import Common; import LightEnv; import RayTracingData; struct Ray { float3 o; float3 d; } const static float S_O = 6.9; const static float f = 0.035; const static float A = 0.0; struct SampleParams { uint pass; uint samplesPerPixel; }; layout(push_constant) ConstantBuffer pSamps; float3 nextEventEstimation(float3 accmat, float3 w, float3 x, float3 nl, float kt, bool useAtt, float3 rnd) { float3 result = float3(0); // Direct Illumination: Next Event Estimation over any present lights /*for(int i = meshLights.length(); i-->0;) { MeshDescriptor mesh = meshes[meshLights[i]]; for(int j = 0; j < mesh.numIndices; j+=3) { float3 A = float3(vertices[mesh.vertexOffset + indices[mesh.indexOffset + j + 0]]); float3 B = float3(vertices[mesh.vertexOffset + indices[mesh.indexOffset + j + 1]]); float3 C = float3(vertices[mesh.vertexOffset + indices[mesh.indexOffset + j + 2]]); float b1 = 1 - sqrt(rnd.x); float b2 = (1 - rnd.y) * sqrt(rnd.x); float b3 = rnd.y * sqrt(rnd.x); float3 P = A * b1 + B * b2 + C * b3; float3 omega = P - x; float3 l = normalize(omega); float v = 0.f; if(intersect(Ray(x,l), matls, paramsls, sphereId, triId) && triId == j) { v = 1.0f; } float3 e1 = C - A; float3 e2 = B - A; float area = length(cross(e1, e2)) / 2; float rayLen = length(omega); float cosTheta = dot(nl, l); float cosThetaDash = dot(paramsls.n, -l); float factor = area * (cosThetaDash / (rayLen * rayLen)); if(useAtt) { float tau = phase(w, l) * exp(-kt * length(x - paramsls.x)); result += tau * matls.e * max(cosTheta, 0) * factor; } else { result += accmat * (matls.e * max(cosTheta, 0) * factor) / pi; } } }*/ return result; } [shader("raygeneration")] void raygen() { if(pSamps.pass == pSamps.samplesPerPixel) return; uint2 pix = DispatchRaysIndex().xy; uint2 imgdim = DispatchRaysDimensions().xy; //-- define cam Ray cam = Ray(pViewParams.cameraPosition_WS.xyz, pViewParams.cameraForward_WS.xyz); float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx); const float2 sdim = float2(0.036, 0.024); float S_I = (S_O * f) / (S_O - f); //-- sample sensor float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y)); float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim; float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane Ray r = Ray(lc, normalize(lc - spos)); // construct ray //-- setup lens float3 lensP = lc; float3 lensN = -cam.d; float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter float3 lensY = cross(lensN, lensX); uint3 rndSeed = uint3(pix, pSamps.pass); float2 rnd01 = rand01(rndSeed).xy; float3 lensSample = lensP + rnd01.x * A * lensX + rnd01.y * A * lensY; float3 focalPoint = cam.o + (S_O + S_I) * cam.d; float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN); float3 focus = r.o + t * r.d; RayDesc rayDesc; rayDesc.Origin = lensSample; rayDesc.Direction = normalize(focus - lensSample); rayDesc.TMin = 0.001; rayDesc.TMax = 10000.0; const uint maxDepth = 12; RayPayload payload; // initialize accumulated radiance and bxdf payload.light=float3(0); payload.t = 10000.0f; payload.emissive = 1; payload.depth = 1; payload.rndSeed = rndSeed + 1; payload.anyHit = false; TraceRay(pRayTracingParams.scene, RAY_FLAG_CULL_BACK_FACING_TRIANGLES, 0xff, 0, 0, 0, rayDesc, payload); if(pSamps.pass == 0) pRayTracingParams.radianceAccumulator[pix] = float4(0); float3 accumulatedRadiance = payload.light / pSamps.samplesPerPixel; pRayTracingParams.radianceAccumulator[pix] += float4(accumulatedRadiance, 0); float3 compensatedRadiance = pRayTracingParams.radianceAccumulator[pix].xyz * pSamps.samplesPerPixel / (pSamps.pass + 1); pRayTracingParams.image[pix] = float4(clamp(compensatedRadiance, 0, 1), 1); }