lot more code
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import Common;
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[shader("closesthit")]
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void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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hitValue.hit = true;
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// todo: replace with anyhit shader
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if(hitValue.anyHit)
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return;
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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ModelReference m = pParams.modelData[InstanceID()];
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// offset into the index buffer
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uint indexOffset = m.indicesOffset;
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// added to indices to reference correct part of global mesh pool
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uint vertexOffset = m.positionOffset;
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uint vertexIndex0 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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uint vertexIndex1 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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uint vertexIndex2 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
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Vertex attr0 = loadVertex(vertexIndex0);
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Vertex attr1 = loadVertex(vertexIndex1);
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Vertex attr2 = loadVertex(vertexIndex2);
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Vertex vert = Vertex.interpolate(attr0, attr1, attr2, barycentricCoords);
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float3 normalLight = dot(vert.normal, WorldRayDirection()) < 0 ? vert.normal : -vert.normal;
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MaterialParameter mat; // TOOD:
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hitValue.depth++;
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float3 localAccRad = float3(0);
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float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
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//float kt = ka + ks;
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//float s = -log(rnd.z) / kt;
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//float3 xs = r.o + s * r.d;
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//if (s < t) {
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// float p = kt * rnd.z;
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// if (depth > 5) {
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// if (rnd.z >= p) break;
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// else accmat /= p;
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// }
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// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
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// accrad += (fogEmm + ks * ldirect) / kt;
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// accmat *= ks / kt;
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// rayDesc.Origin = xs;
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// rayDesc.Direction = float3(
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// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// rnd.y
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// );
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// continue;
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//}
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//float p = max(max(mat.albedo.x, mat.albedo.y), mat.albedo.z);
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//if(hitValue.depth > 5) {
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// if (rnd.z >= p) return;
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// else hitValue.accmat /= p;
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//}
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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//}
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for(uint i = 0; i < pSamps.numDirectionalLights; ++i) {
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float3 x = vert.position;
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float3 l = -pParams.directionalLights[i].direction.xyz;
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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RayPayload payload;
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payload.depth = hitValue.depth;
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payload.emissive = 1;
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payload.anyHit = true;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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// we have missed all geometry, so directional light is affecting us
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if(!payload.hit) {
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localAccRad += mat.shade(vert.normal, -WorldRayDirection(), -pParams.directionalLights[i].direction, pParams.directionalLights[i].color);
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}
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}
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for(uint i = 0; i < pSamps.numPointLights; ++i) {
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RayPayload payload;
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float3 x = vert.position;
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float3 l = pParams.pointLights[i].position - vert.position;
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// todo: cancel if light too far away to affect
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RayDesc rayDesc;
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rayDesc.TMax = 1.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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// hitting only after the light
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if(!payload.hit) {
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localAccRad += mat.shade(vert.normal, -WorldRayDirection(), normalize(l), pParams.pointLights[i].color);
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}
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}
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hitValue.light += localAccRad;
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 12) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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float3 w = normalLight;
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float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
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float3 v = cross(w,u);
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = vert.position;
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rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 0; // in the next bounce, consider reflective part only!
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payload.depth = hitValue.depth+1;
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payload.anyHit = false;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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}
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}
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@@ -0,0 +1,121 @@
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const static float PI = 3.1415926535897932f;
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struct Camera
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{
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float3 cameraPosition;
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float f;
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float3 cameraForward;
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float S_O;
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float3 fogEmm;
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float ks;
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float A;
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float ka;
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};
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struct MaterialParameter
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{
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float3 albedo = float3(1, 1, 1);
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float alpha = 1;
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float3 specularColor = float3(1, 1, 1);
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float shininess = 0.04;
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float3 emissive = float3(0, 0, 0);
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float3 shade(float3 normal, float3 viewDir, float3 lightDir, float3 lightColor)
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{
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float diffuse = max(dot(normal, lightDir), 0);
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float3 h = normalize(lightDir + viewDir);
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float specular = pow(clamp(dot(normal, h), 0, 1), shininess);
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return (albedo * diffuse * lightColor);
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}
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};
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struct ModelReference
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{
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uint32_t positionOffset = 0;
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uint32_t indicesOffset = 0;
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uint32_t numIndices = 0;
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};
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struct PointLight
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{
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float3 position = float3(0, 0, 0);
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float3 color = float3(1, 1, 1);
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float attenuation = 1;
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};
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struct DirectionalLight
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{
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float3 direction = float3(0, 1, 0);
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float3 color = float3(1, 1, 1);
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};
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struct RaytracingParams
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{
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Camera cam;
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RaytracingAccelerationStructure scene;
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RWTexture2D<float4> radianceAccumulator;
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RWTexture2D<float4> image;
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StructuredBuffer<ModelReference> modelData;
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StructuredBuffer<MaterialParameter> materialData;
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StructuredBuffer<float> positions;
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StructuredBuffer<float> texCoords;
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StructuredBuffer<float> normals;
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StructuredBuffer<DirectionalLight> directionalLights;
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StructuredBuffer<PointLight> pointLights;
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StructuredBuffer<uint32_t> indexBuffer;
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};
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ParameterBlock<RaytracingParams> pParams;
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struct Vertex
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{
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float3 position;
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float2 texCoords;
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float3 normal;
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static Vertex interpolate(Vertex f0, Vertex f1, Vertex f2, float3 barycentricCoords)
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{
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Vertex vert;
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vert.position = f0.position * barycentricCoords.x + f1.position * barycentricCoords.y + f2.position * barycentricCoords.z;
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vert.texCoords = f0.texCoords * barycentricCoords.x + f1.texCoords * barycentricCoords.y + f2.texCoords * barycentricCoords.z;
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vert.normal = f0.normal * barycentricCoords.x + f1.normal * barycentricCoords.y + f2.normal * barycentricCoords.z;
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return vert;
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}
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};
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Vertex loadVertex(uint32_t vertexIndex)
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{
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Vertex vert;
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vert.position = float3(pParams.positions[vertexIndex * 3 + 0], pParams.positions[vertexIndex * 3 + 1], pParams.positions[vertexIndex * 3 + 2]);
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vert.texCoords = float2(pParams.texCoords[vertexIndex * 2 + 0], pParams.texCoords[vertexIndex * 2 + 1]);
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vert.normal = float3(pParams.normals[vertexIndex * 3 + 0], pParams.normals[vertexIndex * 3 + 1], pParams.normals[vertexIndex * 3 + 2]);
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return vert;
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}
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struct SampleParams
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{
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uint pass;
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uint samplesPerPixel;
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uint numDirectionalLights;
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uint numPointLights;
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};
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layout(push_constant)
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ConstantBuffer<SampleParams> pSamps;
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struct Ray
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{
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float3 o;
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float3 d;
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};
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struct RayPayload
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{
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float3 light;
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float emissive;
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uint depth;
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bool hit;
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bool anyHit;
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};
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float3 rand01(uint3 x){ // pseudo-random number generator
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for (int i=3; i-->0;) x = ((x>>8U)^x.yzx)*1103515245U;
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return float3(x)*(1.0/float(0xffffffffU));
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}
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@@ -0,0 +1,57 @@
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import Common;
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[shader("raygeneration")]
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void raygen()
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{
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if(pSamps.pass == pSamps.samplesPerPixel) return;
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uint2 pix = DispatchRaysIndex().xy;
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uint2 imgdim = DispatchRaysDimensions().xy;
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//-- define cam
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Ray cam = Ray(pParams.cam.cameraPosition, pParams.cam.cameraForward);
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float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx);
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const float2 sdim = float2(0.036, 0.024);
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float S_I = (pParams.cam.S_O * pParams.cam.f) / (pParams.cam.S_O - pParams.cam.f);
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//-- sample sensor
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float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample
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float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y));
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float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
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float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
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Ray r = Ray(lc, normalize(lc - spos)); // construct ray
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//-- setup lens
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float3 lensP = lc;
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float3 lensN = -cam.d;
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float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter
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float3 lensY = cross(lensN, lensX);
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uint3 rndSeed = uint3(pix, pSamps.pass);
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float2 rnd01 = rand01(rndSeed).xy;
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float3 lensSample = lensP + rnd01.x * pParams.cam.A * lensX + rnd01.y * pParams.cam.A * lensY;
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float3 focalPoint = cam.o + (pParams.cam.S_O + S_I) * cam.d;
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float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN);
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float3 focus = r.o + t * r.d;
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RayDesc rayDesc;
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rayDesc.Origin = lensSample;
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rayDesc.Direction = normalize(focus - lensSample);
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 10000.0;
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const uint maxDepth = 12;
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RayPayload payload;
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// initialize accumulated radiance and bxdf
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payload.light=float3(0);
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payload.emissive = 1;
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payload.depth = 1;
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payload.anyHit = false;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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if(pSamps.pass == 0) pParams.radianceAccumulator[pix] = float4(0);
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pParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
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pParams.image[pix] = float4(clamp(pParams.radianceAccumulator[pix].xyz, 0, 1), 1);
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}
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