#include "Common.hlsl" StructuredBuffer textureIdBuffer : register(t1, space2); StructuredBuffer indexBuffer : register(t1, space3); StructuredBuffer vertexData : register(t1, space4); StructuredBuffer polygonSizeBuffer : register(t1, space5); [shader("anyhit")] void AnyHit(inout HitInfo rayPayload, SimpleBlocksAttributes attrib) { if (rayPayload.hitCount < 0) { // shadow ray rayPayload.hitCount = 0; // TODO: transparent objects should lead to half shadows AcceptHitAndEndSearch(); return; } int instanceId = InstanceID(); int currentTriangle = PrimitiveIndex(); int textureId = 0; int i; for (i = 0; currentTriangle >= 0 && polygonSizeBuffer[i] > 0; i++) { currentTriangle -= polygonSizeBuffer[i]; textureId = textureIdBuffer[i]; } if (polygonSizeBuffer[i] <= 0) { // Could not find geometry index, ignore hit IgnoreHit(); return; } Texture2D texture = textures[textureId]; int index = PrimitiveIndex() * 3; // Bounds check for vertex indices if (indexBuffer[index] < 0 || indexBuffer[index + 1] < 0 || indexBuffer[index + 2] < 0) { IgnoreHit(); return; } VertexData v0 = vertexData[indexBuffer[index]]; VertexData v1 = vertexData[indexBuffer[index + 1]]; VertexData v2 = vertexData[indexBuffer[index + 2]]; float2 texcoord = v0.texcoord * (1 - attrib.bary.x - attrib.bary.y) + v1.texcoord * attrib.bary.x + v2.texcoord * attrib.bary.y; float4 color = texture.SampleLevel(gSampler, texcoord, 0); if (color.w == 0.f) { IgnoreHit(); return; } float distance = RayTCurrent(); bool found = false; for (i = 0; i < rayPayload.hitCount; i++) { if (rayPayload.distance[i] > distance) { found = true; float4 tmpColor = rayPayload.color[i]; rayPayload.color[i] = color; float tmpDistance = rayPayload.distance[i]; rayPayload.distance[i] = distance; int tmpDayLight = rayPayload.dayLight[i]; rayPayload.dayLight[i] = 0xFFFFFF; int tmpDynamicLight = rayPayload.dynamicLight[i]; rayPayload.dynamicLight[i] = 0xFFFFFF; if (color.w == 1.f) { rayPayload.hitCount = i + 1; } else { for (int j = i + 1; j < rayPayload.hitCount + 1 && j < MAX_TRANSPACENT_HITS; j++) { float4 tmpColor2 = rayPayload.color[j]; float tmpDistance2 = rayPayload.distance[j]; int tmpDayLight2 = rayPayload.dayLight[j]; int tmpDynamicLight2 = rayPayload.dynamicLight[j]; rayPayload.color[j] = tmpColor; rayPayload.distance[j] = tmpDistance; rayPayload.dayLight[j] = tmpDayLight; rayPayload.dynamicLight[j] = tmpDynamicLight; tmpColor = tmpColor2; tmpDistance = tmpDistance2; tmpDayLight = tmpDayLight2; tmpDynamicLight = tmpDynamicLight2; } } break; } else { if (rayPayload.color[i].w == 1.f) { found = true; break; } } } if (!found && rayPayload.hitCount < MAX_TRANSPACENT_HITS) { rayPayload.color[rayPayload.hitCount] = color; rayPayload.distance[rayPayload.hitCount] = distance; rayPayload.dayLight[rayPayload.hitCount] = 0xFFFFFF; rayPayload.dynamicLight[rayPayload.hitCount] = 0xFFFFFF; rayPayload.hitCount++; } if (color.w < 1.f) { IgnoreHit(); return; } }