This commit is contained in:
xsl
2025-09-04 10:54:47 +08:00
commit 6bc8f61b18
1808 changed files with 208268 additions and 0 deletions
@@ -0,0 +1,74 @@
/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct Attributes
{
float2 bary;
};
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
struct UBO
{
float4x4 viewInverse;
float4x4 projInverse;
int displayMode;
};
ConstantBuffer<UBO> ubo : register(b2);
// We need to use special syntax for SPIR-V inlines
#define HitTriangleVertexPositionsKHR 5335
#define RayTracingPositionFetchKHR 5336
const static float3 gl_HitTriangleVertexPositions[3];
[[vk::ext_extension("SPV_KHR_ray_tracing_position_fetch")]]
[[vk::ext_capability(RayTracingPositionFetchKHR)]]
[shader("closesthit")]
void main(inout Payload p, in Attributes attribs)
{
// We need the barycentric coordinates to calculate data for the current position
const float3 barycentricCoords = float3(1.0f - attribs.bary.x - attribs.bary.y, attribs.bary.x, attribs.bary.y);
// With VK_KHR_ray_tracing_position_fetch we can access the vertices for the hit triangle in the shader
float3 pos0 = gl_HitTriangleVertexPositions[0];
float3 pos1 = gl_HitTriangleVertexPositions[1];
float3 pos2 = gl_HitTriangleVertexPositions[2];
float3 currentPos = pos0 * barycentricCoords.x + pos1 * barycentricCoords.y + pos2 * barycentricCoords.z;
p.hitValue = float3(0.0, 0.0, 0.0);
switch (ubo.displayMode)
{
case (0):{
// Visualize the geometric normal
float3 normal = normalize(cross(pos1 - pos0, pos2 - pos0));
normal = normalize(mul(float4(normal, 1.0), WorldToObject4x3()));
p.hitValue = normal;
break;
}
case (1):{
// Visualize the vertex position
p.hitValue = currentPos;
break;
}
}
}
@@ -0,0 +1,27 @@
/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("miss")]
void main(inout Payload p)
{
p.hitValue = float3(0.0, 0.0, 0.2);
}
@@ -0,0 +1,54 @@
/* Copyright (c) 2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
RaytracingAccelerationStructure rs : register(t0);
RWTexture2D<float4> image : register(u1);
struct CameraProperties
{
float4x4 viewInverse;
float4x4 projInverse;
};
cbuffer cam : register(b2) { CameraProperties cam; };
struct Payload
{
[[vk::location(0)]] float3 hitValue;
};
[shader("raygeneration")]
void main()
{
uint3 LaunchID = DispatchRaysIndex();
uint3 LaunchSize = DispatchRaysDimensions();
const float2 pixelCenter = float2(LaunchID.xy) + float2(0.5, 0.5);
const float2 inUV = pixelCenter/float2(LaunchSize.xy);
float2 d = inUV * 2.0 - 1.0;
float4 target = mul(cam.projInverse, float4(d.x, d.y, 1, 1));
RayDesc rayDesc;
rayDesc.Origin = mul(cam.viewInverse, float4(0,0,0,1)).xyz;
rayDesc.Direction = mul(cam.viewInverse, float4(normalize(target.xyz), 0)).xyz;
rayDesc.TMin = 0.001;
rayDesc.TMax = 10000.0;
Payload payload;
TraceRay(rs, RAY_FLAG_FORCE_OPAQUE, 0xff, 0, 0, 0, rayDesc, payload);
image[int2(LaunchID.xy)] = float4(payload.hitValue, 0.0);
}