Files
RayTracer/res/shaders/ComputeKernel.slang
T
2026-08-02 07:56:02 +02:00

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import Common;
struct HitInfo
{
float3 position;
float3 normal;
float3 barycentricCoords;
uint instanceIndex;
uint primitiveIndex;
};
HitInfo get_hit_info(RayQuery<RAY_FLAG_NONE> 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<RAY_FLAG_NONE> 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<RAY_FLAG_NONE> 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<RAY_FLAG_NONE> 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);
}