adding anyhit, doesnt work though
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@@ -87,7 +87,7 @@ void RayTracingPass::render() {
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PMaterial mat = matData.material;
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("RayTracing");
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permutation.setMaterial(mat->getName());
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permutation.setMaterial(mat->getName(), mat->getProfile());
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permutation.setVertexData(vertexData->getTypeName());
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(Gfx::PermutationId(permutation));
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@@ -97,6 +97,7 @@ void RayTracingPass::render() {
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for (uint32 i = 0; i < inst.instanceData.size(); ++i) {
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Gfx::RayTracingHitGroup callableGroup = {
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.closestHitShader = collection->callableShader,
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.anyHitShader = anyhit,
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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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@@ -111,12 +112,13 @@ void RayTracingPass::render() {
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PMaterial mat = transparentData.matInst->getBaseMaterial();
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Gfx::ShaderPermutation permutation = graphics->getShaderCompiler()->getTemplate("RayTracing");
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permutation.setMaterial(mat->getName());
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permutation.setMaterial(mat->getName(), mat->getProfile());
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permutation.setVertexData(vertexData->getTypeName());
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const Gfx::ShaderCollection* collection = graphics->getShaderCompiler()->findShaders(Gfx::PermutationId(permutation));
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assert(collection != nullptr);
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Gfx::RayTracingHitGroup callableGroup = {
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.closestHitShader = collection->callableShader,
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.anyHitShader = anyhit,
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};
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callableGroup.parameters.resize(sizeof(VertexData::DrawCallOffsets));
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std::memcpy(callableGroup.parameters.data(), &transparentData.offsets, sizeof(VertexData::DrawCallOffsets));
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@@ -200,14 +202,15 @@ void RayTracingPass::publishOutputs() {
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Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT | Gfx::SE_PIPELINE_STAGE_RAY_TRACING_SHADER_BIT_KHR);
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ShaderCompilationInfo compileInfo = {
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.name = "RayGenMiss",
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.modules = {"RayGen", "Miss"},
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.entryPoints = {{"raygen", "RayGen"}, {"miss", "Miss"}},
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.modules = {"RayGen", "AnyHit", "Miss"},
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.entryPoints = {{"raygen", "RayGen"}, {"anyhit", "AnyHit"}, {"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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miss = graphics->createMissShader({1});
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anyhit = graphics->createAnyHitShader({1});
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miss = graphics->createMissShader({2});
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pipelineLayout->create();
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}
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