import Common; import VertexData; import MaterialParameter; import LightEnv; import Scene; import RayTracingData; import MATERIAL_FILE_NAME; // simplification: all BLAS only have 1 geometry [shader("closesthit")] void closesthit(inout float3 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 = result; }