Properly calling trace function with payload1

This commit is contained in:
mklefrancois 2020-08-31 16:56:39 +02:00
parent 81c26d451f
commit e1dff2a4e7
12 changed files with 478 additions and 12 deletions

View file

@ -3,3 +3,9 @@ struct hitPayload
vec3 hitValue;
uint seed;
};
struct shadowPayload
{
bool isHit;
uint seed;
};

View file

@ -10,7 +10,7 @@ hitAttributeEXT vec2 attribs;
// clang-format off
layout(location = 0) rayPayloadInEXT hitPayload prd;
layout(location = 1) rayPayloadEXT bool isShadowed;
layout(location = 1) rayPayloadEXT shadowPayload prdShadow;
layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
@ -104,7 +104,8 @@ void main()
vec3 origin = gl_WorldRayOriginEXT + gl_WorldRayDirectionEXT * gl_HitTEXT;
vec3 rayDir = L;
uint flags = gl_RayFlagsSkipClosestHitShaderEXT;
isShadowed = true;
prdShadow.isHit = true;
prdShadow.seed = prd.seed;
traceRayEXT(topLevelAS, // acceleration structure
flags, // rayFlags
0xFF, // cullMask
@ -117,8 +118,9 @@ void main()
tMax, // ray max range
1 // payload (location = 1)
);
prd.seed = prdShadow.seed;
if(isShadowed)
if(prdShadow.isHit)
{
attenuation = 0.3;
}

View file

@ -1,9 +1,11 @@
#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_GOOGLE_include_directive : enable
#include "raycommon.glsl"
layout(location = 1) rayPayloadInEXT bool isShadowed;
layout(location = 1) rayPayloadInEXT shadowPayload prd;
void main()
{
isShadowed = false;
prd.isHit = false;
}

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@ -0,0 +1,5 @@
#version 460
#extension GL_GOOGLE_include_directive : enable
#define PAYLOAD_0
#include "raytrace_rahit.glsl"

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@ -0,0 +1,5 @@
#version 460
#extension GL_GOOGLE_include_directive : enable
#define PAYLOAD_1
#include "raytrace_rahit.glsl"

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@ -0,0 +1,45 @@
//#version 460
#extension GL_EXT_ray_tracing : require
#extension GL_EXT_nonuniform_qualifier : enable
#extension GL_EXT_scalar_block_layout : enable
//#extension GL_GOOGLE_include_directive : enable
#include "random.glsl"
#include "raycommon.glsl"
#include "wavefront.glsl"
// clang-format off
#ifdef PAYLOAD_0
layout(location = 0) rayPayloadInEXT hitPayload prd;
#elif defined(PAYLOAD_1)
layout(location = 1) rayPayloadInEXT shadowPayload prd;
#endif
layout(binding = 2, set = 1, scalar) buffer ScnDesc { sceneDesc i[]; } scnDesc;
layout(binding = 4, set = 1) buffer MatIndexColorBuffer { int i[]; } matIndex[];
layout(binding = 5, set = 1, scalar) buffer Vertices { Vertex v[]; } vertices[];
layout(binding = 6, set = 1) buffer Indices { uint i[]; } indices[];
layout(binding = 1, set = 1, scalar) buffer MatColorBufferObject { WaveFrontMaterial m[]; } materials[];
// clang-format on
void main()
{
// Object of this instance
uint objId = scnDesc.i[gl_InstanceID].objId;
// Indices of the triangle
uint ind = indices[nonuniformEXT(objId)].i[3 * gl_PrimitiveID + 0];
// Vertex of the triangle
Vertex v0 = vertices[nonuniformEXT(objId)].v[ind.x];
// Material of the object
int matIdx = matIndex[nonuniformEXT(objId)].i[gl_PrimitiveID];
WaveFrontMaterial mat = materials[nonuniformEXT(objId)].m[matIdx];
if(mat.illum != 4)
return;
if(mat.dissolve == 0.0)
ignoreIntersectionEXT();
else if(rnd(prd.seed) > mat.dissolve)
ignoreIntersectionEXT();
}