1-bounce GI (no ReSTIR)
This commit is contained in:
parent
1a410efd24
commit
4bdae6a860
@ -28,6 +28,7 @@ pub struct SolariLightingPlugin;
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impl Plugin for SolariLightingPlugin {
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fn build(&self, app: &mut App) {
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embedded_asset!(app, "restir_di.wgsl");
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embedded_asset!(app, "restir_gi.wgsl");
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app.register_type::<SolariLighting>()
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.insert_resource(DefaultOpaqueRendererMethod::deferred());
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@ -35,8 +35,9 @@ pub mod graph {
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pub struct SolariLightingNode {
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bind_group_layout: BindGroupLayout,
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initial_and_temporal_pipeline: CachedComputePipelineId,
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spatial_and_shade_pipeline: CachedComputePipelineId,
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di_initial_and_temporal_pipeline: CachedComputePipelineId,
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di_spatial_and_shade_pipeline: CachedComputePipelineId,
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gi_initial_and_temporal_pipeline: CachedComputePipelineId,
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}
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impl ViewNode for SolariLightingNode {
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@ -71,8 +72,9 @@ impl ViewNode for SolariLightingNode {
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let previous_view_uniforms = world.resource::<PreviousViewUniforms>();
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let frame_count = world.resource::<FrameCount>();
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let (
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Some(initial_and_temporal_pipeline),
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Some(spatial_and_shade_pipeline),
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Some(di_initial_and_temporal_pipeline),
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Some(di_spatial_and_shade_pipeline),
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Some(gi_initial_and_temporal_pipeline),
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Some(scene_bindings),
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Some(viewport),
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Some(gbuffer),
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@ -81,8 +83,9 @@ impl ViewNode for SolariLightingNode {
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Some(view_uniforms),
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Some(previous_view_uniforms),
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) = (
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pipeline_cache.get_compute_pipeline(self.initial_and_temporal_pipeline),
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pipeline_cache.get_compute_pipeline(self.spatial_and_shade_pipeline),
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pipeline_cache.get_compute_pipeline(self.di_initial_and_temporal_pipeline),
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pipeline_cache.get_compute_pipeline(self.di_spatial_and_shade_pipeline),
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pipeline_cache.get_compute_pipeline(self.gi_initial_and_temporal_pipeline),
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&scene_bindings.bind_group,
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camera.physical_viewport_size,
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view_prepass_textures.deferred_view(),
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@ -100,8 +103,12 @@ impl ViewNode for SolariLightingNode {
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&self.bind_group_layout,
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&BindGroupEntries::sequential((
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view_target.get_unsampled_color_attachment().view,
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solari_lighting_resources.reservoirs_a.as_entire_binding(),
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solari_lighting_resources.reservoirs_b.as_entire_binding(),
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solari_lighting_resources
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.di_reservoirs_a
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.as_entire_binding(),
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solari_lighting_resources
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.di_reservoirs_b
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.as_entire_binding(),
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gbuffer,
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depth_buffer,
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motion_vectors,
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@ -134,14 +141,17 @@ impl ViewNode for SolariLightingNode {
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],
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);
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pass.set_pipeline(initial_and_temporal_pipeline);
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pass.set_pipeline(di_initial_and_temporal_pipeline);
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pass.set_push_constants(
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0,
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bytemuck::cast_slice(&[frame_index, solari_lighting.reset as u32]),
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);
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pass.dispatch_workgroups(viewport.x.div_ceil(8), viewport.y.div_ceil(8), 1);
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pass.set_pipeline(spatial_and_shade_pipeline);
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pass.set_pipeline(di_spatial_and_shade_pipeline);
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pass.dispatch_workgroups(viewport.x.div_ceil(8), viewport.y.div_ceil(8), 1);
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pass.set_pipeline(gi_initial_and_temporal_pipeline);
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pass.dispatch_workgroups(viewport.x.div_ceil(8), viewport.y.div_ceil(8), 1);
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pass_span.end(&mut pass);
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@ -188,7 +198,7 @@ impl FromWorld for SolariLightingNode {
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(
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texture_storage_2d(
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ViewTarget::TEXTURE_FORMAT_HDR,
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StorageTextureAccess::WriteOnly,
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StorageTextureAccess::ReadWrite,
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),
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storage_buffer_sized(false, None),
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storage_buffer_sized(false, None),
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@ -203,9 +213,9 @@ impl FromWorld for SolariLightingNode {
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),
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);
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let initial_and_temporal_pipeline =
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let di_initial_and_temporal_pipeline =
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pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("solari_lighting_initial_and_temporal_pipeline".into()),
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label: Some("solari_lighting_di_initial_and_temporal_pipeline".into()),
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layout: vec![
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scene_bindings.bind_group_layout.clone(),
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bind_group_layout.clone(),
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@ -220,9 +230,9 @@ impl FromWorld for SolariLightingNode {
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zero_initialize_workgroup_memory: false,
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});
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let spatial_and_shade_pipeline =
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let di_spatial_and_shade_pipeline =
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pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("solari_lighting_spatial_and_shade_pipeline".into()),
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label: Some("solari_lighting_di_spatial_and_shade_pipeline".into()),
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layout: vec![
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scene_bindings.bind_group_layout.clone(),
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bind_group_layout.clone(),
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@ -237,10 +247,28 @@ impl FromWorld for SolariLightingNode {
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zero_initialize_workgroup_memory: false,
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});
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let gi_initial_and_temporal_pipeline =
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pipeline_cache.queue_compute_pipeline(ComputePipelineDescriptor {
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label: Some("solari_lighting_gi_initial_and_temporal_pipeline".into()),
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layout: vec![
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scene_bindings.bind_group_layout.clone(),
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bind_group_layout.clone(),
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],
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push_constant_ranges: vec![PushConstantRange {
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stages: ShaderStages::COMPUTE,
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range: 0..8,
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}],
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shader: load_embedded_asset!(world, "restir_gi.wgsl"),
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shader_defs: vec![],
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entry_point: "initial_and_temporal".into(),
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zero_initialize_workgroup_memory: false,
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});
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Self {
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bind_group_layout,
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initial_and_temporal_pipeline,
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spatial_and_shade_pipeline,
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di_initial_and_temporal_pipeline,
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di_spatial_and_shade_pipeline,
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gi_initial_and_temporal_pipeline,
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}
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}
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}
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@ -18,13 +18,13 @@ use bevy_render::{
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};
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/// Size of a Reservoir shader struct in bytes.
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const RESERVOIR_STRUCT_SIZE: u64 = 32;
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const DI_RESERVOIR_STRUCT_SIZE: u64 = 32;
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/// Internal rendering resources used for Solari lighting.
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#[derive(Component)]
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pub struct SolariLightingResources {
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pub reservoirs_a: Buffer,
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pub reservoirs_b: Buffer,
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pub di_reservoirs_a: Buffer,
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pub di_reservoirs_b: Buffer,
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pub previous_gbuffer: (Texture, TextureView),
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pub previous_depth: (Texture, TextureView),
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pub view_size: UVec2,
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@ -47,17 +47,17 @@ pub fn prepare_solari_lighting_resources(
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continue;
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}
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let size = (view_size.x * view_size.y) as u64 * RESERVOIR_STRUCT_SIZE;
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let size = (view_size.x * view_size.y) as u64 * DI_RESERVOIR_STRUCT_SIZE;
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let reservoirs_a = render_device.create_buffer(&BufferDescriptor {
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label: Some("solari_lighting_reservoirs_a"),
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let di_reservoirs_a = render_device.create_buffer(&BufferDescriptor {
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label: Some("solari_lighting_di_reservoirs_a"),
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size,
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usage: BufferUsages::STORAGE,
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mapped_at_creation: false,
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});
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let reservoirs_b = render_device.create_buffer(&BufferDescriptor {
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label: Some("solari_lighting_reservoirs_b"),
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let di_reservoirs_b = render_device.create_buffer(&BufferDescriptor {
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label: Some("solari_lighting_di_reservoirs_b"),
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size,
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usage: BufferUsages::STORAGE,
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mapped_at_creation: false,
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@ -88,8 +88,8 @@ pub fn prepare_solari_lighting_resources(
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let previous_depth_view = previous_depth.create_view(&TextureViewDescriptor::default());
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commands.entity(entity).insert(SolariLightingResources {
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reservoirs_a,
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reservoirs_b,
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di_reservoirs_a,
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di_reservoirs_b,
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previous_gbuffer: (previous_gbuffer, previous_gbuffer_view),
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previous_depth: (previous_depth, previous_depth_view),
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view_size,
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@ -10,9 +10,9 @@
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#import bevy_solari::sampling::{LightSample, generate_random_light_sample, calculate_light_contribution, trace_light_visibility, sample_disk}
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#import bevy_solari::scene_bindings::{previous_frame_light_id_translations, LIGHT_NOT_PRESENT_THIS_FRAME}
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@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, write>;
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@group(1) @binding(1) var<storage, read_write> reservoirs_a: array<Reservoir>;
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@group(1) @binding(2) var<storage, read_write> reservoirs_b: array<Reservoir>;
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@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, read_write>;
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@group(1) @binding(1) var<storage, read_write> di_reservoirs_a: array<Reservoir>;
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@group(1) @binding(2) var<storage, read_write> di_reservoirs_b: array<Reservoir>;
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@group(1) @binding(3) var gbuffer: texture_2d<u32>;
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@group(1) @binding(4) var depth_buffer: texture_depth_2d;
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@group(1) @binding(5) var motion_vectors: texture_2d<f32>;
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@ -38,7 +38,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let depth = textureLoad(depth_buffer, global_id.xy, 0);
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if depth == 0.0 {
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reservoirs_b[pixel_index] = empty_reservoir();
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di_reservoirs_b[pixel_index] = empty_reservoir();
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return;
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}
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let gpixel = textureLoad(gbuffer, global_id.xy, 0);
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@ -51,7 +51,7 @@ fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let temporal_reservoir = load_temporal_reservoir(global_id.xy, depth, world_position, world_normal);
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let combined_reservoir = merge_reservoirs(initial_reservoir, temporal_reservoir, world_position, world_normal, diffuse_brdf, &rng);
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reservoirs_b[pixel_index] = combined_reservoir.merged_reservoir;
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di_reservoirs_b[pixel_index] = combined_reservoir.merged_reservoir;
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}
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@compute @workgroup_size(8, 8, 1)
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@ -63,7 +63,7 @@ fn spatial_and_shade(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let depth = textureLoad(depth_buffer, global_id.xy, 0);
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if depth == 0.0 {
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reservoirs_a[pixel_index] = empty_reservoir();
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di_reservoirs_a[pixel_index] = empty_reservoir();
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textureStore(view_output, global_id.xy, vec4(vec3(0.0), 1.0));
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return;
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}
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@ -74,12 +74,12 @@ fn spatial_and_shade(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let diffuse_brdf = base_color / PI;
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let emissive = rgb9e5_to_vec3_(gpixel.g);
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let input_reservoir = reservoirs_b[pixel_index];
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let input_reservoir = di_reservoirs_b[pixel_index];
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let spatial_reservoir = load_spatial_reservoir(global_id.xy, depth, world_position, world_normal, &rng);
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let merge_result = merge_reservoirs(input_reservoir, spatial_reservoir, world_position, world_normal, diffuse_brdf, &rng);
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let combined_reservoir = merge_result.merged_reservoir;
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reservoirs_a[pixel_index] = combined_reservoir;
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di_reservoirs_a[pixel_index] = combined_reservoir;
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var pixel_color = merge_result.selected_sample_radiance * combined_reservoir.unbiased_contribution_weight * combined_reservoir.visibility;
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pixel_color *= view.exposure;
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@ -136,7 +136,7 @@ fn load_temporal_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3
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}
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let temporal_pixel_index = temporal_pixel_id.x + temporal_pixel_id.y * u32(view.viewport.z);
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var temporal_reservoir = reservoirs_a[temporal_pixel_index];
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var temporal_reservoir = di_reservoirs_a[temporal_pixel_index];
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temporal_reservoir.sample.light_id.x = previous_frame_light_id_translations[temporal_reservoir.sample.light_id.x];
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if temporal_reservoir.sample.light_id.x == LIGHT_NOT_PRESENT_THIS_FRAME {
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@ -160,7 +160,7 @@ fn load_spatial_reservoir(pixel_id: vec2<u32>, depth: f32, world_position: vec3<
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}
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let spatial_pixel_index = spatial_pixel_id.x + spatial_pixel_id.y * u32(view.viewport.z);
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var spatial_reservoir = reservoirs_b[spatial_pixel_index];
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var spatial_reservoir = di_reservoirs_b[spatial_pixel_index];
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if reservoir_valid(spatial_reservoir) {
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spatial_reservoir.visibility = trace_light_visibility(spatial_reservoir.sample, world_position);
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@ -209,7 +209,7 @@ fn depth_ndc_to_view_z(ndc_depth: f32) -> f32 {
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#endif
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}
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// Don't adjust the size of this struct without also adjusting RESERVOIR_STRUCT_SIZE.
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// Don't adjust the size of this struct without also adjusting DI_RESERVOIR_STRUCT_SIZE.
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struct Reservoir {
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sample: LightSample,
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weight_sum: f32,
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63
crates/bevy_solari/src/realtime/restir_gi.wgsl
Normal file
63
crates/bevy_solari/src/realtime/restir_gi.wgsl
Normal file
@ -0,0 +1,63 @@
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// https://intro-to-restir.cwyman.org/presentations/2023ReSTIR_Course_Notes.pdf
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#import bevy_core_pipeline::tonemapping::tonemapping_luminance as luminance
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#import bevy_pbr::pbr_deferred_types::unpack_24bit_normal
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#import bevy_pbr::prepass_bindings::PreviousViewUniforms
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#import bevy_pbr::rgb9e5::rgb9e5_to_vec3_
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#import bevy_pbr::utils::{rand_f, octahedral_decode}
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#import bevy_render::maths::{PI, PI_2}
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#import bevy_render::view::View
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#import bevy_solari::sampling::{sample_uniform_hemisphere, sample_random_light}
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#import bevy_solari::scene_bindings::{trace_ray, resolve_ray_hit_full, RAY_T_MIN, RAY_T_MAX}
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@group(1) @binding(0) var view_output: texture_storage_2d<rgba16float, read_write>;
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// @group(1) @binding(1) var<storage, read_write> di_reservoirs_a: array<Reservoir>;
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// @group(1) @binding(2) var<storage, read_write> di_reservoirs_b: array<Reservoir>;
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@group(1) @binding(3) var gbuffer: texture_2d<u32>;
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@group(1) @binding(4) var depth_buffer: texture_depth_2d;
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@group(1) @binding(5) var motion_vectors: texture_2d<f32>;
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@group(1) @binding(6) var previous_gbuffer: texture_2d<u32>;
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@group(1) @binding(7) var previous_depth_buffer: texture_depth_2d;
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@group(1) @binding(8) var<uniform> view: View;
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@group(1) @binding(9) var<uniform> previous_view: PreviousViewUniforms;
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struct PushConstants { frame_index: u32, reset: u32 }
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var<push_constant> constants: PushConstants;
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@compute @workgroup_size(8, 8, 1)
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fn initial_and_temporal(@builtin(global_invocation_id) global_id: vec3<u32>) {
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if any(global_id.xy >= vec2u(view.viewport.zw)) { return; }
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let pixel_index = global_id.x + global_id.y * u32(view.viewport.z);
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var rng = pixel_index + constants.frame_index;
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let depth = textureLoad(depth_buffer, global_id.xy, 0);
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if depth == 0.0 { return; }
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let gpixel = textureLoad(gbuffer, global_id.xy, 0);
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let world_position = reconstruct_world_position(global_id.xy, depth);
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let world_normal = octahedral_decode(unpack_24bit_normal(gpixel.a));
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let base_color = pow(unpack4x8unorm(gpixel.r).rgb, vec3(2.2));
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let diffuse_brdf = base_color / PI;
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let ray_direction = sample_uniform_hemisphere(world_normal, &rng);
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let ray_hit = trace_ray(world_position, ray_direction, RAY_T_MIN, RAY_T_MAX, RAY_FLAG_NONE);
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if ray_hit.kind == RAY_QUERY_INTERSECTION_NONE { return; }
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let sample_point = resolve_ray_hit_full(ray_hit);
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if all(sample_point.material.emissive != vec3(0.0)) { return; }
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let sample_point_diffuse_brdf = sample_point.material.base_color / PI;
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let radiance = sample_random_light(sample_point.world_position, sample_point.world_normal, &rng);
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let cos_theta = dot(ray_direction, world_normal);
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let inverse_uniform_hemisphere_pdf = PI_2;
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let contribution = (radiance * sample_point_diffuse_brdf * diffuse_brdf * cos_theta * inverse_uniform_hemisphere_pdf);
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var pixel_color = textureLoad(view_output, global_id.xy);
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pixel_color += vec4(contribution * view.exposure, 0.0);
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textureStore(view_output, global_id.xy, pixel_color);
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}
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fn reconstruct_world_position(pixel_id: vec2<u32>, depth: f32) -> vec3<f32> {
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let uv = (vec2<f32>(pixel_id) + 0.5) / view.viewport.zw;
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let xy_ndc = (uv - vec2(0.5)) * vec2(2.0, -2.0);
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let world_pos = view.world_from_clip * vec4(xy_ndc, depth, 1.0);
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return world_pos.xyz / world_pos.w;
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}
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@ -15,6 +15,17 @@ fn sample_cosine_hemisphere(normal: vec3<f32>, rng: ptr<function, u32>) -> vec3<
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return vec3(x, y, z);
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}
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// https://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations#UniformlySamplingaHemisphere
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fn sample_uniform_hemisphere(normal: vec3<f32>, rng: ptr<function, u32>) -> vec3<f32> {
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let cos_theta = rand_f(rng);
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let phi = PI_2 * rand_f(rng);
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let sin_theta = sqrt(max(1.0 - cos_theta * cos_theta, 0.0));
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let x = sin_theta * cos(phi);
|
||||
let y = sin_theta * sin(phi);
|
||||
let z = cos_theta;
|
||||
return build_orthonormal_basis(normal) * vec3(x, y, z);
|
||||
}
|
||||
|
||||
// https://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.9.pdf#0004286901.INDD%3ASec19%3A294
|
||||
fn sample_disk(disk_radius: f32, rng: ptr<function, u32>) -> vec2<f32> {
|
||||
let ab = 2.0 * rand_vec2f(rng) - 1.0;
|
||||
|
Loading…
Reference in New Issue
Block a user