Added basic VK_NV_ray_tracing example (wip)
This commit is contained in:
parent
aa915d2c24
commit
b8b3fac9b4
8 changed files with 784 additions and 0 deletions
11
data/shaders/nv_ray_tracing_basic/closesthit.rchit
Normal file
11
data/shaders/nv_ray_tracing_basic/closesthit.rchit
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 460
|
||||
#extension GL_NV_ray_tracing : require
|
||||
#extension GL_EXT_nonuniform_qualifier : enable
|
||||
|
||||
layout(location = 0) rayPayloadInNV vec3 hitValue;
|
||||
hitAttributeNV vec3 attribs;
|
||||
|
||||
void main()
|
||||
{
|
||||
hitValue = vec3(1.0, 1.0, 1.0);
|
||||
}
|
||||
BIN
data/shaders/nv_ray_tracing_basic/closesthit.rchit.spv
Normal file
BIN
data/shaders/nv_ray_tracing_basic/closesthit.rchit.spv
Normal file
Binary file not shown.
9
data/shaders/nv_ray_tracing_basic/miss.rmiss
Normal file
9
data/shaders/nv_ray_tracing_basic/miss.rmiss
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
#version 460
|
||||
#extension GL_NV_ray_tracing : require
|
||||
|
||||
layout(location = 0) rayPayloadInNV vec3 hitValue;
|
||||
|
||||
void main()
|
||||
{
|
||||
hitValue = vec3(0.0, 0.0, 0.2);
|
||||
}
|
||||
BIN
data/shaders/nv_ray_tracing_basic/miss.rmiss.spv
Normal file
BIN
data/shaders/nv_ray_tracing_basic/miss.rmiss.spv
Normal file
Binary file not shown.
32
data/shaders/nv_ray_tracing_basic/raygen.rgen
Normal file
32
data/shaders/nv_ray_tracing_basic/raygen.rgen
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
#version 460
|
||||
#extension GL_NV_ray_tracing : require
|
||||
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureNV topLevelAS;
|
||||
layout(binding = 1, set = 0, rgba8) uniform image2D image;
|
||||
layout(binding = 2, set = 0) uniform CameraProperties
|
||||
{
|
||||
mat4 viewInverse;
|
||||
mat4 projInverse;
|
||||
} cam;
|
||||
|
||||
layout(location = 0) rayPayloadNV vec3 hitValue;
|
||||
|
||||
void main()
|
||||
{
|
||||
const vec2 pixelCenter = vec2(gl_LaunchIDNV.xy) + vec2(0.5);
|
||||
const vec2 inUV = pixelCenter/vec2(gl_LaunchSizeNV.xy);
|
||||
vec2 d = inUV * 2.0 - 1.0;
|
||||
|
||||
vec4 origin = cam.viewInverse * vec4(0,0,0,1);
|
||||
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1) ;
|
||||
vec4 direction = cam.viewInverse*vec4(normalize(target.xyz), 0) ;
|
||||
|
||||
uint rayFlags = gl_RayFlagsOpaqueNV;
|
||||
uint cullMask = 0xff;
|
||||
float tmin = 0.001;
|
||||
float tmax = 10000.0;
|
||||
|
||||
traceNV(topLevelAS, rayFlags, cullMask, 0, 0, 0, origin.xyz, tmin, direction.xyz, tmax, 0);
|
||||
|
||||
imageStore(image, ivec2(gl_LaunchIDNV.xy), vec4(hitValue, 0.0));
|
||||
}
|
||||
BIN
data/shaders/nv_ray_tracing_basic/raygen.rgen.spv
Normal file
BIN
data/shaders/nv_ray_tracing_basic/raygen.rgen.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue