Files
2025-09-04 10:54:47 +08:00

74 lines
2.3 KiB
HLSL

/* 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;
}
}
}