Added HLSL shaders

This commit is contained in:
Sascha Willems 2024-03-19 18:29:43 +01:00
parent 642f481c21
commit 6511d9d802
3 changed files with 116 additions and 0 deletions

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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Attributes
{
float2 bary;
};
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
struct UBO
{
float4x4 viewInverse;
float4x4 projInverse;
float4 lightPos;
};
cbuffer ubo : register(b2)
{
UBO ubo;
};
[[vk::ext_extension("SPV_KHR_ray_tracing_position_fetch")]]
[shader("closesthit")]
void main(inout Payload p, in Attributes attribs)
{
// We need the barycentric coordinates to calculate data for the current position
const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
// We need to use special syntax for SPIR-V inlines
#define HitTriangleVertexPositionsKHR 5391
[[vk::ext_builtin_output(HitTriangleVertexPositionsKHR)]]
static float3 gl_HitTriangleVertexPositions[3];
float3 vertexPos0 = gl_HitTriangleVertexPositions[0];
float3 vertexPos1 = gl_HitTriangleVertexPositions[1];
float3 vertexPos2 = gl_HitTriangleVertexPositions[2];
float3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z;
// Calcualte the normal from above values
float3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0));
normal = normalize(mul(float4(normal, 1.0), WorldToObject4x3()));
// Basic lighting
float3 lightDir = normalize(ubo.lightPos.xyz - currentPos);
float diffuse = max(dot(normal, lightDir), 0.0);
p.hitValue.rgb = 0.1 + diffuse;
}

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/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
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 (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
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);
}