Some ray tracing changes

This commit is contained in:
Dynamitos
2024-07-08 13:46:49 +02:00
parent fd8dc5ed0f
commit acf8dde8fc
21 changed files with 108051 additions and 71 deletions
+1 -2
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@@ -1,7 +1,6 @@
import Common;
import LightEnv;
import MaterialParameter;
import MATERIAL_FILE_NAME;
struct LightCullingData
{
@@ -26,7 +25,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
for(uint i = 0; i < lightCount; ++i)
{
uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
+17
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@@ -49,6 +49,23 @@ struct FragmentParameter
return result;
}
#endif
static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
{
FragmentParameter result;
result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
#ifndef POS_ONLY
result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z;
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
{
result.texCoords[i] = f0.texCoords[i] * barycentricCoords.x + f1.texCoords[i] * barycentricCoords.y + f2.texCoords[i] * barycentricCoords.z;
}
#endif
return result;
}
};
// data passed to visibility render
+56
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@@ -0,0 +1,56 @@
import Common;
import RayTracingData;
import VertexData;
import MaterialParameter;
import Scene;
import LightEnv;
// simplification: all BLAS only have 1 geometry
[shader("closesthit")]
void main(inout payload Payload hitValue, in BuiltInTriangleIntersectionAttributes attr)
{
const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
InstanceData inst = pScene.instances[InstanceID()];
MeshData m = pScene.meshData[InstanceID()];
// offset into the index buffer
uint indexOffset = m.firstIndex;
// added to indices to reference correct part of global mesh pool
uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
uint vertexIndex2 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
VertexAttributes attr0 = pVertexData.getAttributes(vertexIndex0);
VertexAttributes attr1 = pVertexData.getAttributes(vertexIndex1);
VertexAttributes attr2 = pVertexData.getAttributes(vertexIndex2);
FragmentParameter f0 = attr0.getParameter(inst.transformMatrix);
FragmentParameter f1 = attr1.getParameter(inst.transformMatrix);
FragmentParameter f2 = attr2.getParameter(inst.transformMatrix);
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));
hitValue.color = result;
}
+36
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@@ -0,0 +1,36 @@
import Common;
import RayTracingData;
[shader("raygeneration")]
void main()
{
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));
float tmin = 0.0001;
float tmax = 10000.0;
uint max_rays = 24;
uint object_type = 100;
float4 color = float4(0, 0, 0, 0);
uint current_mode = 0;
float expectedDistance = -1;
Payload payload;
RayDesc desc = {
origin.xyz,
tmin,
direction.xyz,
tmax,
};
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, desc, payload);
pRayTracingParams.image[DispatchRaysIndex().xy] = payload.color;
}
@@ -0,0 +1,13 @@
struct Payload
{
float3 color;
};
struct RayTracingParams
{
RaytracingAccelerationStructure scene;
RWTexture2D<float3> image;
StructuredBuffer<uint> indexBuffer;
};
ParameterBlock<RayTracingParams> pRayTracingParams;