Added HLSL shaders for ray tracing callable sample

Minor cleanup
This commit is contained in:
Sascha Willems 2021-03-06 16:21:09 +01:00
parent 35288a6f2b
commit 5db9781d52
14 changed files with 168 additions and 63 deletions

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// Copyright 2021 Sascha Willems
struct CallData
{
vec3 outColor;
};
[shader("callable")]
void main(inout CallData data)
{
// Generate a checker board pattern
float2 pos = float2(DispatchRaysIndex() / 8);
data.outColor = float3(mod(pos.x + mod(pos.y, 2.0), 2.0));
}

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// Copyright 2021 Sascha Willems
struct CallData
{
vec3 outColor;
};
[shader("callable")]
void main(inout CallData data)
{
data.outColor = float3(0.0, 1.0, 0.0);
}

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// Copyright 2021 Sascha Willems
struct CallData
{
vec3 outColor;
};
[shader("callable")]
void main(inout CallData data)
{
// Generate a checker board pattern
float2 pos = float2(DispatchRaysIndex() / 8);
data.outColor = float3(mod(pos.y, 2.0));
}

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// Copyright 2021 Sascha Willems
struct Attribute
{
float2 attribs;
};
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
struct CallData
{
float3 outColor;
};
[shader("closesthit")]
void main(inout Payload p, in float3 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;
}

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// Copyright 2021 Sascha Willems
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("miss")]
void main(inout Payload p)
{
p.hitValue = float3(0.0, 0.0, 0.2);
}

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// Copyright 2021 Sascha Willems
RaytracingAccelerationStructure rs : register(t0);
RWTexture2D<float4> image : register(u1);
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
cbuffer cam : register(b2) { CameraProperties cam; };
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("raygeneration")]
void main()
{
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(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}

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