat)) / 255.0;
|
||||||
|
}
|
||||||
|
|
||||||
material_to_rgba :: (mat: Material) -> (r: u8, g: u8, b: u8, a: u8) {
|
material_to_rgba :: (mat: Material) -> (r: u8, g: u8, b: u8, a: u8) {
|
||||||
r : u8 = cast(u8) (mat.color.x * 255.0);
|
r : u8 = cast(u8) (mat.color.x * 255.0);
|
||||||
g : u8 = cast(u8) (mat.color.y * 255.0);
|
g : u8 = cast(u8) (mat.color.y * 255.0);
|
||||||
b : u8 = cast(u8) (mat.color.z * 255.0);
|
b : u8 = cast(u8) (mat.color.z * 255.0);
|
||||||
a : u8 = 255; // @ToDo: Do actual material value encode here.
|
a : u8 = material_encode_to_char(mat); // @ToDo: Do actual material value encode here.
|
||||||
return r,g,b,a;
|
return r,g,b,a;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user