Add slang shaders for ray tracing texture sample

This commit is contained in:
Sascha Willems 2025-05-13 21:23:54 +02:00
parent 75f3508a61
commit a442bdd683
2 changed files with 121 additions and 0 deletions

View file

@ -49,6 +49,13 @@ def checkRenameFiles(samplename):
"raytracingshadows.rmiss.spv": "miss.rmiss.spv", "raytracingshadows.rmiss.spv": "miss.rmiss.spv",
"raytracingshadows.rgen.spv": "raygen.rgen.spv", "raytracingshadows.rgen.spv": "raygen.rgen.spv",
} }
case "raytracingtextures":
mappings = {
"raytracingtextures.rchit.spv": "closesthit.rchit.spv",
"raytracingtextures.rmiss.spv": "miss.rmiss.spv",
"raytracingtextures.rgen.spv": "raygen.rgen.spv",
"raytracingtextures.rahit.spv": "anyhit.rahit.spv",
}
case "raytracingintersection": case "raytracingintersection":
mappings = { mappings = {
"raytracingintersection.rchit.spv": "closesthit.rchit.spv", "raytracingintersection.rchit.spv": "closesthit.rchit.spv",

View file

@ -0,0 +1,114 @@
/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Vertex
{
float3 pos;
float2 uv;
};
struct Triangle {
Vertex vertices[3];
float2 uv;
};
struct BufferReferences {
// Pointer to the buffer with the scene's MVP matrix
ConstBufferPointer<float4> vertices;
// Pointer to the buffer for the data for each model
ConstBufferPointer<uint> indices;
};
[[vk::push_constant]] BufferReferences bufferReferences;
struct Payload
{
float3 hitValue;
};
struct UBOCameraProperties {
float4x4 viewInverse;
float4x4 projInverse;
}
RaytracingAccelerationStructure accelStruct;
RWTexture2D<float4> image;
ConstantBuffer<UBOCameraProperties> cam;
Sampler2D samplerColor;
struct Attributes
{
float2 bary;
};
Triangle unpackTriangle(uint index, Attributes attribs) {
Triangle tri;
const uint triIndex = index * 3;
const uint vertexSize = 32;
// Unpack vertices
// Data is packed as float4 so we can map to the glTF vertex structure from the host side
for (uint i = 0; i < 3; i++) {
const uint offset = bufferReferences.indices[triIndex + i] * (vertexSize / 16);
float4 d0 = bufferReferences.vertices[offset + 0]; // pos.xyz, n.x
float4 d1 = bufferReferences.vertices[offset + 1]; // n.yz, uv.xy
tri.vertices[i].pos = d0.xyz;
tri.vertices[i].uv = d1.zw;
}
// Calculate values at barycentric coordinates
float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
tri.uv = tri.vertices[0].uv * barycentricCoords.x + tri.vertices[1].uv * barycentricCoords.y + tri.vertices[2].uv * barycentricCoords.z;
return tri;
}
[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;
TraceRay(accelStruct, RAY_FLAG_NONE, 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)
{
Triangle tri = unpackTriangle(PrimitiveIndex(), attribs);
// Fetch the color for this ray hit from the texture at the current uv coordinates
float4 color = samplerColor.SampleLevel(tri.uv, 0.0);
payload.hitValue = color.rgb;
}
[shader("anyhit")]
void anyhitMain(inout Payload payload, in Attributes attribs)
{
Triangle tri = unpackTriangle(PrimitiveIndex(), attribs);
float4 color = samplerColor.SampleLevel(tri.uv, 0.0);
// If the alpha value of the texture at the current UV coordinates is below a given threshold, we'll ignore this intersection
// That way ray traversal will be stopped and the miss shader will be invoked
if (color.a < 0.9) {
IgnoreHit();
}
}
[shader("miss")]
void missMain(inout Payload payload)
{
payload.hitValue = float3(0.0, 0.0, 0.2);
}