procedural-3d-engine/shaders/slang/raytracingintersection/raytracingintersection.slang
2025-05-09 19:45:49 +02:00

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct Payload
{
float3 hitValue;
}
RaytracingAccelerationStructure accelStruct;
RWTexture2D<float4> image;
struct UBO
{
float4x4 viewInverse;
float4x4 projInverse;
float4 lightPos;
};
ConstantBuffer<UBO> ubo;
struct Sphere {
float3 center;
float radius;
float4 color;
};
StructuredBuffer<Sphere> spheres;
// Ray-sphere intersection
// By Inigo Quilez, from https://iquilezles.org/articles/spherefunctions/
float sphIntersect(const Sphere s, float3 ro, float3 rd)
{
float3 oc = ro - s.center;
float b = dot(oc, rd);
float c = dot(oc, oc) - s.radius * s.radius;
float h = b * b - c;
if (h < 0.0) {
return -1.0;
}
h = sqrt(h);
return -b - h;
}
[shader("intersection")]
void intersectionMain() {
Sphere sphere = spheres[PrimitiveIndex()];
float hit = sphIntersect(sphere, WorldRayOrigin(), WorldRayDirection());
if (hit > 0) {
ReportHit(hit, 0, 0);
}
}
[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(ubo.projInverse, float4(d.x, d.y, 1, 1));
RayDesc rayDesc;
rayDesc.Origin = mul(ubo.viewInverse, float4(0, 0, 0, 1)).xyz;
rayDesc.Direction = mul(ubo.viewInverse, float4(normalize(target.xyz), 0)).xyz;
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
Payload payload;
TraceRay(accelStruct, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}
[shader("closesthit")]
void closesthitMain(inout Payload payload)
{
Sphere sphere = spheres[PrimitiveIndex()];
float3 worldPos = WorldRayOrigin() + WorldRayDirection() * RayTCurrent();
float3 worldNormal = normalize(worldPos - sphere.center);
// Basic lighting
float3 lightVector = normalize(ubo.lightPos.xyz);
float dot_product = max(dot(lightVector, worldNormal), 0.2);
payload.hitValue = sphere.color.rgb * dot_product;
}
[shader("miss")]
void missMain(inout Payload payload)
{
payload.hitValue = float3(0.0, 0.0, 0.2);
}