Some rt changes

This commit is contained in:
Dynamitos
2025-01-02 14:28:31 +01:00
parent 382e2d30f5
commit eef78e8aa5
3 changed files with 33 additions and 25 deletions
+31 -23
View File
@@ -45,8 +45,9 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
lightingParams.viewDir_WS = -WorldRayDirection();
let brdf = Material.prepare(materialParams);
float3 normal_WS = mul(params.getTangentToWorld(), brdf.normal);
float3 normal_WS = normalize(mul(params.getTangentToWorld(), brdf.normal));
float3 normalLight_WS = dot(normal_WS,WorldRayOrigin())<0 ? normal_WS : -normal_WS;
float3 intersection_WS = params.position_WS + normal_WS * 0.001f;
hitValue.depth++;
float3 localAccRad = float3(0);
@@ -78,59 +79,66 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
// else hitValue.accmat /= p;
//}
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
//-- Ideal DIFFUSE reflection
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
float3 x = params.position_WS;
float3 x = intersection_WS;
float3 l = -pLightEnv.directionalLights[i].direction.xyz;
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = x;
rayDesc.Direction = l;
RayPayload payload;
payload.depth = hitValue.depth;
payload.emissive = 1;
payload.anyHit = true;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
// we have missed all geometry, so directional light is affecting us
if(!payload.hit) {
localAccRad += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
}
//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
// float3 x = payload.shading.position;
// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
// float3 nl = -payload.shading.normal;
// rayDesc.Origin = x;
// rayDesc.Direction = l;
// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
//
// // hitting only after the light
// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
// {
// float omega = 2 * PI;
// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
// }
//}
for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
RayPayload payload;
float3 x = intersection_WS;
float3 l = pLightEnv.pointLights[i].position_WS.xyz - intersection_WS;
if(length(l) > pLightEnv.pointLights[i].colorRange.w) {
continue;
}
RayDesc rayDesc;
rayDesc.TMax = 1.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = x;
rayDesc.Direction = l;
TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
// hitting only after the light
if(!payload.hit) {
localAccRad += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
}
// Indirect Illumination: cosine-weighted importance sampling
if(hitValue.depth < 12) {
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = normalLight_WS;
float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
float3 v = cross(w,u);
rayDesc.Origin = params.position_WS;
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
rayDesc.Origin = intersection_WS;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
RayPayload payload;
payload.light = float3(0);
payload.emissive = 0; // in the next bounce, consider reflective part only!
payload.depth = hitValue.depth+1;
payload.anyHit = false;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
if(payload.hit) {
DirectionalLight dir;
dir.color = float4(payload.light, 0);