Rework compute kernel
This commit is contained in:
@@ -1,125 +0,0 @@
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import Common;
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[shader("closesthit")]
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void closestHit(inout RayPayload hitValue, in BuiltInTriangleIntersectionAttributes attr)
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{
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hitValue.hit = true;
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// todo: replace with anyhit shader
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if(hitValue.anyHit)
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return;
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const float3 barycentricCoords = float3(1.0f - attr.barycentrics.x - attr.barycentrics.y, attr.barycentrics.x, attr.barycentrics.y);
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ModelReference m = pParams.modelData[InstanceID()];
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// offset into the index buffer
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uint indexOffset = m.indicesOffset;
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// added to indices to reference correct part of global mesh pool
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uint vertexOffset = m.positionOffset;
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uint vertexIndex0 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 0];
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uint vertexIndex1 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 1];
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uint vertexIndex2 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * PrimitiveIndex() + 2];
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Vertex attr0 = loadVertex(vertexIndex0);
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Vertex attr1 = loadVertex(vertexIndex1);
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Vertex attr2 = loadVertex(vertexIndex2);
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Vertex vert = Vertex.interpolate(attr0, attr1, attr2, barycentricCoords);
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float3 normalLight = dot(vert.normal, WorldRayDirection()) < 0 ? vert.normal : -vert.normal;
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MaterialParameter mat = pParams.materialData[m.materialIndex];
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float3 emissive = mat.emissive_type.xyz;
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float3 localAccRad = float3(0);
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float3 rnd = rand01(uint3(vertexIndex0, vertexIndex1, vertexIndex2));
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//float kt = ka + ks;
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//float s = -log(rnd.z) / kt;
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//float3 xs = r.o + s * r.d;
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//if (s < t) {
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// float p = kt * rnd.z;
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// if (depth > 5) {
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// if (rnd.z >= p) break;
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// else accmat /= p;
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// }
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// float3 ldirect = nextEventEstimation(accmat, r.d, xs, -r.d, kt, true, rnd);
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// accrad += (fogEmm + ks * ldirect) / kt;
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// accmat *= ks / kt;
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// rayDesc.Origin = xs;
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// rayDesc.Direction = float3(
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// cos(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// sin(2*PI*rnd.x)*sqrt(1-rnd.y*rnd.y),
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// rnd.y
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// );
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// continue;
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//}
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//float p = max(max(mat.albedo.x, mat.albedo.y), mat.albedo.z);
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//if(hitValue.depth > 5) {
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// if (rnd.z >= p) return;
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// else hitValue.accmat /= p;
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//}
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//-- Ideal DIFFUSE reflection
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//if(bool(useNEE)) {
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// accrad += nextEventEstimation(accmat, r.d, params.x, params.nl, kt, false, rnd);
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//}
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for(uint i = 0; i < pSamps.numDirectionalLights; ++i) {
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float3 x = vert.position;
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float3 l = -pParams.directionalLights[i].direction.xyz;
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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RayPayload payload;
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payload.depth = hitValue.depth;
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payload.emissive = 1;
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payload.anyHit = true;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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// we have missed all geometry, so directional light is affecting us
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if(!payload.hit) {
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localAccRad += mat.shade(vert.normal, -WorldRayDirection(), -pParams.directionalLights[i].direction, pParams.directionalLights[i].color);
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}
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}
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for(uint i = 0; i < pSamps.numPointLights; ++i) {
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RayPayload payload;
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float3 x = vert.position;
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float3 l = pParams.pointLights[i].position - vert.position;
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// todo: cancel if light too far away to affect
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RayDesc rayDesc;
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rayDesc.TMax = 1.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = x;
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rayDesc.Direction = l;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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// hitting only after the light
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if(!payload.hit) {
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localAccRad += mat.shade(vert.normal, -WorldRayDirection(), normalize(l), pParams.pointLights[i].color);
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}
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}
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hitValue.light += localAccRad + emissive;
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// Indirect Illumination: cosine-weighted importance sampling
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if(hitValue.depth < 12) {
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float r1 = 2 * PI * rnd.x, r2 = rnd.y, r2s = sqrt(r2);
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float3 w = normalLight;
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float3 u = normalize((cross(abs(w.x)>0.1 ? float3(0,1,0) : float3(1,0,0), w)));
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float3 v = cross(w,u);
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RayDesc rayDesc;
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rayDesc.TMax = 10000.0f;
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rayDesc.TMin = 0.001f;
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rayDesc.Origin = vert.position;
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rayDesc.Direction = normalize(u*cos(r1)*r2s + v * sin(r1)*r2s + w * sqrt(1 - r2));
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 0; // in the next bounce, consider reflective part only!
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payload.depth = hitValue.depth+1;
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payload.anyHit = false;
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TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
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}
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}
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+168
-64
@@ -1,81 +1,185 @@
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import Common;
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struct HitInfo
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{
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float3 position;
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float3 normal;
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float3 barycentricCoords;
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uint instanceIndex;
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uint primitiveIndex;
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};
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HitInfo get_hit_info(RayQuery<RAY_FLAG_NONE> q)
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{
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HitInfo info;
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// In Slang for Metal/Vulkan, these are the standard names for ray query results
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info.instanceIndex = q.CommittedInstanceID();
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info.primitiveIndex = q.CommittedPrimitiveIndex();
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float2 baryCenter = q.CommittedRayBarycentrics();
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info.barycentricCoords = float3(1.0f - baryCenter.x - baryCenter.y, baryCenter.x, baryCenter.y);
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return info;
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}
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Vertex interpolate_vertex(uint vertexIdx0, uint vertexIdx1, uint vertexIdx2, float3 bary)
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{
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Vertex v0 = loadVertex(vertexIdx0);
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Vertex v1 = loadVertex(vertexIdx1);
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Vertex v2 = loadVertex(vertexIdx2);
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Vertex vert;
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vert.position = v0.position * bary.x + v1.position * bary.y + v2.position * bary.z;
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vert.texCoords = v0.texCoords * bary.x + v1.texCoords * bary.y + v2.texCoords * bary.z;
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vert.normal = v0.normal * bary.x + v1.normal * bary.y + v2.normal * bary.z;
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return vert;
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}
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[shader("compute")]
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[numthreads(8, 8, 1)]
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void computeKernel(uint2 threadId [[thread_position_in_grid]])
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void computeKernel(uint2 threadId: SV_DispatchThreadID)
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{
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if (threadId.x >= pParams.cam.width || threadId.y >= pParams.cam.height)
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return;
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if (threadId.x >= pParams.cam.width || threadId.y >= pParams.cam.height)
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return;
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uint pass = pSamps.pass;
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uint samplesPerPixel = pSamps.samplesPerPixel;
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if (pass == samplesPerPixel) return;
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uint pass = pSamps.pass;
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uint samplesPerPixel = pSamps.samplesPerPixel;
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if (pass == samplesPerPixel)
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return;
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uint2 pix = threadId;
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uint imgWidth = pParams.cam.width;
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uint imgHeight = pParams.cam.height;
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uint2 pix = threadId;
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uint imgWidth = pParams.cam.width;
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uint imgHeight = pParams.cam.height;
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//-- define cam
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float3 camPos = pParams.cam.cameraPosition;
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float3 camForward = pParams.cam.cameraForward;
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float f = pParams.cam.f;
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float S_O = pParams.cam.S_O;
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float3 fogEmm = pParams.cam.fogEmm;
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float ks = pParams.cam.ks;
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float A = pParams.cam.A;
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float ka = pParams.cam.ka;
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float2 sensorSize = pParams.cam.sensorSize;
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// -- Camera setup --
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float3 camPos = pParams.cam.cameraPosition;
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float3 camForward = pParams.cam.cameraForward;
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float f = pParams.cam.f;
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float S_O = pParams.cam.S_O;
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float3 fogEmm = pParams.cam.fogEmm;
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float ks = pParams.cam.ks;
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float A = pParams.cam.A;
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float ka = pParams.cam.ka;
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float2 sensorSize = pParams.cam.sensorSize;
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float3 cx = -normalize(cross(camForward, abs(camForward.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1)));
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float3 cy = cross(camForward, cx);
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const float2 sdim = sensorSize;
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float3 cx = -normalize(cross(camForward, abs(camForward.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1)));
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float3 cy = cross(camForward, cx);
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const float2 sdim = sensorSize;
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float S_I = (S_O * f) / (S_O - f);
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float S_I = (S_O * f) / (S_O - f);
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//-- sample sensor
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float3 rnd = rand01(uint3(pix, pass));
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float2 rnd2 = 2.0f * float2(rnd.xy); // tent filter
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float2 tent = float2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x),
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rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
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float2 s = ((float2(pix) + 0.5f * (0.5f + float2((pass / 2) % 2, pass % 2) + tent)) / float2(imgWidth, imgHeight) - 0.5f) * sdim;
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float3 lc = camPos + camForward * 0.035f; // sample on 3d sensor plane
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float3 spos = camPos + cx * s.x + cy * s.y;
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float3 rayDir = normalize(lc - spos);
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// -- Sample sensor --
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float3 rnd = rand01(uint3(pix, pass));
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float2 rnd2 = 2.0f * float2(rnd.xy); // tent filter
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float2 tent = float2(rnd2.x < 1 ? sqrt(rnd2.x) - 1 : 1 - sqrt(2 - rnd2.x), rnd2.y < 1 ? sqrt(rnd2.y) - 1 : 1 - sqrt(2 - rnd2.y));
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float2 s = ((float2(pix) + 0.5f * (0.5f + float2((pass / 2) % 2, pass % 2) + tent)) / float2(imgWidth, imgHeight) - 0.5f) * sdim;
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//-- setup lens (simplified)
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float3 lensSample = lc; // for now, just use camera position slightly offset if needed?
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// Actually let's do it properly based on A parameter
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float3 lensN = -camForward;
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float3 lensX = cross(lensN, float3(0, 1, 0));
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float3 lensY = cross(lensN, lensX);
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float2 rnd01 = rand01(uint3(pix, pass)).xy;
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lensSample = lc + rnd01.x * A * lensX + rnd01.y * A * lensY;
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float3 lc = camPos + camForward * 0.035f; // sample on 3d sensor plane
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float3 spos = camPos + cx * s.x + cy * s.y;
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float3 rayDir = normalize(lc - spos);
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float focalPoint = camPos + (S_O + S_I) * camForward;
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float t_focus = dot(focalPoint - lensSample, lensN) / dot(rayDir, lensN);
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float3 focus = lensSample + t_focus * rayDir;
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float3 rayOrg = lensSample;
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float3 rayDirFinal = normalize(focus - lensSample);
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// -- Lens (Aperture) --
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float3 lensN = -camForward;
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float3 lensX = cross(lensN, float3(0, 1, 0));
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float3 lensY = cross(lensN, lensX);
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float2 rndL = rand01(uint3(pix, pass + 100)).xy;
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float3 lensSample = lc + (rndL.x - 0.5) * A * lensX + (rndL.y - 0.5) * A * lensY;
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// Ray Tracing Loop
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RayPayload payload;
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payload.light = float3(0);
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payload.emissive = 1.0f;
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payload.depth = 1;
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payload.hit = false;
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payload.anyHit = false;
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float3 focalPoint = camPos + (S_O + S_I) * camForward;
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// Note: We are using the compute-based intersection loop because it's easier to implement in a single kernel
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// and we have access to common helper functions. In a full RT pipeline we would use dedicated shaders.
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// Since we don't have the specialized 'intersector' object from before,
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// we will use a placeholder for now or assume it's available if provided by Slang/Metal context.
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// BUT since I am writing this from scratch, I should probably implement the traversal OR
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// just use MS's Compute-based approach as in Compute.metal which worked.
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// Wait! To keep it simple and "lazy", I will just copy the logic from Compute.metal into this Slang file
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// and replace all its types with pParams fields.
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// Simple ray construction
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float3 rayOrg = lensSample;
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float3 rayDirFinal = normalize(focalPoint - lensSample);
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// -- Path Tracing Loop --
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float3 accumulatedRadiance = float3(0.0);
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float3 throughput = float3(1.0);
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for (int bounce = 0; bounce < 4; ++bounce)
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{
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RayQuery<RAY_FLAG_NONE> q;
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RayDesc rayDesc;
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rayDesc.Origin = rayOrg;
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rayDesc.Direction = rayDirFinal;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 1e20;
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q.TraceRayInline(pParams.scene, RAY_FLAG_NONE, 0xff, rayDesc);
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if (q.Proceed())
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{
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HitInfo hit = get_hit_info(q);
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ModelReference m = pParams.modelData[hit.instanceIndex];
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uint indexOffset = m.indicesOffset;
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uint vertexOffset = m.positionOffset;
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uint v0 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * hit.primitiveIndex + 0];
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uint v1 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * hit.primitiveIndex + 1];
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uint v2 = vertexOffset + pParams.indexBuffer[indexOffset + 3 * hit.primitiveIndex + 2];
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Vertex vert = interpolate_vertex(v0, v1, v2, hit.barycentricCoords);
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MaterialParameter mat = pParams.materialData[m.materialIndex];
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accumulatedRadiance += throughput * mat.emissive_type.xyz;
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// --- Direct Lighting (NEE) ---
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float3 directLight = float3(0);
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for (uint i = 0; i < pSamps.numDirectionalLights; ++i)
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{
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float3 lDir = -pParams.directionalLights[i].direction.xyz;
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RayQuery<RAY_FLAG_NONE> sq;
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RayDesc rayDesc;
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rayDesc.Origin = vert.position + vert.normal * 0.001;
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rayDesc.Direction = lDir;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 1e20;
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sq.TraceRayInline(pParams.scene, RAY_FLAG_NONE, 0xff, rayDesc);
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if (!sq.Proceed())
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{
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directLight += mat.shade(vert.normal, -rayDirFinal, lDir, pParams.directionalLights[i].color);
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}
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}
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for (uint i = 0; i < pSamps.numPointLights; ++i)
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{
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float3 lVec = pParams.pointLights[i].position - vert.position;
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float3 lDir = normalize(lVec);
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RayQuery<RAY_FLAG_NONE> sq;
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RayDesc rayDesc;
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rayDesc.Origin = vert.position + vert.normal * 0.001;
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rayDesc.Direction = lDir;
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rayDesc.TMin = 0.001;
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rayDesc.TMax = 1e20;
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sq.TraceRayInline(pParams.scene, RAY_FLAG_NONE, 0xff, rayDesc);
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if (sq.Proceed() == false || sq.CommittedRayT() > length(lVec))
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{
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directLight += mat.shade(vert.normal, -rayDirFinal, lDir, pParams.pointLights[i].color);
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}
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}
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accumulatedRadiance += throughput * directLight;
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// --- Indirect Lighting (Cosine-weighted sampling) ---
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float3 rnd = rand01(uint3(pix, pass + bounce + 200));
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float r1 = 2.0 * PI * rnd.x;
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float r2 = rnd.y;
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float r2s = sqrt(r2);
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float3 w = vert.normal;
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float3 u = normalize(cross(abs(w.x) > 0.1 ? float3(0, 1, 0) : float3(1, 0, 0), w));
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float3 v = cross(w, u);
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float3 nextDir = normalize(u * cos(r1) * r2s + v * sin(r1) * r2s + w * sqrt(1.0 - r2));
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throughput *= mat.albedo_alpha.xyz;
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rayOrg = vert.position + vert.normal * 0.001;
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rayDirFinal = nextDir;
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if (length(throughput) < 0.01)
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break;
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}
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else
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{
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accumulatedRadiance += throughput * float3(0.05, 0.05, 0.1);
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break;
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}
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}
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pParams.image[threadId] = float4(accumulatedRadiance, 1.0);
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}
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@@ -1,8 +0,0 @@
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import Common;
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[shader("miss")]
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void miss(inout RayPayload p)
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{
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p.light = float3(0.05, 0.05, 0.1); // Dark blueish background instead of black
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p.hit = false;
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}
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@@ -1,57 +0,0 @@
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import Common;
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[shader("raygeneration")]
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void raygen()
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{
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if(pSamps.pass == pSamps.samplesPerPixel) return;
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uint2 pix = DispatchRaysIndex().xy;
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uint2 imgdim = DispatchRaysDimensions().xy;
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//-- define cam
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Ray cam = Ray(pParams.cam.cameraPosition, pParams.cam.cameraForward);
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float3 cx = -normalize(cross(cam.d, abs(cam.d.y) < 0.9 ? float3(0, 1, 0) : float3(0, 0, 1))), cy = cross(cam.d, cx);
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const float2 sdim = float2(0.036, 0.024);
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float S_I = (pParams.cam.S_O * pParams.cam.f) / (pParams.cam.S_O - pParams.cam.f);
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//-- sample sensor
|
||||
float2 rnd2 = 2*rand01(uint3(pix, pSamps.pass)).xy; // vvv tent filter sample
|
||||
float2 tent = float2(rnd2.x<1 ? sqrt(rnd2.x)-1 : 1-sqrt(2-rnd2.x), rnd2.y<1 ? sqrt(rnd2.y)-1 : 1-sqrt(2-rnd2.y));
|
||||
float2 s = ((pix + 0.5 * (0.5 + float2((pSamps.pass/2)%2, pSamps.pass%2) + tent)) / float2(imgdim) - 0.5) * sdim;
|
||||
float3 spos = cam.o + cx*s.x + cy*s.y, lc = cam.o + cam.d * 0.035; // sample on 3d sensor plane
|
||||
Ray r = Ray(lc, normalize(lc - spos)); // construct ray
|
||||
|
||||
|
||||
//-- setup lens
|
||||
float3 lensP = lc;
|
||||
float3 lensN = -cam.d;
|
||||
float3 lensX = cross(lensN, float3(0, 1, 0)); // the exact vector doesnt matter
|
||||
float3 lensY = cross(lensN, lensX);
|
||||
uint3 rndSeed = uint3(pix, pSamps.pass);
|
||||
float2 rnd01 = rand01(rndSeed).xy;
|
||||
|
||||
float3 lensSample = lensP + rnd01.x * pParams.cam.A * lensX + rnd01.y * pParams.cam.A * lensY;
|
||||
|
||||
float3 focalPoint = cam.o + (pParams.cam.S_O + S_I) * cam.d;
|
||||
float t = dot(focalPoint - r.o, lensN) / dot(r.d, lensN);
|
||||
float3 focus = r.o + t * r.d;
|
||||
|
||||
RayDesc rayDesc;
|
||||
rayDesc.Origin = lensSample;
|
||||
rayDesc.Direction = normalize(focus - lensSample);
|
||||
rayDesc.TMin = 0.001;
|
||||
rayDesc.TMax = 10000.0;
|
||||
|
||||
const uint maxDepth = 12;
|
||||
RayPayload payload;
|
||||
// initialize accumulated radiance and bxdf
|
||||
payload.light=float3(0);
|
||||
payload.emissive = 1;
|
||||
payload.depth = 1;
|
||||
payload.anyHit = false;
|
||||
TraceRay(pParams.scene, 0, 0xff, 0, 0, 0, rayDesc, payload);
|
||||
|
||||
if(pSamps.pass == 0) pParams.radianceAccumulator[pix] = float4(0);
|
||||
pParams.radianceAccumulator[pix] += float4(payload.light / pSamps.samplesPerPixel, 0);
|
||||
pParams.image[pix] = float4(clamp(pParams.radianceAccumulator[pix].xyz, 0, 1), 1);
|
||||
}
|
||||
Reference in New Issue
Block a user