42 lines
1.7 KiB
Plaintext
42 lines
1.7 KiB
Plaintext
import Common;
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import MaterialParameter;
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import LightEnv;
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import Scene;
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import RayTracingData;
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// simplification: all BLAS only have 1 geometry
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[shader("closesthit")]
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void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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//const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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//InstanceData inst = pScene.instances[InstanceID()];
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//MeshData m = pScene.meshData[InstanceID()];
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//
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//// offset into the index buffer
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//uint indexOffset = m.firstIndex;
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//// added to indices to reference correct part of global mesh pool
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//uint vertexOffset = pScene.meshletInfos[m.meshletOffset].indicesOffset;
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//
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//uint vertexIndex0 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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//uint vertexIndex1 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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//uint vertexIndex2 = vertexOffset + pRayTracingParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
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//
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//VertexAttributes attr0 = pVertexData.getAttributes(vertexIndex0);
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//VertexAttributes attr1 = pVertexData.getAttributes(vertexIndex1);
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//VertexAttributes attr2 = pVertexData.getAttributes(vertexIndex2);
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//
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//FragmentParameter f0 = attr0.getParameter(inst.transformMatrix);
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//FragmentParameter f1 = attr1.getParameter(inst.transformMatrix);
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//FragmentParameter f2 = attr2.getParameter(inst.transformMatrix);
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//
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//FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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//
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//CallablePayload callable;
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//callable.params = params;
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//
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//CallShader(InstanceID(), callable);
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hitValue.color = float3(1, 0, 0);
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} |