Adding normal mapping
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@@ -33,7 +33,7 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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pipelineLayout->addDescriptorLayout(StaticMeshVertexData::getInstance()->getInstanceDataLayout());
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graphics->getShaderCompiler()->registerRenderPass("RayTracing", Gfx::PassConfig{
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.baseLayout = pipelineLayout,
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.mainFile = "Callable",
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.mainFile = "ClosestHit",
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.useMaterial = true,
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.rayTracing = true,
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});
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@@ -42,8 +42,7 @@ RayTracingPass::RayTracingPass(Gfx::PGraphics graphics, PScene scene) : RenderPa
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void RayTracingPass::beginFrame(const Component::Camera& cam) { RenderPass::beginFrame(cam); }
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void RayTracingPass::render() {
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Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
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Array<Gfx::RayTracingCallableGroup> callableGroups;
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Array<Gfx::RayTracingHitGroup> callableGroups;
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Array<Gfx::PBottomLevelAS> accelerationStructures;
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Array<InstanceData> instanceData;
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@@ -64,8 +63,8 @@ void RayTracingPass::render() {
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for (auto& inst : matData.instances) {
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for (uint32 i = 0; i < inst.instanceData.size(); ++i) {
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Gfx::RayTracingCallableGroup callableGroup = {
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.shader = collection->callableShader,
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Gfx::RayTracingHitGroup callableGroup = {
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.closestHitShader = collection->callableShader,
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};
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callableGroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
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std::memcpy(callableGroup.parameters.data(), &inst.offsets, sizeof(VertexData::DrawCallOffsets));
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@@ -77,6 +76,13 @@ void RayTracingPass::render() {
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}
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}
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}
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pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{
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.pipelineLayout = pipelineLayout,
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.rayGenGroup = {.shader = rayGen},
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.hitGroups = callableGroups,
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.missGroups = {{.shader = miss}},
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//.callableGroups = callableGroups,
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});
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tlas = graphics->createTopLevelAccelerationStructure(Gfx::TopLevelASCreateInfo{
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.instances = instanceData,
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.bottomLevelStructures = accelerationStructures,
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@@ -87,6 +93,7 @@ void RayTracingPass::render() {
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desc->updateBuffer(2, StaticMeshVertexData::getInstance()->getIndexBuffer());
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desc->writeChanges();
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Gfx::ORenderCommand command = graphics->createRenderCommand("RayTracing");
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command->bindPipeline(pipeline);
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StaticMeshVertexData::getInstance()->getInstanceDataSet()->writeChanges();
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StaticMeshVertexData::getInstance()->getVertexDataSet()->writeChanges();
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@@ -118,26 +125,15 @@ void RayTracingPass::publishOutputs() {
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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ShaderCompilationInfo compileInfo = {
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.name = "RT",
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.modules = {"RayGen", "ClosestHit", "Miss"},
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.entryPoints = {{"raygen", "RayGen"}, {"closestHit", "ClosestHit"}, {"miss", "Miss"}},
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.modules = {"RayGen", "Miss"},
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.entryPoints = {{"raygen", "RayGen"}, {"miss", "Miss"}},
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.defines = {{"RAY_TRACING", "1"}},
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.rootSignature = pipelineLayout,
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};
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graphics->beginShaderCompilation(compileInfo);
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rayGen = graphics->createRayGenShader({0});
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closestHit = graphics->createClosestHitShader({1});
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miss = graphics->createMissShader({2});
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miss = graphics->createMissShader({1});
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pipelineLayout->create();
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pipeline = graphics->createRayTracingPipeline(Gfx::RayTracingPipelineCreateInfo{
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.pipelineLayout = pipelineLayout,
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.rayGenGroup = {.shader = rayGen},
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.hitGroups = {{.closestHitShader = closestHit}},
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.missGroups = {{.shader = miss}},
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//.callableGroups = callableGroups,
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});
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Component::Transform transform;
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transform.setScale(Vector(1, 1, 1));
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transform.setPosition(Vector(0, 0, 1));
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}
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void RayTracingPass::createRenderPass() {}
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