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// intersection.slang
//TEST:CROSS_COMPILE: -profile sm_6_3 -stage intersection -entry main -target spirv-assembly
struct Sphere
{
float3 position;
float radius;
};
struct SphereHitAttributes
{
float3 normal;
};
bool rayIntersectsSphere(
RayDesc ray,
Sphere sphere,
out float tHit,
out SphereHitAttributes attrs)
{
// HACK: this is obviously incorrect,
// but we just need some code for testing
tHit = sphere.radius;
attrs.normal = sphere.position;
return tHit >= ray.TMin;
}
cbuffer U
{
Sphere gSphere;
}
void main()
{
RayDesc ray;
ray.Origin = ObjectRayOrigin();
ray.Direction = ObjectRayDirection();
ray.TMin = RayTMin();
ray.TMax = RayTCurrent();
float tHit;
SphereHitAttributes attrs;
if(rayIntersectsSphere(ray, gSphere, tHit, attrs))
{
ReportHit(tHit, 0, attrs);
}
}
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