/* 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. */ #define RENDER_DEFAULT 0 #define RENDER_BARYCENTRIC 1 #define RENDER_INSTANCE_ID 2 #define RENDER_DISTANCE 3 #define RENDER_GLOBAL_XYZ 4 #define RENDER_SHADOW_MAP 5 #define RENDER_AO 6 struct Payload { [[vk::location(0)]] float4 color; [[vk::location(1)]] float4 intersection; // {x, y, z, intersectionType} [[vk::location(2)]] float4 normal; // {nx, ny, nz, distance} }; struct Attributes { float2 bary; }; StructuredBuffer vertex_buffer : register(t4); StructuredBuffer index_buffer : register(t5); StructuredBuffer data_map : register(t6); Texture2D textures[26]: register(t7); SamplerState samplers[26]: register(s7); StructuredBuffer dynamic_vertex_buffer : register(t8); StructuredBuffer dynamic_index_buffer : register(t9); [[vk::constant_id(0)]] const int render_mode = RENDER_DEFAULT; float3 heatmap(float value, float minValue, float maxValue) { float scaled = (min(max(value, minValue), maxValue) - minValue) / (maxValue - minValue); float r = scaled * (3.14159265359 / 2.); return float3(sin(r), sin(2 * r), cos(r)); } struct Vertex { float3 pt; float3 normal; float2 coordinate; }; Vertex getVertex(uint vertexOffset, uint index, bool is_static) { uint base_index = 2 * (vertexOffset + index); float4 A = is_static ? vertex_buffer[base_index] : dynamic_vertex_buffer[base_index]; float4 B = is_static ? vertex_buffer[base_index + 1] : dynamic_vertex_buffer[base_index + 1]; Vertex v; v.pt = A.xyz; v.normal = float3(A.w, B.x, B.y); v.coordinate = float2(B.z, B.w); return v; } uint3 getIndices(uint triangle_offset, uint primitive_id, bool is_static) { uint base_index = 3 * (triangle_offset + primitive_id); uint index0 = is_static ? index_buffer[base_index] : dynamic_index_buffer[base_index]; uint index1 = is_static ? index_buffer[base_index + 1] : dynamic_index_buffer[base_index + 1]; uint index2 = is_static ? index_buffer[base_index + 2] : dynamic_index_buffer[base_index + 2]; return uint3(index0, index1, index2); } void handleDraw(inout Payload hitValue, float2 attribs) { uint index = InstanceID(); uint vertexOffset = data_map[4 * index]; uint triangleOffset = data_map[4*index + 1]; uint imageOffset = data_map[4 * index + 2]; uint objectType = data_map[4 * index + 3]; bool is_static = objectType != 1; uint3 indices = getIndices(triangleOffset, PrimitiveIndex(), is_static); Vertex A = getVertex(vertexOffset, indices.x, is_static), B = getVertex(vertexOffset, indices.y, is_static), C = getVertex(vertexOffset, indices.z, is_static); // interpolate and obtain world point const float3 barycentricCoords = float3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y); float alpha = barycentricCoords.x, beta = barycentricCoords.y, gamma = barycentricCoords.z; float3 pt = alpha * A.pt + beta * B.pt + gamma * C.pt; float4x3 transform = WorldToObject4x3(); float3 worldPt = WorldRayOrigin() + RayTCurrent() * WorldRayDirection();//transform * float4(pt, 0) + float3(transform[3][0], transform[3][1], transform[3][2]); float3 normal = normalize(alpha * A.normal + beta * B.normal + gamma * C.normal); float3 worldNormal = normalize(cross(B.pt - A.pt, C.pt - A.pt)); float2 texcoord = alpha * A.coordinate + beta * B.coordinate + gamma * C.coordinate; hitValue.intersection = float4(worldPt.xyz, objectType); hitValue.normal = float4(worldNormal.xyz, RayTCurrent()); if (render_mode == RENDER_GLOBAL_XYZ) { // global xyz hitValue.color = float4(heatmap(worldPt.x, -10, 10), 1); return; } if ((objectType == 0 || objectType == 2)){ if (imageOffset >= 26){ return; // this shouldn't happen } // obtain texture coordinate // NB: texture() is valid here as well as mipmaps are not used in this demo. float4 tex_value = textures[NonUniformResourceIndex(imageOffset)].SampleLevel(samplers[NonUniformResourceIndex(imageOffset)], texcoord, 0); hitValue.color = tex_value; } else { // the refraction itself is colorless, so // encode the index of refraction in the color const float base_IOR = 1.01; const float x = texcoord.x, y = texcoord.y; const float t = min(min(min(min(x, 1-x), y), 1-y), 0.5) / 0.5; const float IOR = t * base_IOR + (1 - t) * 1; hitValue.color = float4(IOR, 0, 0, 0); hitValue.normal = float4(normal.x, normal.y, normal.z, RayTCurrent()); } } [shader("closesthit")] void main(inout Payload hitValue, in Attributes Attribs) { const float3 barycentricCoords = float3(1.0f - Attribs.bary.x - Attribs.bary.y, Attribs.bary.x, Attribs.bary.y); if (render_mode == RENDER_BARYCENTRIC ){ hitValue.color = float4(barycentricCoords, 1); } else if (render_mode == RENDER_INSTANCE_ID){ hitValue.color = float4(heatmap(InstanceID(), 0, 25), 1); } else if (render_mode == RENDER_DISTANCE){ hitValue.color = float4(heatmap(log(1 + RayTCurrent()), 0, log(1 + 25)), 1); } else { handleDraw(hitValue, Attribs.bary); } }