57 lines
2.3 KiB
Plaintext
57 lines
2.3 KiB
Plaintext
import Common;
|
|
import VertexData;
|
|
import MaterialParameter;
|
|
import LightEnv;
|
|
import Scene;
|
|
import RayTracingData;
|
|
import MATERIAL_FILE_NAME;
|
|
|
|
// simplification: all BLAS only have 1 geometry
|
|
|
|
[shader("closesthit")]
|
|
void closesthit(inout float3 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);
|
|
|
|
LightingParameter lightingParams = params.getLightingParameter();
|
|
MaterialParameter materialParams = params.getMaterialParameter();
|
|
let brdf = Material.prepare(materialParams);
|
|
|
|
float3 result = float3(0, 0, 0);
|
|
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
|
|
{
|
|
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
|
|
}
|
|
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
|
|
{
|
|
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
|
|
}
|
|
result += brdf.evaluateAmbient();
|
|
// gamma correction
|
|
result = result / (result + float3(1.0));
|
|
result = pow(result, float3(1.0/2.2));
|
|
|
|
hitValue = result;
|
|
} |