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) { 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(); let brdf = Material.prepare(materialParams); hitValue.material.color = float4(brdf.baseColor, 1); hitValue.material.emissive = float3(0, 0, 0); hitValue.shading.position = WorldRayOrigin() + RayTCurrent() * WorldRayDirection(); hitValue.shading.normal = mul(params.getTangentToWorld(), brdf.normal); hitValue.shading.normalLight = dot(hitValue.shading.normal, WorldRayDirection()) < 0 ? hitValue.shading.normal : -hitValue.shading.normal; }