Properly calling trace function with payload1
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81c26d451f
commit
e1dff2a4e7
12 changed files with 478 additions and 12 deletions
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@ -3,3 +3,9 @@ struct hitPayload
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vec3 hitValue;
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uint seed;
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};
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struct shadowPayload
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{
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bool isHit;
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uint seed;
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};
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@ -10,7 +10,7 @@ hitAttributeEXT vec2 attribs;
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// clang-format off
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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layout(location = 1) rayPayloadEXT bool isShadowed;
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layout(location = 1) rayPayloadEXT shadowPayload prdShadow;
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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@ -104,7 +104,8 @@ void main()
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vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
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vec3 rayDir = L;
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uint flags = gl_RayFlagsSkipClosestHitShaderEXT;
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isShadowed = true;
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prdShadow.isHit = true;
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prdShadow.seed = prd.seed;
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traceRayEXT(topLevelAS, // acceleration structure
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flags, // rayFlags
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0xFF, // cullMask
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@ -117,8 +118,9 @@ void main()
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tMax, // ray max range
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1 // payload (location = 1)
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);
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prd.seed = prdShadow.seed;
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if(isShadowed)
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if(prdShadow.isHit)
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{
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attenuation = 0.3;
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}
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@ -1,9 +1,11 @@
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#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_GOOGLE_include_directive : enable
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#include "raycommon.glsl"
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layout(location = 1) rayPayloadInEXT bool isShadowed;
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layout(location = 1) rayPayloadInEXT shadowPayload prd;
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void main()
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{
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isShadowed = false;
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prd.isHit = false;
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}
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5
ray_tracing_anyhit/shaders/raytrace_0.rahit
Normal file
5
ray_tracing_anyhit/shaders/raytrace_0.rahit
Normal file
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@ -0,0 +1,5 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#define PAYLOAD_0
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#include "raytrace_rahit.glsl"
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5
ray_tracing_anyhit/shaders/raytrace_1.rahit
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5
ray_tracing_anyhit/shaders/raytrace_1.rahit
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@ -0,0 +1,5 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#define PAYLOAD_1
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#include "raytrace_rahit.glsl"
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45
ray_tracing_anyhit/shaders/raytrace_rahit.glsl
Normal file
45
ray_tracing_anyhit/shaders/raytrace_rahit.glsl
Normal file
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@ -0,0 +1,45 @@
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//#version 460
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#extension GL_EXT_ray_tracing : require
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#extension GL_EXT_nonuniform_qualifier : enable
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#extension GL_EXT_scalar_block_layout : enable
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//#extension GL_GOOGLE_include_directive : enable
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#include "random.glsl"
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#include "raycommon.glsl"
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#include "wavefront.glsl"
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// clang-format off
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#ifdef PAYLOAD_0
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layout(location = 0) rayPayloadInEXT hitPayload prd;
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#elif defined(PAYLOAD_1)
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layout(location = 1) rayPayloadInEXT shadowPayload prd;
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#endif
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layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
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layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
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layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
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layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
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layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
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// clang-format on
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void main()
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{
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// Object of this instance
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uint objId = scnDesc.i[gl_InstanceID].objId;
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// Indices of the triangle
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uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
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// Vertex of the triangle
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Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
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// Material of the object
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int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
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WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
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if(mat.illum != 4)
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return;
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if(mat.dissolve == 0.0)
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ignoreIntersectionEXT();
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else if(rnd(prd.seed) > mat.dissolve)
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ignoreIntersectionEXT();
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}
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