2026-05-31 20:16:04 +00:00
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// Sponza closest-hit (runs in SHADE). In the wavefront model the lighting
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// + shadow trace that used to live in raygen happens here: gather surface
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// data, accumulate ambient, and emit a shadow ray toward the sun carrying
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// the pending direct contribution. The shadow ray's miss adds that
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// contribution (sun visible); its hit adds nothing (occluded), since
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// RT_FLAG_SKIP_CLOSEST_HIT suppresses closesthit on the shadow ray.
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2026-05-19 00:27:09 +02:00
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//
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2026-05-31 20:16:04 +00:00
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// Payload declared here so the assembler sees it before wfPayload / SHADE.
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2026-05-19 00:27:09 +02:00
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struct Payload {
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2026-05-31 20:16:04 +00:00
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color: vec3<f32>, // shadow ray: pending albedo·sun·nDotL
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shadowRay: u32, // 0 primary, 1 shadow
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2026-05-19 00:27:09 +02:00
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};
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2026-05-31 20:16:04 +00:00
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// User resources at @group(3) (0..2 are the wavefront pipeline's reserved
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// groups). binding 0 albedo array, 1 sampler, 2 camera (raygen only).
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@group(3) @binding(0) var albedos : texture_2d_array<f32>;
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@group(3) @binding(1) var samp : sampler;
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const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(-0.35, 1.00, -0.20);
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const SUN_COLOR: vec3<f32> = vec3<f32>( 1.10, 1.00, 0.85);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>( 0.18, 0.20, 0.28);
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2026-05-19 00:27:09 +02:00
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const ATTRIB_STRIDE_U32: u32 = 12u;
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const ATTRIB_NORMAL_OFFSET: u32 = 0u;
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const ATTRIB_UV_OFFSET: u32 = 8u;
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fn fetchUV(meshRec: MeshRecord, vertexIdx: u32) -> vec2<f32> {
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let base = meshRec.attribsOffset + vertexIdx * ATTRIB_STRIDE_U32 + ATTRIB_UV_OFFSET;
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return vec2<f32>(
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bitcast<f32>(vertexAttribs[base + 0u]),
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bitcast<f32>(vertexAttribs[base + 1u]),
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);
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}
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fn fetchNormal(meshRec: MeshRecord, vertexIdx: u32) -> vec3<f32> {
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let base = meshRec.attribsOffset + vertexIdx * ATTRIB_STRIDE_U32 + ATTRIB_NORMAL_OFFSET;
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return vec3<f32>(
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bitcast<f32>(vertexAttribs[base + 0u]),
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bitcast<f32>(vertexAttribs[base + 1u]),
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bitcast<f32>(vertexAttribs[base + 2u]),
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);
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}
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fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>) {
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let meshIdx = tlasEntries[hit.instanceId].blasMeshIdx;
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let meshRec = meshRecords[meshIdx];
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let baseIdx = meshRec.indexOffset + hit.primitiveId * 3u;
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let i0 = indices[baseIdx + 0u];
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let i1 = indices[baseIdx + 1u];
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let i2 = indices[baseIdx + 2u];
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let bary = vec3<f32>(1.0 - hit.attribs.x - hit.attribs.y, hit.attribs.x, hit.attribs.y);
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let uv0 = fetchUV(meshRec, i0);
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let uv1 = fetchUV(meshRec, i1);
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let uv2 = fetchUV(meshRec, i2);
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let uv = uv0 * bary.x + uv1 * bary.y + uv2 * bary.z;
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let uvTiled = vec2<f32>(fract(uv.x), fract(1.0 - uv.y));
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let layer = i32(hit.customIndex);
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let albedo = textureSampleLevel(albedos, samp, uvTiled, layer, 0.0).rgb;
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let n0 = fetchNormal(meshRec, i0);
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let n1 = fetchNormal(meshRec, i1);
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let n2 = fetchNormal(meshRec, i2);
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let nObj = normalize(n0 * bary.x + n1 * bary.y + n2 * bary.z);
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let nWorld = normalize(vec3<f32>(
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dot(hit.objectToWorldR0.xyz, nObj),
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dot(hit.objectToWorldR1.xyz, nObj),
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dot(hit.objectToWorldR2.xyz, nObj)));
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2026-05-31 20:16:04 +00:00
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// Two-sided: flip the normal toward the camera (Sponza curtains have
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// inconsistent winding).
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let nFacing = select(-nWorld, nWorld, dot(nWorld, ray.direction) < 0.0);
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let lightDir = normalize(SUN_DIR_TO_LIGHT);
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let nDotL = max(0.0, dot(nFacing, lightDir));
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let worldPos = ray.origin + ray.direction * hit.t;
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// Ambient is unconditional; direct light is gated behind the shadow ray.
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rtAccumulate(albedo * AMBIENT_COLOR);
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if (nDotL > 0.0) {
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let shadowOrigin = worldPos + nFacing * 0.5;
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var sp: Payload;
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sp.color = albedo * SUN_COLOR * nDotL;
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sp.shadowRay = 1u;
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rtEmitRay(shadowOrigin, 0.001, lightDir, 10000.0,
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RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
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0xFFu, 0u, 0u, sp);
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}
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2026-05-19 00:27:09 +02:00
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}
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