Initial commit: Minecraft 光追着色器包(从零实现的 path tracing)
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#include "/Lib/Settings.glsl"
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#include "/Lib/Utilities.glsl"
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// MinecraftPT — Tracing Utilities
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// Core voxel ray marching helpers used by all tracers.
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// Custom resource declarations (bound via shaders.properties)
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uniform sampler2D atlas2D;
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uniform sampler3D voxelData3D;
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uniform sampler2D skyBox2D;
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// Sample the sky box panorama for a direction (for reflections / sky miss).
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// Layout must match SkyImage_CS: 3x2 tiles:
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// row 0: +X -X +Y row 1: -Y +Z -Z
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vec3 SampleSkyBox(vec3 dir){
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dir = normalize(dir);
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float absX = abs(dir.x), absY = abs(dir.y), absZ = abs(dir.z);
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float maxAxis = max(absX, max(absY, absZ));
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vec3 tdir = dir / maxAxis;
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vec2 uv;
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vec2 tileOrigin;
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vec2 tile = vec2(1.0 / 3.0, 1.0 / 2.0);
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if (maxAxis == absX){
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// +X (col 0) or -X (col 1), row 0
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tileOrigin = vec2(dir.x > 0.0 ? 0.0 : 1.0, 0.0);
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uv = vec2(tdir.y * 0.5 + 0.5, tdir.z * 0.5 + 0.5);
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}else if (maxAxis == absY){
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// +Y (col 2, row 0) or -Y (col 0, row 1)
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tileOrigin = dir.y > 0.0 ? vec2(2.0, 0.0) : vec2(0.0, 1.0);
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uv = vec2(tdir.x * 0.5 + 0.5, tdir.z * 0.5 + 0.5);
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}else{
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// +Z (col 1, row 1) or -Z (col 2, row 1)
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tileOrigin = vec2(dir.z > 0.0 ? 1.0 : 2.0, 1.0);
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uv = vec2(tdir.x * 0.5 + 0.5, tdir.y * 0.5 + 0.5);
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}
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uv = uv * tile + tileOrigin * tile;
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return textureLod(skyBox2D, uv, 0.0).rgb;
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}
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#ifndef TRACING_UTILITIES_GLSL
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#define TRACING_UTILITIES_GLSL
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#include "/Lib/PathTracing/Voxelizer/VoxelProfile.glsl"
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#include "/Lib/PathTracing/Voxelizer/BlockShape.glsl"
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// Convert world position to voxel grid coordinates
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vec3 WorldToVoxel(vec3 worldPos){
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return worldPos + cameraPositionFract + (voxelResolution * 0.5);
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}
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// Sample the atlas for a hit voxel, returns albedo
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vec3 SampleVoxelAlbedo(vec2 midCoord, vec3 hitVoxelPos, vec3 hitNormal){
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// Reconstruct the face UV from hit position within voxel
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vec3 local = fract(hitVoxelPos);
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vec2 uv;
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if (abs(hitNormal.x) > 0.5){
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uv = vec2(local.z, local.y);
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}else if (abs(hitNormal.y) > 0.5){
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uv = vec2(local.x, local.z);
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}else{
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uv = vec2(local.x, local.y);
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}
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// midCoord is the tile-aligned center UV; reconstruct pixel within tile
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vec2 tileCoord = midCoord;
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vec2 atlasSizeF = vec2(atlasSize);
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float tileW = 1.0 / atlasSizeF.x; // approximate; resolved via textureResolution
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vec2 pixelUV = tileCoord + (uv - 0.5) * tileW * 4.0;
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return textureLod(atlas2D, pixelUV, 0.0).rgb;
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}
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// Read a voxel's data
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vec4 ReadVoxel(ivec3 voxelCoord){
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return texelFetch(voxelData3D, voxelCoord, 0);
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}
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// Test whether a voxel is empty (air or empty marker)
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bool IsVoxelEmpty(vec4 voxelData){
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float voxelID = DecodeVoxelID(voxelData.z);
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return voxelID <= 1.0;
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}
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// Test whether a voxel is a light source (sphere light)
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bool IsLightSphere(float voxelID){
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return voxelID >= 239.0 && voxelID <= 290.0;
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}
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// Core 3D-DDA march. Calls the callback-style inline logic via return.
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// Returns: 0 = no hit, 1 = hit, 2 = hit light
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int TraceRay(Ray ray, float maxDist, out float rayLength, out ivec3 hitVoxel, out float voxelID, out vec3 hitNormal){
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vec3 voxelPos = ray.ori;
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vec3 voxelCoord = floor(voxelPos);
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vec3 totalStep = (ray.sdir * (voxelCoord - voxelPos + 0.5) + 0.5) * abs(ray.rdir);
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rayLength = 0.0;
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vec3 tracingNext;
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hitNormal = vec3(0.0);
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int result = 0;
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vec3 prevCoord = voxelCoord;
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for (int i = 0; i < 128; i++){
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if (clamp(voxelCoord, vec3(0.0), vec3(voxelResolution - 0.5)) != voxelCoord) break;
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vec4 voxelData = texelFetch(voxelData3D, ivec3(voxelCoord), 0);
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float id = DecodeVoxelID(voxelData.z);
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if (id <= 1.0){
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// empty or full-block marker
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if (id >= 0.99 && id <= 1.0){
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// Full block
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if (rayLength > 0.0){
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hitVoxel = ivec3(voxelCoord);
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voxelID = 1.0;
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hitNormal = -step(vec3(rayLength), totalStep - abs(ray.rdir)) * ray.sdir;
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result = 1;
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break;
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}
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}
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}else if (id >= 1000.0){
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// Encoded as full block: id = rawID + 1000
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float rawID = id - 1000.0;
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if (rawID <= 1.0){
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hitVoxel = ivec3(voxelCoord);
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voxelID = rawID;
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hitNormal = -step(vec3(rayLength), totalStep - abs(ray.rdir)) * ray.sdir;
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result = 1;
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break;
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}
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}else if (id > 1.0 && id < 1000.0){
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// Cutout shape: id = 1000 - rawID
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float rawID = 1000.0 - id;
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float t = minVec3(totalStep);
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rayLength = t;
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vec3 n;
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if (HitShape(ray, voxelCoord, rawID, rayLength, n)){
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hitVoxel = ivec3(voxelCoord);
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voxelID = rawID;
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hitNormal = n;
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result = 1;
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break;
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}
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}else if (id >= 200.0 && id <= 290.0){
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// Light source — contribute and continue
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// (handled by caller; here just note it)
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hitVoxel = ivec3(voxelCoord);
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voxelID = id;
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result = 2;
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break;
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}
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// Sparse tracing: skip empty markers
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float marker = voxelData.z;
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if (marker > 0.60 && marker < 0.92){
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// Hierarchical skip — approximate by stepping over the block size
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float skipSize = marker > 0.90 ? 8.0 : (marker > 0.70 ? 4.0 : 2.0);
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// find next boundary
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vec3 nextBoundary = floor((voxelCoord + 1.0) / skipSize) * skipSize;
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vec3 distToBoundary = (nextBoundary - voxelCoord) * abs(ray.rdir);
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float tSkip = minVec3(distToBoundary) + 1e-4;
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rayLength += tSkip;
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vec3 stepVec = ray.sdir * abs(ray.rdir) * tSkip;
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voxelPos += stepVec;
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voxelCoord = floor(voxelPos);
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totalStep = (ray.sdir * (voxelCoord - voxelPos + 0.5) + 0.5) * abs(ray.rdir);
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if (rayLength > maxDist) break;
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continue;
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}
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rayLength = minVec3(totalStep);
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tracingNext = step(totalStep, vec3(rayLength));
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voxelCoord += tracingNext * ray.sdir;
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totalStep += tracingNext * abs(ray.rdir);
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if (rayLength > maxDist) break;
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}
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return result;
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}
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#endif
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