Add shaders re-implemented in HLSL

These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
This commit is contained in:
Ben Clayton 2020-05-21 10:20:19 +00:00
parent 10a1ecaf7b
commit cce75f1859
287 changed files with 11263 additions and 0 deletions

View file

@ -0,0 +1,18 @@
// Copyright 2020 Google LLC
struct Attribute
{
float2 attribs;
};
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("closesthit")]
void main(inout Payload p, in float3 attribs)
{
const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
p.hitValue = barycentricCoords;
}

View file

@ -0,0 +1,12 @@
// Copyright 2020 Google LLC
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("miss")]
void main(inout Payload p)
{
p.hitValue = float3(0.0, 0.0, 0.2);
}

View file

@ -0,0 +1,39 @@
// Copyright 2020 Google LLC
RaytracingAccelerationStructure rs : register(t0);
RWTexture2D<float4> image : register(u1);
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
cbuffer cam : register(b2) { CameraProperties cam; };
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("raygeneration")]
void main()
{
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(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}