More ray tracing changes

This commit is contained in:
Dynamitos
2024-07-12 13:33:52 +02:00
parent a9089bd997
commit 8387ad6ffe
33 changed files with 527 additions and 292 deletions
+28
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@@ -0,0 +1,28 @@
import Common;
import RayTracingData;
import MaterialParameter;
import LightEnv;
import MATERIAL_FILE_NAME;
[shader("callable")]
void callable(inout CallablePayload payload)
{
LightingParameter lightingParams = payload.params.getLightingParameter();
MaterialParameter materialParams = payload.params.getMaterialParameter();
let brdf = Material.prepare(materialParams);
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
{
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
// gamma correction
result = result / (result + float3(1.0));
result = pow(result, float3(1.0/2.2));
payload.color = float3(0, 0, 1);
}
+6 -20
View File
@@ -4,12 +4,11 @@ import MaterialParameter;
import LightEnv;
import Scene;
import RayTracingData;
import MATERIAL_FILE_NAME;
// simplification: all BLAS only have 1 geometry
[shader("closesthit")]
void closesthit(inout float3 hitValue, in BuiltInTriangleIntersectionAttributes attr)
void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
{
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
@@ -35,23 +34,10 @@ void closesthit(inout float3 hitValue, in BuiltInTriangleIntersectionAttributes
FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = Material.prepare(materialParams);
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
{
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
// gamma correction
result = result / (result + float3(1.0));
result = pow(result, float3(1.0/2.2));
CallablePayload callable;
callable.params = params;
hitValue = result;
CallShader(0, callable);
hitValue.color = float3(0, 1, 1) + callable.color;
}
+2 -2
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@@ -1,7 +1,7 @@
import RayTracingData;
[shader("miss")]
void main(inout float3 p)
void miss(inout RayPayload p)
{
p = float3(1, 0, 1);
p.color = float3(0, 1, 0);
}
+14 -14
View File
@@ -2,33 +2,33 @@ import Common;
import RayTracingData;
[shader("raygeneration")]
void main()
void raygen()
{
const float2 pixelCenter = float2(DispatchRaysIndex().xy) + float2(0.5);
const float2 inUV = pixelCenter / float2(DispatchRaysDimensions().xy);
float2 d = inUV * 2.0 - 1.0;
float4 origin = mul(pViewParams.inverseViewMatrix, float4(0, 0, 0, 1));
float4 target = mul(pViewParams.inverseProjection, float4(d.x, d.y, 1, 1));
float4 direction = mul(pViewParams.inverseViewMatrix, float4(normalize(target.xyz), 0));
float4 target = mul(pViewParams.inverseProjection, float4(d.x, d.y, 1, 1));
float4 direction = mul(pViewParams.inverseViewMatrix, float4(target.xyz, 0));
float tmin = 0.0001;
float tmax = 10000.0;
uint max_rays = 24;
float4 color = float4(0, 0, 0, 0);
float expectedDistance = -1;
float3 payload;
RayPayload payload;
RayDesc desc = {
origin.xyz,
tmin,
direction.xyz,
tmax,
};
RayDesc desc;
desc.Origin = origin.xyz;
desc.Direction = direction.xyz;
desc.TMin = tmin;
desc.TMax = tmax;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, desc, payload);
pRayTracingParams.origins[DispatchRaysIndex().x + DispatchRaysDimensions().x * DispatchRaysIndex().y] = origin.xyz;
pRayTracingParams.rayDirections[DispatchRaysIndex().x + DispatchRaysDimensions().x * DispatchRaysIndex().y] = direction.xyz;
pRayTracingParams.image[DispatchRaysIndex().xy] = float4(payload, 1.0f);
TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 1, 0, desc, payload);
pRayTracingParams.image[DispatchRaysIndex().xy] = float4(payload.color, 1.0f);
}
@@ -1,7 +1,23 @@
import MaterialParameter;
struct RayTracingParams
{
RaytracingAccelerationStructure scene;
RWTexture2D<float4> image;
StructuredBuffer<uint> indexBuffer;
RWStructuredBuffer<float3> rayDirections;
RWStructuredBuffer<float3> origins;
};
layout(set=5)
ParameterBlock<RayTracingParams> pRayTracingParams;
struct CallablePayload
{
FragmentParameter params;
float3 color;
};
struct RayPayload
{
float3 color;
};