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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@ -5,8 +5,18 @@ struct Payload
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[[vk::location(0)]] float3 hitValue;
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};
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struct 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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[[vk::shader_record_ext]]
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ConstantBuffer<SBT> sbt;
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[shader("miss")]
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void main(inout Payload p)
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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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p.hitValue = float3(sbt.r, sbt.g, sbt.g);
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}
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@ -40,10 +40,26 @@ void main()
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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// Initialize the hit value to the raygen SBT data
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Payload payload;
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payload.hitValue = float3(sbt.r, sbt.g, sbt.b);
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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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// use border to demonstrate raygen record data
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if (all(LaunchID.xy > int2(16, 16)) && all(LaunchID.xy < LaunchSize.xy - int2(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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int2 pos = int2(LaunchID.xy / 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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TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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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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payload.hitValue = float3(sbt.r, sbt.g, sbt.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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payload.hitValue = float3(0.0, 0.0, 0.0);
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}
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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}
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