Added shaders for ray tracing callable sample

This commit is contained in:
Sascha Willems 2025-05-18 10:38:49 +02:00
parent b102f0bded
commit 381c6eff03
5 changed files with 118 additions and 0 deletions

View file

@ -7,6 +7,11 @@ from shutil import move
def checkRenameFiles(samplename): def checkRenameFiles(samplename):
mappings = {} mappings = {}
match samplename: match samplename:
case "displacement":
mappings = {
"displacement.vert.spv": "base.vert.spv",
"displacement.frag.spv": "base.frag.spv",
}
case "geometryshader": case "geometryshader":
mappings = { mappings = {
"normaldebug.vert.spv": "base.vert.spv", "normaldebug.vert.spv": "base.vert.spv",
@ -18,6 +23,12 @@ def checkRenameFiles(samplename):
"raytracingbasic.rmiss.spv": "miss.rmiss.spv", "raytracingbasic.rmiss.spv": "miss.rmiss.spv",
"raytracingbasic.rgen.spv": "raygen.rgen.spv", "raytracingbasic.rgen.spv": "raygen.rgen.spv",
} }
case "raytracingcallable":
mappings = {
"raytracingcallable.rchit.spv": "closesthit.rchit.spv",
"raytracingcallable.rmiss.spv": "miss.rmiss.spv",
"raytracingcallable.rgen.spv": "raygen.rgen.spv",
}
case "raytracinggltf": case "raytracinggltf":
mappings = { mappings = {
"raytracinggltf.rchit.spv": "closesthit.rchit.spv", "raytracinggltf.rchit.spv": "closesthit.rchit.spv",

View file

@ -0,0 +1,14 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[shader("callable")]
void callableMain(inout float3 outColor)
{
// Generate a checker board pattern
float2 pos = float2(DispatchRaysIndex().x / 8, DispatchRaysIndex().y / 8);
float col = (pos.x + (pos.y % 2.0)) % 2.0;
outColor = float3(col, col, col);
}

View file

@ -0,0 +1,11 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[shader("callable")]
void callableMain(inout float3 outColor)
{
outColor = float3(0.0, 1.0, 0.0);
}

View file

@ -0,0 +1,14 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
[shader("callable")]
void callableMain(inout float3 outColor)
{
// Generate a checker board pattern
float2 pos = float2(DispatchRaysIndex().x / 8, DispatchRaysIndex().y / 8);
float col = pos.y % 2.0;
outColor = float3(col, col, col);
}

View file

@ -0,0 +1,68 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
RaytracingAccelerationStructure accelStruct;
RWTexture2D<float4> image;
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
ConstantBuffer<CameraProperties> cam;
struct Payload
{
float3 hitValue;
};
struct CallData
{
float3 outColor;
};
struct Attributes
{
float2 bary;
};
[shader("raygeneration")]
void raygenerationMain()
{
uint3 LaunchID = DispatchRaysIndex();
uint3 LaunchSize = DispatchRaysDimensions();
const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
const float2 inUV = pixelCenter / float2(LaunchSize.xy);
float2 d = inUV * 2.0 - 1.0;
float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
RayDesc rayDesc;
rayDesc.Origin = mul(cam.viewInverse, float4(0, 0, 0, 1)).xyz;
rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
Payload payload;
TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}
[shader("closesthit")]
void closesthitMain(inout Payload p, in Attributes attribs)
{
// Execute the callable shader indexed by the current geometry being hit
// For our sample this means that the first callable shader in the SBT is invoked for the first triangle, the second callable shader for the second triangle, etc.
CallData callData;
CallShader(GeometryIndex(), callData);
p.hitValue = callData.outColor;
}
[shader("miss")]
void missMain(inout Payload p)
{
p.hitValue = float3(0.0, 0.0, 0.2);
}