import Common; import MaterialParameter; import LightEnv; import Scene; import RayTracingData; import StaticMeshVertexData; import Material; import MATERIAL_FILE_NAME; // simplification: all BLAS only have 1 geometry [shader("closesthit")] void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr) { hitValue.hit = true; // todo: replace with anyhit shader if(hitValue.anyHit) return; 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, inst.inverseTransformMatrix); FragmentParameter f1 = attr1.getParameter(inst.transformMatrix, inst.inverseTransformMatrix); FragmentParameter f2 = attr2.getParameter(inst.transformMatrix, inst.inverseTransformMatrix); FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords); MaterialParameter materialParams = params.getMaterialParameter(); LightingParameter lightingParams = params.getLightingParameter(); lightingParams.viewDir_WS = -WorldRayDirection(); let brdf = Material.prepare(materialParams); float3 normal_WS = mul(params.getTangentToWorld(), brdf.normal); float3 normalLight_WS = dot(normal_WS,WorldRayOrigin())<0 ? normal_WS : -normal_WS; hitValue.depth++; float3 localAccRad = float3(0); float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2)); //float kt = ka + ks; //float s = -log(rnd.z) / kt; //float3 xs = r.o + s * r.d; //if (s < t) { // float p = kt * rnd.z; // if (depth > 5) { // if (rnd.z >= p) break; // else accmat /= p; // } // float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd); // accrad += (fogEmm + ks * ldirect) / kt; // accmat *= ks / kt; // rayDesc.Origin = xs; // rayDesc.Direction = float3( // cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y), // sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y), // rnd.y // ); // continue; //} //float p = max(max(brdf.baseColor.x, brdf.baseColor.color.y), brdf.baseColor.color.z); //if(hitValue.depth > 5) { // if (rnd.z >= p) return; // 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 l = -pLightEnv.directionalLights[i].direction.xyz; 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); // 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; // } //} // 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.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); if(payload.hit) { DirectionalLight dir; dir.color = float4(payload.light, 0); dir.direction = float4(-rayDesc.Direction, 0); localAccRad += dir.illuminate(lightingParams, brdf); } } hitValue.light += localAccRad; }