@@ -38,7 +38,7 @@ const wchar_t* D3D12RaytracingSakuraForestSER::c_floorClosestHitShaderName = L"F
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const wchar_t * D3D12RaytracingSakuraForestSER::c_trunkClosestHitShaderName = L" TrunkClosestHitShader" ;
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const wchar_t * D3D12RaytracingSakuraForestSER::c_leavesClosestHitShaderName = L" LeavesClosestHitShader" ;
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const wchar_t * D3D12RaytracingSakuraForestSER::c_bushClosestHitShaderName = L" BushClosestHitShader" ;
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- const wchar_t * D3D12RaytracingSakuraForestSER::c_tcubeClosestHitShaderName = L" TCubeClosestHitShader" ;
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+ const wchar_t * D3D12RaytracingSakuraForestSER::c_refCubeClosestHitShaderName = L" TCubeClosestHitShader" ;
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const wchar_t * D3D12RaytracingSakuraForestSER::c_missShaderName = L" MyMissShader" ;
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#define PRINT (text ) OutputDebugStringA(text);
@@ -227,7 +227,7 @@ void D3D12RaytracingSakuraForestSER::InitializeScene()
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// Initialize the view and projection inverse matrices.
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// m_eye currently at the middle of the forest
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m_eye = { 0 .0f , 2 .2f , -2 .0f , 1 .0f };
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- m_at = { 1 .0f , 1 . 65f , -6 .0f , 1 .0f };
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+ m_at = { 1 .0f , 2 . 5f , -6 .0f , 1 .0f };
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XMVECTOR right = { 1 .0f , 0 .0f , 0 .0f , 0 .0f };
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XMVECTOR direction = XMVector4Normalize (m_at - m_eye);
@@ -596,7 +596,7 @@ void D3D12RaytracingSakuraForestSER::CreateRaytracingPipelineStateObject()
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lib->DefineExport (c_trunkClosestHitShaderName);
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lib->DefineExport (c_leavesClosestHitShaderName);
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lib->DefineExport (c_bushClosestHitShaderName);
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- lib->DefineExport (c_tcubeClosestHitShaderName );
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+ lib->DefineExport (c_refCubeClosestHitShaderName );
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lib->DefineExport (c_missShaderName);
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}
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@@ -623,10 +623,10 @@ void D3D12RaytracingSakuraForestSER::CreateRaytracingPipelineStateObject()
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bushHitGroup->SetHitGroupExport (c_bushHitGroupName);
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bushHitGroup->SetHitGroupType (D3D12_HIT_GROUP_TYPE_TRIANGLES);
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- auto tcubeHitGroup = raytracingPipeline.CreateSubobject <CD3DX12_HIT_GROUP_SUBOBJECT>();
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- tcubeHitGroup ->SetClosestHitShaderImport (c_tcubeClosestHitShaderName );
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- tcubeHitGroup ->SetHitGroupExport (c_reflectiveCubeHitGroupName);
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- tcubeHitGroup ->SetHitGroupType (D3D12_HIT_GROUP_TYPE_TRIANGLES);
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+ auto refCubeHitGroup = raytracingPipeline.CreateSubobject <CD3DX12_HIT_GROUP_SUBOBJECT>();
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+ refCubeHitGroup ->SetClosestHitShaderImport (c_refCubeClosestHitShaderName );
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+ refCubeHitGroup ->SetHitGroupExport (c_reflectiveCubeHitGroupName);
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+ refCubeHitGroup ->SetHitGroupType (D3D12_HIT_GROUP_TYPE_TRIANGLES);
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// Shader config
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// Defines the maximum sizes in bytes for the ray payload and attribute structure.
@@ -1258,7 +1258,7 @@ void D3D12RaytracingSakuraForestSER::BuildShaderTables()
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void * trunkHitGroupShaderIdentifier;
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void * leavesHitGroupShaderIdentifier;
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void * bushHitGroupShaderIdentifier;
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- void * tcubeHitGroupShaderIdentifier ;
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+ void * refCubeHitGroupShaderIdentifier ;
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auto GetShaderIdentifiers = [&](auto * stateObjectProperties)
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{
@@ -1268,7 +1268,7 @@ void D3D12RaytracingSakuraForestSER::BuildShaderTables()
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trunkHitGroupShaderIdentifier = stateObjectProperties->GetShaderIdentifier (c_trunkHitGroupName);
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leavesHitGroupShaderIdentifier = stateObjectProperties->GetShaderIdentifier (c_leavesHitGroupName);
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bushHitGroupShaderIdentifier = stateObjectProperties->GetShaderIdentifier (c_bushHitGroupName);
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- tcubeHitGroupShaderIdentifier = stateObjectProperties->GetShaderIdentifier (c_reflectiveCubeHitGroupName);
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+ refCubeHitGroupShaderIdentifier = stateObjectProperties->GetShaderIdentifier (c_reflectiveCubeHitGroupName);
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};
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// Get shader identifiers.
@@ -1338,7 +1338,7 @@ void D3D12RaytracingSakuraForestSER::BuildShaderTables()
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argument.cb = m_reflectiveCubeCB;
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argument.cb .albedo = XMFLOAT4 (1 .0f , 1 .0f , 1 .0f , 1 .0f );
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argument.cb .materialID = 1 ;
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- hitGroupShaderTable.push_back (ShaderRecord (tcubeHitGroupShaderIdentifier , shaderIdentifierSize, &argument, sizeof (argument)));
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+ hitGroupShaderTable.push_back (ShaderRecord (refCubeHitGroupShaderIdentifier , shaderIdentifierSize, &argument, sizeof (argument)));
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}
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// Tree trunk shader records
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