Adding normal mapping
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@@ -3,40 +3,55 @@ import MaterialParameter;
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import LightEnv;
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import Scene;
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import RayTracingData;
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import VertexData;
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import Material;
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import MATERIAL_FILE_NAME;
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// simplification: all BLAS only have 1 geometry
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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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//const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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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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//InstanceData inst = pScene.instances[InstanceID()];
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//MeshData m = pScene.meshData[InstanceID()];
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//
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//// offset into the index buffer
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//uint indexOffset = m.firstIndex;
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//// added to indices to reference correct part of global mesh pool
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//uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
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//
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//uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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//uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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//uint vertexIndex2 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
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//
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//VertexAttributes attr0 = pVertexData.getAttributes(vertexIndex0);
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//VertexAttributes attr1 = pVertexData.getAttributes(vertexIndex1);
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//VertexAttributes attr2 = pVertexData.getAttributes(vertexIndex2);
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//
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//FragmentParameter f0 = attr0.getParameter(inst.transformMatrix);
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//FragmentParameter f1 = attr1.getParameter(inst.transformMatrix);
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//FragmentParameter f2 = attr2.getParameter(inst.transformMatrix);
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//
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//FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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//
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//CallablePayload callable;
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//callable.params = params;
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//
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//CallShader(InstanceID(), callable);
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InstanceData inst = pScene.instances[InstanceID()];
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MeshData m = pScene.meshData[InstanceID()];
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hitValue.color = float3(1, 0, 0);
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// offset into the index buffer
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uint indexOffset = m.firstIndex;
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// added to indices to reference correct part of global mesh pool
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uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
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uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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uint vertexIndex2 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
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VertexAttributes attr0 = pVertexData.getAttributes(vertexIndex0);
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VertexAttributes attr1 = pVertexData.getAttributes(vertexIndex1);
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VertexAttributes attr2 = pVertexData.getAttributes(vertexIndex2);
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FragmentParameter f0 = attr0.getParameter(inst.transformMatrix);
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FragmentParameter f1 = attr1.getParameter(inst.transformMatrix);
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FragmentParameter f2 = attr2.getParameter(inst.transformMatrix);
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FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = Material.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient();
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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hitValue.color = getMaterialTextureParameter(0).Sample(getMaterialSamplerParameter(0), params.texCoords[0]).xyz;
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}
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