adding anyhit, doesnt work though
This commit is contained in:
@@ -83,6 +83,7 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
|
||||
// todo: replace with anyhit shader
|
||||
if(hitValue.anyHit)
|
||||
return;
|
||||
|
||||
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
|
||||
|
||||
InstanceData inst = pScene.instances[InstanceID()];
|
||||
@@ -107,14 +108,15 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
|
||||
|
||||
FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
|
||||
|
||||
MaterialParameter materialParams = params.getMaterialParameter();
|
||||
LightingParameter lightingParams = params.getLightingParameter();
|
||||
hitValue.params = params.getLightingParameter();
|
||||
hitValue.materialParams = params.getMaterialParameter();
|
||||
LightingParameter lightingParams = hitValue.params;
|
||||
lightingParams.viewDir_WS = -WorldRayDirection();
|
||||
let brdf = Material.prepare(materialParams);
|
||||
let brdf = Material.prepare(hitValue.materialParams);
|
||||
|
||||
float3 normal_WS = normalize(mul(params.getTangentToWorld(), brdf.normal));
|
||||
float3 normal_WS = brdf.getNormal();
|
||||
float3 normalLight_WS = dot(normal_WS,WorldRayDirection())<0 ? normal_WS : -normal_WS;
|
||||
float3 intersection_WS = params.position_WS;
|
||||
float3 intersection_WS = lightingParams.position_WS;
|
||||
|
||||
hitValue.depth++;
|
||||
float3 rnd = rand01(hitValue.rndSeed);
|
||||
@@ -139,12 +141,12 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
|
||||
// TraceRay(scene, 0, 0xff, 0, 0, rayDesc);
|
||||
//}
|
||||
|
||||
float p = max(max(brdf.baseColor.x, brdf.baseColor.y), brdf.baseColor.z);
|
||||
float p = max(max(brdf.getBaseColor().x, brdf.getBaseColor().y), brdf.getBaseColor().z);
|
||||
if(hitValue.depth > 5) {
|
||||
if (rnd.z >= p) return;
|
||||
}
|
||||
|
||||
hitValue.light += brdf.emissive * hitValue.emissive + brdf.evaluateAmbient();
|
||||
hitValue.light += brdf.getEmissive() * hitValue.emissive + brdf.evaluateAmbient();
|
||||
//-- Ideal DIFFUSE reflection
|
||||
//if(bool(useNEE)) {
|
||||
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
|
||||
@@ -211,7 +213,8 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
|
||||
payload.rndSeed = hitValue.rndSeed + 1;
|
||||
TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, 0xff, 0, 0, 0, rayDesc, payload);
|
||||
float bias = dot(normalLight_WS, rayDesc.Direction);
|
||||
hitValue.light += brdf.evaluate(params.getTangentToWorld(), -WorldRayDirection(), rayDesc.Direction, payload.light / bias);
|
||||
hitValue.light += brdf.evaluate(-WorldRayDirection(), rayDesc.Direction, payload.light / bias);
|
||||
}
|
||||
hitValue.light /= p;
|
||||
//hitValue.light /= p;
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user