Add vk_ray_trace_indirect_scissor sample
This commit is contained in:
parent
27d8a79ce3
commit
a6690f149a
30 changed files with 4498 additions and 6 deletions
71
ray_tracing_indirect_scissor/shaders/raytrace.rgen
Normal file
71
ray_tracing_indirect_scissor/shaders/raytrace.rgen
Normal file
|
|
@ -0,0 +1,71 @@
|
|||
#version 460
|
||||
#extension GL_EXT_ray_tracing : require
|
||||
#extension GL_GOOGLE_include_directive : enable
|
||||
#include "raycommon.glsl"
|
||||
|
||||
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
|
||||
layout(binding = 1, set = 0, rgba32f) uniform image2D image;
|
||||
|
||||
layout(location = 0) rayPayloadEXT hitPayload prd;
|
||||
|
||||
layout(binding = 0, set = 1) uniform CameraProperties
|
||||
{
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
mat4 viewInverse;
|
||||
mat4 projInverse;
|
||||
}
|
||||
cam;
|
||||
|
||||
layout(binding = 2, set = 0) buffer LanternArray { LanternIndirectEntry lanterns[]; } lanterns;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Global light pass is a full screen rectangle (lower corner 0,0), but
|
||||
// lantern passes are only run within rectangles that may be offset.
|
||||
ivec2 pixelOffset = ivec2(0);
|
||||
if (pushC.lanternPassNumber >= 0)
|
||||
{
|
||||
pixelOffset.x = lanterns.lanterns[pushC.lanternPassNumber].offsetX;
|
||||
pixelOffset.y = lanterns.lanterns[pushC.lanternPassNumber].offsetY;
|
||||
}
|
||||
|
||||
const ivec2 pixelIntCoord = ivec2(gl_LaunchIDEXT.xy) + pixelOffset;
|
||||
const vec2 pixelCenter = vec2(pixelIntCoord) + vec2(0.5);
|
||||
const vec2 inUV = pixelCenter / vec2(pushC.screenX, pushC.screenY);
|
||||
vec2 d = inUV * 2.0 - 1.0;
|
||||
|
||||
vec4 origin = cam.viewInverse * vec4(0, 0, 0, 1);
|
||||
vec4 target = cam.projInverse * vec4(d.x, d.y, 1, 1);
|
||||
vec4 direction = cam.viewInverse * vec4(normalize(target.xyz), 0);
|
||||
|
||||
uint rayFlags = gl_RayFlagsOpaqueEXT;
|
||||
float tMin = 0.001;
|
||||
float tMax = 10000.0;
|
||||
|
||||
// Lanterns (self-illuminating) and miss shader (constant background color)
|
||||
// do not use additive blending. Only normal OBJ geometry is additive,
|
||||
// OBJ closest hit sets this to true.
|
||||
prd.additiveBlending = false;
|
||||
|
||||
traceRayEXT(topLevelAS, // acceleration structure
|
||||
rayFlags, // rayFlags
|
||||
0xFF, // cullMask
|
||||
0, // sbtRecordOffset
|
||||
0, // sbtRecordStride
|
||||
0, // missIndex
|
||||
origin.xyz, // ray origin
|
||||
tMin, // ray min range
|
||||
direction.xyz, // ray direction
|
||||
tMax, // ray max range
|
||||
0 // payload (location = 0)
|
||||
);
|
||||
|
||||
// Either add to or replace output image color based on prd.additiveBlending.
|
||||
// Global pass always replaces color as it is the first pass.
|
||||
vec3 oldColor = vec3(0);
|
||||
if (prd.additiveBlending && pushC.lanternPassNumber >= 0) {
|
||||
oldColor = imageLoad(image, pixelIntCoord).rgb;
|
||||
}
|
||||
imageStore(image, pixelIntCoord, vec4(prd.hitValue + oldColor, 1.0));
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue