43 lines
1.7 KiB
Plaintext
43 lines
1.7 KiB
Plaintext
import Common;
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import VertexData;
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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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// 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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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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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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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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FragmentParameter params = FragmentParameter.interpolate(f0, f1, f2, barycentricCoords);
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CallablePayload callable;
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callable.params = params;
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CallShader(0, callable);
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hitValue.color = float3(0, 1, 1) + callable.color;
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} |