Add slang shaders for additional ray tracing samples
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b2272c5719
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3 changed files with 179 additions and 1 deletions
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@ -25,12 +25,24 @@ def checkRenameFiles(samplename):
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"raytracinggltf.rgen.spv": "raygen.rgen.spv",
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"raytracinggltf.rahit.spv": "anyhit.rahit.spv",
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}
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case "raytracingpositionfetch":
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mappings = {
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"raytracingpositionfetch.rchit.spv": "closesthit.rchit.spv",
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"raytracingpositionfetch.rmiss.spv": "miss.rmiss.spv",
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"raytracingpositionfetch.rgen.spv": "raygen.rgen.spv",
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}
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case "raytracingreflections":
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mappings = {
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"raytracingreflections.rchit.spv": "closesthit.rchit.spv",
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"raytracingreflections.rmiss.spv": "miss.rmiss.spv",
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"raytracingreflections.rgen.spv": "raygen.rgen.spv",
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}
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case "raytracingsbtdata":
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mappings = {
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"raytracingsbtdata.rchit.spv": "closesthit.rchit.spv",
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"raytracingsbtdata.rmiss.spv": "miss.rmiss.spv",
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"raytracingsbtdata.rgen.spv": "raygen.rgen.spv",
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}
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case "raytracingshadows":
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mappings = {
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"raytracingshadows.rchit.spv": "closesthit.rchit.spv",
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@ -0,0 +1,78 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct Attributes
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{
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float2 bary;
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};
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struct Payload
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{
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[[vk::location(0)]] float3 hitValue;
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};
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RaytracingAccelerationStructure accelStruct;
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RWTexture2D<float4> image;
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struct UBO
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{
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float4x4 viewInverse;
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float4x4 projInverse;
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float4 lightPos;
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};
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ConstantBuffer<UBO> ubo;
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[shader("raygeneration")]
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void raygenerationMain()
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{
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uint3 LaunchID = DispatchRaysIndex();
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uint3 LaunchSize = DispatchRaysDimensions();
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter / float2(LaunchSize.xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 target = mul(ubo.projInverse, float4(d.x, d.y, 1, 1));
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RayDesc rayDesc;
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rayDesc.Origin = mul(ubo.viewInverse, float4(0, 0, 0, 1)).xyz;
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rayDesc.Direction = mul(ubo.viewInverse, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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Payload payload;
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TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
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}
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[shader("closesthit")]
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void closesthitMain(inout Payload payload, in Attributes attribs)
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{
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// We need the barycentric coordinates to calculate data for the current position
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const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
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// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
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float3 vertexPos0 = HitTriangleVertexPosition(0);
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float3 vertexPos1 = HitTriangleVertexPosition(1);
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float3 vertexPos2 = HitTriangleVertexPosition(2);
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float3 currentPos = vertexPos0 * barycentricCoords.x + vertexPos1 * barycentricCoords.y + vertexPos2 * barycentricCoords.z;
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// Calcualte the normal from above values
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float3 normal = normalize(cross(vertexPos1 - vertexPos0, vertexPos2 - vertexPos0));
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normal = normalize(mul(float4(normal, 1.0), WorldToObject4x3()));
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// Basic lighting
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float3 lightDir = normalize(ubo.lightPos.xyz - currentPos);
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float diffuse = max(dot(normal, lightDir), 0.0);
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payload.hitValue.rgb = 0.1 + diffuse;
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}
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[shader("miss")]
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void missMain(inout Payload payload)
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{
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payload.hitValue = float3(0.0, 0.0, 0.2);
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}
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88
shaders/slang/raytracingsbtdata/raytracingsbtdata.slang
Normal file
88
shaders/slang/raytracingsbtdata/raytracingsbtdata.slang
Normal file
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@ -0,0 +1,88 @@
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/* Copyright (c) 2025, Sascha Willems
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*
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* SPDX-License-Identifier: MIT
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*
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*/
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struct Attributes
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{
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float2 bary;
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};
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struct Payload
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{
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float3 hitValue;
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};
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RaytracingAccelerationStructure accelStruct;
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RWTexture2D<float4> image;
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struct CameraProperties
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{
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float4x4 viewInverse;
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float4x4 projInverse;
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};
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ConstantBuffer<CameraProperties> cam;
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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]] ConstantBuffer<SBT> sbt;
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[shader("raygeneration")]
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void raygenerationMain()
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{
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uint3 LaunchID = DispatchRaysIndex();
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uint3 LaunchSize = DispatchRaysDimensions();
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const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
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const float2 inUV = pixelCenter / float2(LaunchSize.xy);
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float2 d = inUV * 2.0 - 1.0;
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float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
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RayDesc rayDesc;
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rayDesc.Origin = mul(cam.viewInverse, float4(0, 0, 0, 1)).xyz;
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rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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Payload 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(accelStruct, 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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[shader("closesthit")]
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void closesthitMain(inout Payload payload, in Attributes attribs)
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{
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// Update the hit value to the hit record SBT data associated with this
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// geometry ID and ray ID
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payload.hitValue = float3(sbt.r, sbt.g, sbt.g);
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}
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[shader("miss")]
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void missMain(inout Payload payload)
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{
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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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payload.hitValue = float3(sbt.r, sbt.g, sbt.g);
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}
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