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Seele/res/shaders/raytracing/ClosestHit.slang
T
2024-12-31 10:40:03 +01:00

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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)
{
hitValue.hit = true;
// todo: replace with anyhit shader
if(hitValue.anyHit)
return;
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();
LightingParameter lightingParams = params.getLightingParameter();
lightingParams.viewDir_WS = -WorldRayDirection();
let brdf = Material.prepare(materialParams);
float3 normal_WS = mul(params.getTangentToWorld(), brdf.normal);
float3 normalLight_WS = dot(normal_WS,WorldRayOrigin())<0 ? normal_WS : -normal_WS;
hitValue.depth++;
float3 localAccRad = float3(0);
float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
//float kt = ka + ks;
//float s = -log(rnd.z) / kt;
//float3 xs = r.o + s * r.d;
//if (s < t) {
// float p = kt * rnd.z;
// if (depth > 5) {
// if (rnd.z >= p) break;
// else accmat /= p;
// }
// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
// accrad += (fogEmm + ks * ldirect) / kt;
// accmat *= ks / kt;
// rayDesc.Origin = xs;
// rayDesc.Direction = float3(
// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
// rnd.y
// );
// continue;
//}
//float p = max(max(brdf.baseColor.x, brdf.baseColor.color.y), brdf.baseColor.color.z);
//if(hitValue.depth > 5) {
// if (rnd.z >= p) return;
// else hitValue.accmat /= p;
//}
RayDesc rayDesc;
rayDesc.TMax = 10000.0f;
rayDesc.TMin = 0.001f;
//-- Ideal DIFFUSE reflection
//if(bool(useNEE)) {
// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
//}
for(uint i = 0; i < pLightEnv.numDirectionalLights; ++i) {
float3 x = params.position_WS;
float3 l = -pLightEnv.directionalLights[i].direction.xyz;
rayDesc.Origin = x;
rayDesc.Direction = l;
RayPayload payload;
payload.depth = hitValue.depth;
payload.emissive = 1;
payload.anyHit = true;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
// we have missed all geometry, so directional light is affecting us
if(!payload.hit) {
localAccRad += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
}
//for(uint i = 0; i < pLightEnv.numPointLights; ++i) {
// float3 x = payload.shading.position;
// float3 l = pLightEnv.pointLights[i].position_WS.xyz - payload.shading.position;
// float3 nl = -payload.shading.normal;
// rayDesc.Origin = x;
// rayDesc.Direction = l;
// TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
//
// // hitting only after the light
// if(length(payload.shading.position - x) > length(pLightEnv.pointLights[i].position_WS.xyz - x))
// {
// float omega = 2 * PI;
// accrad += accmat / PI * max(dot(l,nl),0) * pLightEnv.pointLights[i].colorRange.xyz * omega;
// }
//}
// Indirect Illumination: cosine-weighted importance sampling
if(hitValue.depth < 12) {
float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
float3 w = normalLight_WS;
float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
float3 v = cross(w,u);
rayDesc.Origin = params.position_WS;
rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
RayPayload payload;
payload.light = float3(0);
payload.emissive = 0; // in the next bounce, consider reflective part only!
payload.depth = hitValue.depth+1;
payload.anyHit = false;
TraceRay(pRayTracingParams.scene, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
if(payload.hit) {
DirectionalLight dir;
dir.color = float4(payload.light, 0);
dir.direction = float4(-rayDesc.Direction, 0);
localAccRad += dir.illuminate(lightingParams, brdf);
}
}
hitValue.light += localAccRad;
}