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Seele/res/shaders/raytracing/ClosestHit.slang
T
2024-07-13 09:25:42 +02:00

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import Common;
import VertexData;
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);
}