import Common; import MaterialParameter; import LightEnv; import Scene; import RayTracingData; // simplification: all BLAS only have 1 geometry [shader("closesthit")] void closestHit(inout RayPayload 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); // //CallablePayload callable; //callable.params = params; // //CallShader(InstanceID(), callable); hitValue.color = float3(1, 0, 0); }