import Common; struct HitInfo { float3 position; float3 normal; float3 barycentricCoords; uint instanceIndex; uint primitiveIndex; }; HitInfo get_hit_info(RayQuery q) { HitInfo info; // In Slang for Metal/Vulkan, these are the standard names for ray query results info.instanceIndex = q.CommittedInstanceID(); info.primitiveIndex = q.CommittedPrimitiveIndex(); float2 baryCenter = q.CommittedRayBarycentrics(); info.barycentricCoords = float3(1.0f - baryCenter.x - baryCenter.y, baryCenter.x, baryCenter.y); return info; } Vertex interpolate_vertex(uint vertexIdx0, uint vertexIdx1, uint vertexIdx2, float3 bary) { Vertex v0 = loadVertex(vertexIdx0); Vertex v1 = loadVertex(vertexIdx1); Vertex v2 = loadVertex(vertexIdx2); Vertex vert; vert.position = v0.position * bary.x + v1.position * bary.y + v2.position * bary.z; vert.texCoords = v0.texCoords * bary.x + v1.texCoords * bary.y + v2.texCoords * bary.z; vert.normal = v0.normal * bary.x + v1.normal * bary.y + v2.normal * bary.z; return vert; } [shader("compute")] [numthreads(8, 8, 1)] void computeKernel(uint2 threadId: SV_DispatchThreadID) { if (threadId.x >= pParams.cam.width || threadId.y >= pParams.cam.height) return; uint pass = pSamps.pass; uint samplesPerPixel = pSamps.samplesPerPixel; if (pass == samplesPerPixel) return; uint2 pix = threadId; uint imgWidth = pParams.cam.width; uint imgHeight = pParams.cam.height; // -- Camera setup -- float3 camPos = pParams.cam.cameraPosition; float3 camForward = pParams.cam.cameraForward; float f = pParams.cam.f; float S_O = pParams.cam.S_O; float3 fogEmm = pParams.cam.fogEmm; float ks = pParams.cam.ks; float A = pParams.cam.A; float ka = pParams.cam.ka; float2 sensorSize = pParams.cam.sensorSize; float3 cx = -normalize(cross(camForward, abs(camForward.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))); float3 cy = cross(camForward, cx); const float2 sdim = sensorSize; float S_I = (S_O * f) / (S_O - f); // -- Sample sensor -- float3 rnd = rand01(uint3(pix, pass)); float2 rnd2 = 2.0f * float2(rnd.xy); // tent filter 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)); float2 s = ((float2(pix) + 0.5f * (0.5f + float2((pass / 2) % 2, pass % 2) + tent)) / float2(imgWidth, imgHeight) - 0.5f) * sdim; float3 lc = camPos + camForward * 0.035f; // sample on 3d sensor plane float3 spos = camPos + cx * s.x + cy * s.y; float3 rayDir = normalize(lc - spos); // -- Lens (Aperture) -- float3 lensN = -camForward; float3 lensX = cross(lensN, float3(0, 1, 0)); float3 lensY = cross(lensN, lensX); float2 rndL = rand01(uint3(pix, pass + 100)).xy; float3 lensSample = lc + (rndL.x - 0.5) * A * lensX + (rndL.y - 0.5) * A * lensY; float3 focalPoint = camPos + (S_O + S_I) * camForward; // Simple ray construction float3 rayOrg = lensSample; float3 rayDirFinal = normalize(focalPoint - lensSample); // -- Path Tracing Loop -- float3 accumulatedRadiance = float3(0.0); float3 throughput = float3(1.0); for (int bounce = 0; bounce < 4; ++bounce) { RayQuery q; RayDesc rayDesc; rayDesc.Origin = rayOrg; rayDesc.Direction = rayDirFinal; rayDesc.TMin = 0.001; rayDesc.TMax = 1e20; q.TraceRayInline(pParams.scene, RAY_FLAG_NONE, 0xff, rayDesc); if (q.Proceed()) { HitInfo hit = get_hit_info(q); ModelReference m = pParams.modelData[hit.instanceIndex]; uint indexOffset = m.indicesOffset; uint vertexOffset = m.positionOffset; uint v0 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * hit.primitiveIndex + 0]; uint v1 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * hit.primitiveIndex + 1]; uint v2 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * hit.primitiveIndex + 2]; Vertex vert = interpolate_vertex(v0, v1, v2, hit.barycentricCoords); MaterialParameter mat = pParams.materialData[m.materialIndex]; accumulatedRadiance += throughput * mat.emissive_type.xyz; // --- Direct Lighting (NEE) --- float3 directLight = float3(0); for (uint i = 0; i < pSamps.numDirectionalLights; ++i) { float3 lDir = -pParams.directionalLights[i].direction.xyz; RayQuery sq; RayDesc rayDesc; rayDesc.Origin = vert.position + vert.normal * 0.001; rayDesc.Direction = lDir; rayDesc.TMin = 0.001; rayDesc.TMax = 1e20; sq.TraceRayInline(pParams.scene, RAY_FLAG_NONE, 0xff, rayDesc); if (!sq.Proceed()) { directLight += mat.shade(vert.normal, -rayDirFinal, lDir, pParams.directionalLights[i].color); } } for (uint i = 0; i < pSamps.numPointLights; ++i) { float3 lVec = pParams.pointLights[i].position - vert.position; float3 lDir = normalize(lVec); RayQuery sq; RayDesc rayDesc; rayDesc.Origin = vert.position + vert.normal * 0.001; rayDesc.Direction = lDir; rayDesc.TMin = 0.001; rayDesc.TMax = 1e20; sq.TraceRayInline(pParams.scene, RAY_FLAG_NONE, 0xff, rayDesc); if (sq.Proceed() == false || sq.CommittedRayT() > length(lVec)) { directLight += mat.shade(vert.normal, -rayDirFinal, lDir, pParams.pointLights[i].color); } } accumulatedRadiance += throughput * directLight; // --- Indirect Lighting (Cosine-weighted sampling) --- float3 rnd = rand01(uint3(pix, pass + bounce + 200)); float r1 = 2.0 * PI * rnd.x; float r2 = rnd.y; float r2s = sqrt(r2); float3 w = vert.normal; float3 u = normalize(cross(abs(w.x) > 0.1 ? float3(0, 1, 0) : float3(1, 0, 0), w)); float3 v = cross(w, u); float3 nextDir = normalize(u * cos(r1) * r2s + v * sin(r1) * r2s + w * sqrt(1.0 - r2)); throughput *= mat.albedo_alpha.xyz; rayOrg = vert.position + vert.normal * 0.001; rayDirFinal = nextDir; if (length(throughput) < 0.01) break; } else { accumulatedRadiance += throughput * float3(0.05, 0.05, 0.1); break; } } pParams.image[threadId] = float4(accumulatedRadiance, 1.0); }