88 lines
2.3 KiB
Text
88 lines
2.3 KiB
Text
/* Copyright (c) 2025, Sascha Willems
|
|
*
|
|
* SPDX-License-Identifier: MIT
|
|
*
|
|
*/
|
|
|
|
struct Attributes
|
|
{
|
|
float2 bary;
|
|
};
|
|
|
|
struct Payload
|
|
{
|
|
float3 hitValue;
|
|
};
|
|
|
|
RaytracingAccelerationStructure accelStruct;
|
|
RWTexture2D<float4> image;
|
|
struct CameraProperties
|
|
{
|
|
float4x4 viewInverse;
|
|
float4x4 projInverse;
|
|
};
|
|
ConstantBuffer<CameraProperties> cam;
|
|
|
|
struct SBT {
|
|
float r;
|
|
float g;
|
|
float b;
|
|
};
|
|
[[vk::shader_record]] ConstantBuffer<SBT> sbt;
|
|
|
|
[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;
|
|
|
|
// use border to demonstrate raygen record data
|
|
if (all(LaunchID.xy > int2(16, 16)) && all(LaunchID.xy < LaunchSize.xy - int2(16, 16)))
|
|
{
|
|
// Generate a checker board pattern to trace out rays or use hit record data
|
|
int2 pos = int2(LaunchID.xy / 16);
|
|
if (((pos.x + pos.y % 2) % 2) == 0) {
|
|
// This will set hit value to either hit or miss SBT record color
|
|
TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
|
|
}
|
|
else {
|
|
// Set the hit value to the raygen SBT data
|
|
payload.hitValue = float3(sbt.r, sbt.g, sbt.b);
|
|
}
|
|
}
|
|
else {
|
|
// Set hit value to black
|
|
payload.hitValue = float3(0.0, 0.0, 0.0);
|
|
}
|
|
|
|
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
|
|
}
|
|
|
|
[shader("closesthit")]
|
|
void closesthitMain(inout Payload payload, in Attributes attribs)
|
|
{
|
|
// Update the hit value to the hit record SBT data associated with this
|
|
// geometry ID and ray ID
|
|
payload.hitValue = float3(sbt.r, sbt.g, sbt.g);
|
|
}
|
|
|
|
[shader("miss")]
|
|
void missMain(inout Payload payload)
|
|
{
|
|
// Update the hit value to the hit record SBT data associated with this
|
|
// miss record
|
|
payload.hitValue = float3(sbt.r, sbt.g, sbt.g);
|
|
}
|