updating sbt record data example to also cover miss sbt data
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11 changed files with 90 additions and 29 deletions
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@ -3,7 +3,15 @@
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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layout(shaderRecordEXT, std430) buffer SBT {
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float r;
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float g;
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float b;
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};
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void main()
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{
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// for now, we do nothing in the miss program
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// Update the hit value to the hit record SBT data associated with this
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// miss record
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hitValue = vec3(r, g, b);
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}
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@ -30,10 +30,23 @@ void main()
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float tmin = 0.001;
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float tmax = 10000.0;
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// Initialize the hit value to the raygen SBT data
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hitValue = vec3(r, g, b);
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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// use border to demonstrate raygen record data
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if (all(greaterThan(gl_LaunchIDEXT.xy, ivec2(16, 16))) && all(lessThan(gl_LaunchIDEXT.xy, gl_LaunchSizeEXT.xy - ivec2(16, 16))))
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{
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// Generate a checker board pattern to trace out rays or use hit record data
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ivec2 pos = ivec2(gl_LaunchIDEXT / 16);
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if (((pos.x + pos.y % 2) % 2) == 0) {
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// This will set hit value to either hit or miss SBT record color
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traceRayEXT(topLevelAS, gl_RayFlagsOpaqueEXT, 0xff, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
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}
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else {
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// Set the hit value to the raygen SBT data
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hitValue = vec3(r, g, b);
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}
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}
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else {
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// Set hit value to black
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hitValue = vec3(0.0, 0.0, 0.0);
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}
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imageStore(image, ivec2(gl_LaunchIDEXT.xy), vec4(hitValue, 0.0));
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}
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