Add slang shaders for ray tracing texture sample
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2 changed files with 121 additions and 0 deletions
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@ -49,6 +49,13 @@ def checkRenameFiles(samplename):
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"raytracingshadows.rmiss.spv": "miss.rmiss.spv",
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"raytracingshadows.rgen.spv": "raygen.rgen.spv",
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}
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case "raytracingtextures":
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mappings = {
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"raytracingtextures.rchit.spv": "closesthit.rchit.spv",
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"raytracingtextures.rmiss.spv": "miss.rmiss.spv",
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"raytracingtextures.rgen.spv": "raygen.rgen.spv",
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"raytracingtextures.rahit.spv": "anyhit.rahit.spv",
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}
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case "raytracingintersection":
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mappings = {
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"raytracingintersection.rchit.spv": "closesthit.rchit.spv",
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114
shaders/slang/raytracingtextures/raytracingtextures.slang
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114
shaders/slang/raytracingtextures/raytracingtextures.slang
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@ -0,0 +1,114 @@
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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 Vertex
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{
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float3 pos;
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float2 uv;
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};
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struct Triangle {
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Vertex vertices[3];
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float2 uv;
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};
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struct BufferReferences {
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// Pointer to the buffer with the scene's MVP matrix
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ConstBufferPointer<float4> vertices;
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// Pointer to the buffer for the data for each model
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ConstBufferPointer<uint> indices;
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};
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[[vk::push_constant]] BufferReferences bufferReferences;
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struct Payload
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{
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float3 hitValue;
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};
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struct UBOCameraProperties {
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float4x4 viewInverse;
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float4x4 projInverse;
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}
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RaytracingAccelerationStructure accelStruct;
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RWTexture2D<float4> image;
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ConstantBuffer<UBOCameraProperties> cam;
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Sampler2D samplerColor;
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struct Attributes
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{
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float2 bary;
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};
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Triangle unpackTriangle(uint index, Attributes attribs) {
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Triangle tri;
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const uint triIndex = index * 3;
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const uint vertexSize = 32;
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// Unpack vertices
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// Data is packed as float4 so we can map to the glTF vertex structure from the host side
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for (uint i = 0; i < 3; i++) {
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const uint offset = bufferReferences.indices[triIndex + i] * (vertexSize / 16);
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float4 d0 = bufferReferences.vertices[offset + 0]; // pos.xyz, n.x
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float4 d1 = bufferReferences.vertices[offset + 1]; // n.yz, uv.xy
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tri.vertices[i].pos = d0.xyz;
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tri.vertices[i].uv = d1.zw;
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}
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// Calculate values at barycentric coordinates
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float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
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tri.uv = tri.vertices[0].uv * barycentricCoords.x + tri.vertices[1].uv * barycentricCoords.y + tri.vertices[2].uv * barycentricCoords.z;
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return tri;
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}
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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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TraceRay(accelStruct, RAY_FLAG_NONE, 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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Triangle tri = unpackTriangle(PrimitiveIndex(), attribs);
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// Fetch the color for this ray hit from the texture at the current uv coordinates
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float4 color = samplerColor.SampleLevel(tri.uv, 0.0);
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payload.hitValue = color.rgb;
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}
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[shader("anyhit")]
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void anyhitMain(inout Payload payload, in Attributes attribs)
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{
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Triangle tri = unpackTriangle(PrimitiveIndex(), attribs);
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float4 color = samplerColor.SampleLevel(tri.uv, 0.0);
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// If the alpha value of the texture at the current UV coordinates is below a given threshold, we'll ignore this intersection
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// That way ray traversal will be stopped and the miss shader will be invoked
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if (color.a < 0.9) {
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IgnoreHit();
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}
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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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