/* 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 : 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; } } }