fixed descriptors
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14 changed files with 334 additions and 167 deletions
12
examples/VulkanAnimation/closesthit.glsl
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12
examples/VulkanAnimation/closesthit.glsl
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_nonuniform_qualifier : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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hitAttributeEXT vec2 attribs;
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void main()
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{
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const vec3 barycentricCoords = vec3(1.0f - attribs.x - attribs.y, attribs.x, attribs.y);
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hitValue = barycentricCoords;
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}
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128
examples/VulkanAnimation/main.cpp
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128
examples/VulkanAnimation/main.cpp
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#include <vulkan/vulkan.h>
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import Crafter.Graphics;
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using namespace Crafter;
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import std;
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import Crafter.Event;
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import Crafter.Math;
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typedef VulkanShader<"raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, 2, {{{VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR, 0}, {VK_DESCRIPTOR_TYPE_STORAGE_IMAGE, 1}}}> Raygenspv;
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typedef VulkanShader<"closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, 0, {{}}> Closesthitspv;
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typedef VulkanShader<"miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, 0, {{}}> Misspv;
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int main() {
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/*
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This sets up all necessary things and creates the vulkan device.
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This must be called before any vulkan related things.
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Things like VkDevice are static members of the VulkanDevice class.
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*/
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VulkanDevice::CreateDevice();
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Raygenspv::CreateShader();
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Closesthitspv::CreateShader();
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Misspv::CreateShader();
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DescriptorLayoutVulkan<Raygenspv, Closesthitspv, Misspv>::Init();
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PipelineRTVulkan<Raygenspv, Closesthitspv, Misspv, Raygenspv, Closesthitspv, Misspv>::Init();
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DescriptorPool<1, Raygenspv, Closesthitspv, Misspv> pool;
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pool.setsCount = 2;
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pool.BuildPool(0);
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WindowVulkan window(1280, 720, "HelloVulkan");
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/*
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StartInit gives you a VkCommandBuffer to use before the event loop starts
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Use this for inititializing things like textures.
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*/
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VkCommandBuffer cmd = window.StartInit();
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Mesh triangleMesh;
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std::array<Vertex, 3> verts {{{-150, -150, 100}, {0, 150, 100}, {150, -150, 100}}};
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std::array<std::uint32_t, 3> index {{2,1,0}};
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triangleMesh.Build(verts, index, cmd);
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RenderingElement3DVulkan& el = RenderingElement3DVulkan::elements.emplace_back(triangleMesh);
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MatrixRowMajor<float, 4, 3, 1> transform = MatrixRowMajor<float, 4, 3, 1>::Identity();
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std::memcpy(el.instance.transform.matrix, transform.m, sizeof(transform.m));
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RenderingElement3DVulkan::tlases.resize(2);
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window.SetPipelineRT<Raygenspv, Closesthitspv, Misspv, Raygenspv, Closesthitspv, Misspv>();
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window.descriptorsRt = pool.sets;
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RenderingElement3DVulkan::BuildTLAS(cmd, 0);
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VkDescriptorImageInfo imageInfo = {
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.imageView = window.imageViews[0],
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.imageLayout = VK_IMAGE_LAYOUT_GENERAL
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};
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VkWriteDescriptorSetAccelerationStructureKHR writeDescriptorSetAccelerationStructure {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR,
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.accelerationStructureCount = 1,
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.pAccelerationStructures = &RenderingElement3DVulkan::tlases[0].accelerationStructure
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};
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VkWriteDescriptorSet write[2] = {
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.pNext = &writeDescriptorSetAccelerationStructure,
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.dstSet = pool.sets[0],
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.dstBinding = 0,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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},
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstSet = pool.sets[0],
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.dstBinding = 1,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.pImageInfo = &imageInfo
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}
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};
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vkUpdateDescriptorSets(VulkanDevice::device, 2, write, 0, nullptr);
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/*
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FinishInit executes all commands recorded to StartInit.
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This must be called before the the event loops starts if you called StartInit before.
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*/
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window.FinishInit();
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EventListener<VkCommandBuffer> updateListener(&window.onRender, [&](VkCommandBuffer cmd){
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RenderingElement3DVulkan::BuildTLAS(cmd, window.currentBuffer);
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VkDescriptorImageInfo imageInfo = {
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.imageView = window.imageViews[window.currentBuffer],
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.imageLayout = VK_IMAGE_LAYOUT_GENERAL
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};
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VkWriteDescriptorSetAccelerationStructureKHR writeDescriptorSetAccelerationStructure {
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET_ACCELERATION_STRUCTURE_KHR,
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.accelerationStructureCount = 1,
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.pAccelerationStructures = &RenderingElement3DVulkan::tlases[window.currentBuffer].accelerationStructure
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};
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VkWriteDescriptorSet write[2] = {
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.pNext = &writeDescriptorSetAccelerationStructure,
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.dstSet = pool.sets[window.currentBuffer],
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.dstBinding = 0,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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},
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{
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.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
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.dstSet = pool.sets[window.currentBuffer],
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.dstBinding = 1,
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.dstArrayElement = 0,
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.descriptorCount = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.pImageInfo = &imageInfo
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}
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};
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vkUpdateDescriptorSets(VulkanDevice::device, 2, write, 0, nullptr);
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});
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window.Render();
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window.StartUpdate();
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window.StartSync();
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}
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9
examples/VulkanAnimation/miss.glsl
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9
examples/VulkanAnimation/miss.glsl
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#version 460
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#extension GL_EXT_ray_tracing : enable
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main()
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{
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hitValue = vec3(1, 1, 1);
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}
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32
examples/VulkanAnimation/project.json
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32
examples/VulkanAnimation/project.json
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{
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"name": "crafter-graphics",
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"configurations": [
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{
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"name": "executable",
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"implementations": ["main"],
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"dependencies": [
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{
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"path":"../../project.json",
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"configuration":"lib-vulkan-debug"
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}
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],
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"shaders": [
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{
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"path":"raygen.glsl",
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"type": 6,
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"entrypoint":"main"
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},
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{
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"path":"closesthit.glsl",
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"type": 9,
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"entrypoint":"main"
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},
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{
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"path":"miss.glsl",
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"type": 10,
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"entrypoint":"main"
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}
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]
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}
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]
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}
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47
examples/VulkanAnimation/raygen.glsl
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47
examples/VulkanAnimation/raygen.glsl
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#version 460
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#extension GL_EXT_ray_tracing : enable
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#extension GL_EXT_shader_image_load_formatted : enable
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layout(binding = 0, set = 0) uniform accelerationStructureEXT topLevelAS;
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layout(binding = 1, set = 0, rgba8) uniform writeonly image2D image;
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layout(location = 0) rayPayloadEXT vec3 hitValue;
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void main()
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{
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// Pixel coordinates
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uvec2 pixel = gl_LaunchIDEXT.xy;
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uvec2 resolution = gl_LaunchSizeEXT.xy;
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// Normalized coordinates in range [-1, 1]
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vec2 uv = (vec2(pixel) + 0.5) / vec2(resolution);
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vec2 ndc = uv * 2.0 - 1.0;
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// Camera parameters
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vec3 origin = vec3(0.0, 0.0, -300.0);
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float aspect = float(resolution.x) / float(resolution.y);
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float fov = radians(60.0);
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float tanHalfFov = tan(fov * 0.5);
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// Simple pinhole camera facing +Z
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vec3 direction = normalize(vec3(
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ndc.x * aspect * tanHalfFov,
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-ndc.y * tanHalfFov,
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1.0
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));
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traceRayEXT(
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topLevelAS,
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gl_RayFlagsNoneEXT,
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0xff,
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0, 0, 0,
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origin,
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0.001,
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direction,
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10000.0,
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0
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);
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imageStore(image, ivec2(pixel), vec4(hitValue, 1.0));
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}
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