// RTMultiShadow closest-hit (runs in SHADE). The multi-light counterpart // of RTStress: EVERY light emits its own shadow ray from this single // invocation, so several rays for the same pixel resolve in the next SHADE // pass — exactly the contention the atomic rtAccumulate exists for (#30). // Before the atomic accumulator their rtAccumulate calls raced (lost // updates → flickering dark noise); before RTPass::raysPerPixel the extra // rays were silently dropped by the capacity guard. The host sets // raysPerPixel = LIGHT_COUNT so every emit fits the bounce. // // Payload declared here so the assembler sees it before wfPayload / SHADE. struct Payload { color: vec3, // shadow ray: pending direct contribution shadowRay: u32, // 0 primary, 1 shadow }; // Point lights, color premultiplied with intensity; 1/d² falloff at shade // time. Four distinct hues so each occluder casts four separable shadows — // any accumulator race or dropped shadow ray is immediately visible as // noise / a missing color in the overlap regions. const LIGHT_COUNT: u32 = 4u; struct Light { pos: vec3, color: vec3, }; var LIGHTS: array = array( Light(vec3( 14.0, 9.0, 2.0), vec3(250.0, 205.0, 140.0)), // warm white Light(vec3(-13.0, 8.0, 7.0), vec3(235.0, 45.0, 30.0)), // red Light(vec3( 3.0, 8.0, -14.0), vec3( 55.0, 225.0, 105.0)), // green Light(vec3( -5.0, 10.0, 13.0), vec3( 65.0, 105.0, 250.0)), // blue ); const AMBIENT_COLOR: vec3 = vec3(0.030, 0.034, 0.045); // Ground (customIndex 0) is a subtle checker so the colored shadows read; // pillars hash their instance index like RTStress. fn surfaceAlbedo(customIndex: u32, worldPos: vec3) -> vec3 { if (customIndex == 0u) { let cx = u32(floor(worldPos.x * 0.25 + 100.0)); let cz = u32(floor(worldPos.z * 0.25 + 100.0)); return mix(vec3(0.60), vec3(0.76), f32((cx + cz) & 1u)); } let h = customIndex * 2654435761u; return vec3( 0.45 + 0.5 * f32((h >> 0u) & 255u) / 255.0, 0.45 + 0.5 * f32((h >> 8u) & 255u) / 255.0, 0.45 + 0.5 * f32((h >> 16u) & 255u) / 255.0); } fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr) { let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx]; let verts = _rtFetchTri(meshRec, hit.primitiveId); let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0])); let nWorld = normalize(vec3( dot(hit.objectToWorldR0.xyz, nObj), dot(hit.objectToWorldR1.xyz, nObj), dot(hit.objectToWorldR2.xyz, nObj))); let worldPos = ray.origin + ray.direction * hit.t; let nFacing = select(-nWorld, nWorld, dot(nWorld, -ray.direction) > 0.0); let albedo = surfaceAlbedo(hit.customIndex, worldPos); rtAccumulate(albedo * AMBIENT_COLOR); // One shadow ray PER LIGHT from this one closest-hit invocation. All of // them carry the same pixel; the ones that miss (light visible) each // rtAccumulate their light's contribution in the same SHADE pass. let shadowOrigin = worldPos + nFacing * 0.05; for (var i: u32 = 0u; i < LIGHT_COUNT; i = i + 1u) { let toLight = LIGHTS[i].pos - shadowOrigin; let dist = length(toLight); let dir = toLight / dist; let nDotL = dot(nFacing, dir); if (nDotL <= 0.0) { continue; } var sp: Payload; sp.color = albedo * LIGHTS[i].color * (nDotL / (dist * dist)); sp.shadowRay = 1u; // tMax stops at the light so geometry beyond it can't occlude. rtEmitRay(shadowOrigin, 0.01, dir, dist, RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT, 0xFFu, 0u, 0u, sp); } }