Add slang shaders for additional ray tracing samples

This commit is contained in:
Sascha Willems 2025-05-13 19:32:35 +02:00
parent b2272c5719
commit 75f3508a61
3 changed files with 179 additions and 1 deletions

View file

@ -24,13 +24,25 @@ def checkRenameFiles(samplename):
"raytracinggltf.rmiss.spv": "miss.rmiss.spv", "raytracinggltf.rmiss.spv": "miss.rmiss.spv",
"raytracinggltf.rgen.spv": "raygen.rgen.spv", "raytracinggltf.rgen.spv": "raygen.rgen.spv",
"raytracinggltf.rahit.spv": "anyhit.rahit.spv", "raytracinggltf.rahit.spv": "anyhit.rahit.spv",
} }
case "raytracingpositionfetch":
mappings = {
"raytracingpositionfetch.rchit.spv": "closesthit.rchit.spv",
"raytracingpositionfetch.rmiss.spv": "miss.rmiss.spv",
"raytracingpositionfetch.rgen.spv": "raygen.rgen.spv",
}
case "raytracingreflections": case "raytracingreflections":
mappings = { mappings = {
"raytracingreflections.rchit.spv": "closesthit.rchit.spv", "raytracingreflections.rchit.spv": "closesthit.rchit.spv",
"raytracingreflections.rmiss.spv": "miss.rmiss.spv", "raytracingreflections.rmiss.spv": "miss.rmiss.spv",
"raytracingreflections.rgen.spv": "raygen.rgen.spv", "raytracingreflections.rgen.spv": "raygen.rgen.spv",
} }
case "raytracingsbtdata":
mappings = {
"raytracingsbtdata.rchit.spv": "closesthit.rchit.spv",
"raytracingsbtdata.rmiss.spv": "miss.rmiss.spv",
"raytracingsbtdata.rgen.spv": "raygen.rgen.spv",
}
case "raytracingshadows": case "raytracingshadows":
mappings = { mappings = {
"raytracingshadows.rchit.spv": "closesthit.rchit.spv", "raytracingshadows.rchit.spv": "closesthit.rchit.spv",

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@ -0,0 +1,78 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Attributes
{
float2 bary;
};
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
RaytracingAccelerationStructure accelStruct;
RWTexture2D<float4> image;
struct UBO
{
float4x4 viewInverse;
float4x4 projInverse;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
[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(ubo.projInverse, float4(d.x, d.y, 1, 1));
RayDesc rayDesc;
rayDesc.Origin = mul(ubo.viewInverse, float4(0, 0, 0, 1)).xyz;
rayDesc.Direction = mul(ubo.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 payload, 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
float3 vertexPos0 = HitTriangleVertexPosition(0);
float3 vertexPos1 = HitTriangleVertexPosition(1);
float3 vertexPos2 = HitTriangleVertexPosition(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);
payload.hitValue.rgb = 0.1 + diffuse;
}
[shader("miss")]
void missMain(inout Payload payload)
{
payload.hitValue = float3(0.0, 0.0, 0.2);
}

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@ -0,0 +1,88 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Attributes
{
float2 bary;
};
struct Payload
{
float3 hitValue;
};
RaytracingAccelerationStructure accelStruct;
RWTexture2D<float4> image;
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
ConstantBuffer<CameraProperties> cam;
struct SBT {
float r;
float g;
float b;
};
[[vk::shader_record]] ConstantBuffer<SBT> sbt;
[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;
// use border to demonstrate raygen record data
if (all(LaunchID.xy > int2(16, 16)) && all(LaunchID.xy < LaunchSize.xy - int2(16, 16)))
{
// Generate a checker board pattern to trace out rays or use hit record data
int2 pos = int2(LaunchID.xy / 16);
if (((pos.x + pos.y % 2) % 2) == 0) {
// This will set hit value to either hit or miss SBT record color
TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
}
else {
// Set the hit value to the raygen SBT data
payload.hitValue = float3(sbt.r, sbt.g, sbt.b);
}
}
else {
// Set hit value to black
payload.hitValue = float3(0.0, 0.0, 0.0);
}
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}
[shader("closesthit")]
void closesthitMain(inout Payload payload, in Attributes attribs)
{
// Update the hit value to the hit record SBT data associated with this
// geometry ID and ray ID
payload.hitValue = float3(sbt.r, sbt.g, sbt.g);
}
[shader("miss")]
void missMain(inout Payload payload)
{
// Update the hit value to the hit record SBT data associated with this
// miss record
payload.hitValue = float3(sbt.r, sbt.g, sbt.g);
}