Some rt changes
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@@ -45,8 +45,9 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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lightingParams.viewDir_WS = -WorldRayDirection();
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let brdf = Material.prepare(materialParams);
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float3 normal_WS = mul(params.getTangentToWorld(), brdf.normal);
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float3 normal_WS = normalize(mul(params.getTangentToWorld(), brdf.normal));
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float3 normalLight_WS = dot(normal_WS,WorldRayOrigin())<0 ? normal_WS : -normal_WS;
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float3 intersection_WS = params.position_WS + normal_WS * 0.001f;
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hitValue.depth++;
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float3 localAccRad = float3(0);
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@@ -78,59 +79,66 @@ void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttribu
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// else hitValue.accmat /= p;
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//}
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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//}
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for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
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float3 x = params.position_WS;
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float3 x = intersection_WS;
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float3 l = -pLightEnv.directionalLights[i].direction.xyz;
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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RayPayload payload;
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payload.depth = hitValue.depth;
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payload.emissive = 1;
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payload.anyHit = true;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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// we have missed all geometry, so directional light is affecting us
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if(!payload.hit) {
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localAccRad += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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}
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//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
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// float3 x = payload.shading.position;
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// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
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// float3 nl = -payload.shading.normal;
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// rayDesc.Origin = x;
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// rayDesc.Direction = l;
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// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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//
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// // hitting only after the light
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// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
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// {
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// float omega = 2 * PI;
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// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
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// }
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//}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
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RayPayload payload;
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float3 x = intersection_WS;
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float3 l = pLightEnv.pointLights[i].position_WS.xyz - intersection_WS;
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if(length(l) > pLightEnv.pointLights[i].colorRange.w) {
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continue;
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}
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RayDesc rayDesc;
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rayDesc.TMax = 1.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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// hitting only after the light
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if(!payload.hit) {
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localAccRad += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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}
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 12) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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float3 w = normalLight_WS;
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float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
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float3 v = cross(w,u);
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rayDesc.Origin = params.position_WS;
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = intersection_WS;
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rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 0; // in the next bounce, consider reflective part only!
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payload.depth = hitValue.depth+1;
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payload.anyHit = false;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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if(payload.hit) {
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DirectionalLight dir;
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dir.color = float4(payload.light, 0);
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@@ -109,7 +109,7 @@ void raygen()
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payload.emissive = 1;
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payload.depth = 1;
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payload.anyHit = false;
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TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
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TraceRay(pRayTracingParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0);
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pRayTracingParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
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@@ -57,7 +57,7 @@ TopLevelAS::TopLevelAS(PGraphics graphics, const Gfx::TopLevelASCreateInfo& crea
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.instanceCustomIndex = i,
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.mask = 0xff,
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.instanceShaderBindingTableRecordOffset = i,
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.flags = VK_GEOMETRY_INSTANCE_TRIANGLE_FACING_CULL_DISABLE_BIT_KHR,
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.flags = 0,
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.accelerationStructureReference = blas->getDeviceAddress(),
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};
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}
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