Crafter.Graphics/examples/RTMultiShadow/closesthit.wgsl

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// 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<f32>, // 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<f32>,
color: vec3<f32>,
};
var<private> LIGHTS: array<Light, 4> = array<Light, 4>(
Light(vec3<f32>( 14.0, 9.0, 2.0), vec3<f32>(250.0, 205.0, 140.0)), // warm white
Light(vec3<f32>(-13.0, 8.0, 7.0), vec3<f32>(235.0, 45.0, 30.0)), // red
Light(vec3<f32>( 3.0, 8.0, -14.0), vec3<f32>( 55.0, 225.0, 105.0)), // green
Light(vec3<f32>( -5.0, 10.0, 13.0), vec3<f32>( 65.0, 105.0, 250.0)), // blue
);
const AMBIENT_COLOR: vec3<f32> = vec3<f32>(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<f32>) -> vec3<f32> {
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<f32>(0.60), vec3<f32>(0.76), f32((cx + cz) & 1u));
}
let h = customIndex * 2654435761u;
return vec3<f32>(
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<function, Payload>) {
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<f32>(
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);
}
}