Crafter.Graphics/examples/RTVolume/main.cpp

445 lines
21 KiB
C++
Raw Permalink Normal View History

// RTVolume — procedural (AABB) ray tracing on both backends. Demonstrates
// the two features this example was written to exercise:
//
// * VK_GEOMETRY_TYPE_AABBS_KHR — a BLAS built from AABBs
// (Mesh::BuildProcedural) whose surface is supplied by an intersection
// shader (here an analytic raysphere test). The boxes are unit cubes
// [-1,1]^3; the intersection shader turns each into a sphere.
//
// * any-hit — the spheres are registered non-opaque, and an any-hit
// shader punches a spherical checkerboard of holes by ignoring the
// intersection for half the cells. Without any-hit the spheres are
// solid; with it you can see the background (and other spheres)
// through the cut-out cells.
//
// A 3×3×3 grid of these procedural spheres is shaded by surface normal +
// a fixed sun. The Vulkan path runs the same scene through hardware RT
// (PROCEDURAL_HIT_GROUP_KHR with GLSL intersection / any-hit shaders, a
// fixed camera in raygen.glsl); the WebGPU path is the software wavefront
// tracer with a host-driven free camera.
#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Math;
import std;
using namespace Crafter;
namespace {
constexpr int kGrid = 3;
constexpr float kSpacing = 3.0f;
}
int main() {
const int instanceCount = kGrid * kGrid * kGrid;
std::println("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
Device::Initialize();
Window window(1280, 720, "RTVolume");
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(/*images*/ 1, /*buffers*/ 1, /*samplers*/ 0);
// Specialization constant: the TLAS slot offset (same pattern as the
// Sponza example). Camera is fixed in raygen.glsl — no user buffers.
VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo raygenSpec = {
.mapEntryCount = 1, .pMapEntries = &raygenEntry,
.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
};
auto imgSlots = descriptorHeap.AllocateImageSlots(1);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
// SBT order fixes the shader indices used by the groups below.
std::array<VulkanShader, 5> shaders {{
{ "raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec },
{ "miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr },
{ "closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr },
{ "anyhit.spv", "main", VK_SHADER_STAGE_ANY_HIT_BIT_KHR, nullptr },
{ "intersection.spv", "main", VK_SHADER_STAGE_INTERSECTION_BIT_KHR, nullptr },
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
// One procedural hit group: closest-hit + any-hit + intersection.
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
.anyHitShader = 3, .intersectionShader = 4,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
// ── One procedural unit-box BLAS, built from a DEVICE buffer the GPU
// writes (issue #37). A compute shader (aabbs.comp.glsl) writes the
// box [-r,r]^3 into a device-local buffer; that buffer is fed straight
// into Mesh::BuildProcedural by device address — no host copy of the
// AABBs. The intersection shader then treats the box as the bounding
// volume of a sphere centred at the object origin. opaque=false so the
// any-hit cut-out runs. ──────────────────────────────────────────────
constexpr std::uint32_t kBoxCount = 1;
VulkanBuffer<RTAabb, false> aabbDevice;
aabbDevice.Resize(
VK_BUFFER_USAGE_2_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR
| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
| VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, kBoxCount);
// The producer reaches its output through a buffer_reference (device
// address pushed below). It binds no heap descriptors, but a
// descriptor-heap compute pipeline still expects a heap bound for its
// push-data path — the render loop binds it every frame, but the init
// command buffer hasn't, so bind it here before dispatching.
{
VkBindHeapInfoEXT resourceHeapInfo {
.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
.heapRange = {
.address = descriptorHeap.resourceHeap[window.currentBuffer].address,
.size = static_cast<std::uint32_t>(descriptorHeap.resourceHeap[window.currentBuffer].size),
},
.reservedRangeOffset = (descriptorHeap.resourceHeap[window.currentBuffer].size - Device::descriptorHeapProperties.minResourceHeapReservedRange) & ~(Device::descriptorHeapProperties.imageDescriptorAlignment - 1),
.reservedRangeSize = Device::descriptorHeapProperties.minResourceHeapReservedRange,
};
Device::vkCmdBindResourceHeapEXT(cmd, &resourceHeapInfo);
}
ComputeShader aabbWriter;
aabbWriter.Load("aabbs.comp.spv");
struct AabbPush { VkDeviceAddress boxes; std::uint32_t count; float time; } push {
aabbDevice.address, kBoxCount, 0.0f };
aabbWriter.Dispatch(cmd, &push, sizeof(push), (kBoxCount + 63) / 64);
// Order the producing writes before the BLAS build reads the buffer.
VkMemoryBarrier aabbBarrier {
.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR,
};
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
0, 1, &aabbBarrier, 0, nullptr, 0, nullptr);
Mesh sphere;
// allowUpdate so the GPU-written boxes can be refit in place each frame
// (the per-frame companion to this build — see the headless
// BLASBuildOptions test for the device-buffer refit path).
sphere.BuildProcedural(aabbDevice.address, kBoxCount, /*opaque*/ false, cmd,
RTBuildOptions{ .allowUpdate = true });
// ── Instance grid. ─────────────────────────────────────────────────
static std::vector<RenderingElement3D> renderers;
renderers.reserve(static_cast<std::size_t>(instanceCount));
const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
for (int x = 0; x < kGrid; ++x)
for (int y = 0; y < kGrid; ++y)
for (int z = 0; z < kGrid; ++z) {
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
auto& tx = r.instance.transform.matrix;
tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing;
tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
r.instance.mask = 0xFF;
r.instance.instanceShaderBindingTableRecordOffset = 0;
// flags = 0: do NOT force opaque, so the any-hit shader runs.
r.instance.flags = 0;
r.instance.accelerationStructureReference = sphere.blasAddr;
RenderingElement3D::Add(&r);
}
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
RenderingElement3D::BuildTLAS(cmd, f);
}
window.FinishInit();
// Write descriptors: TLAS at bufSlots[0], output image at imgSlots[0].
// Per-frame replicated — same pattern as the Sponza example.
VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
VkImageDescriptorInfoEXT outImgInfos[Window::numFrames];
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
outImgInfos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window.imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
}
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
resources.reserve(Window::numFrames * 2);
destinations.reserve(Window::numFrames * 2);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
});
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &outImgInfos[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.ImageByteOffset(imgSlots.firstElement),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
});
}
Device::vkWriteResourceDescriptorsEXT(Device::device,
static_cast<std::uint32_t>(resources.size()),
resources.data(), destinations.data());
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
descriptorHeap.resourceHeap[f].FlushDevice();
}
window.descriptorHeap = &descriptorHeap;
RTPass rtPass(&pipeline);
window.passes.push_back(&rtPass);
window.Render();
window.StartSync();
return 0;
}
#else
import Crafter.Graphics;
import Crafter.Math;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
namespace {
constexpr int kGrid = 3;
constexpr float kSpacing = 3.0f;
struct CameraGPU {
float origin[3]; float pad0;
float right[3]; float tanHalf;
float up[3]; float aspect;
float forward[3]; float pad1;
};
static_assert(sizeof(CameraGPU) == 64);
}
int main() {
const int instanceCount = kGrid * kGrid * kGrid;
std::println("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
Device::Initialize();
static Window window(1280, 720, "RTVolume");
auto cmd = window.StartInit();
DescriptorHeapWebGPU heap;
heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1);
// SBT order fixes the shader indices used by the groups below.
std::array<WebGPUShader, 6> shaders {{
WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
WebGPUShader(fs::path("anyhit.wgsl"), "anyhit_main", WebGPURTStage::AnyHit),
WebGPUShader(fs::path("intersection.wgsl"), "intersection_main", WebGPURTStage::Intersection),
WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
}};
ShaderBindingTableWebGPU sbt;
sbt.Init(shaders);
std::array<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
// One procedural hit group: closest-hit + any-hit + intersection.
std::array<RTShaderGroup, 1> hitGroups {{ {
.type = RTShaderGroupType::ProceduralHitGroup,
.closestHitShader = 2,
.anyHitShader = 3,
.intersectionShader = 4,
} }};
std::array<UICustomBinding, 1> bindings {{
{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
}};
PipelineRTWebGPU pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
// ── One procedural unit-box BLAS, built from a DEVICE buffer the GPU
// writes (issue #37). A compute shader (aabbs.comp.wgsl) writes the
// box [-r,r]^3 into a device storage buffer; that buffer is fed
// straight into Mesh::BuildProcedural by handle — no host copy of the
// AABBs — and RefitProcedural re-consumes it each frame so the boxes
// can breathe. The intersection shader treats the box as the bounding
// volume of a sphere; opaque=false so the any-hit cut-out runs. ──────
constexpr std::uint32_t kBoxCount = 1;
// worldBounds must enclose every box the producer can write (r ≤ 1.15).
constexpr RTAabb kWorldBounds { .min = {-1.2f, -1.2f, -1.2f}, .max = {1.2f, 1.2f, 1.2f} };
static WebGPUBuffer<RTAabb, false> aabbBuf;
aabbBuf.Create(kBoxCount);
// GPU producer: writes the boxes into aabbBuf. No rayQuery → the storage
// buffer binding lives at group 1.
struct AabbParams { std::uint32_t count; float time; std::uint32_t _0, _1; };
std::array<UICustomBinding, 1> aabbBindings {{
{ .group = 1, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, .pushOffset = 0 },
}};
static PlainComputeShader aabbWriter;
aabbWriter.Load(fs::path("aabbs.comp.wgsl"), sizeof(AabbParams), aabbBindings);
static std::array<std::uint32_t, 1> aabbHandles { aabbBuf.handle };
{
AabbParams params { kBoxCount, 0.0f, 0, 0 };
aabbWriter.Dispatch(&params, sizeof(params), aabbHandles, (kBoxCount + 63u) / 64u);
}
static Mesh sphere;
sphere.BuildProcedural(aabbBuf.handle, kBoxCount, kWorldBounds, /*opaque*/ false, cmd);
// ── Camera buffer + handle array. ─────────────────────────────────
WebGPUBuffer<CameraGPU, true> cameraBuf;
cameraBuf.Create(1);
static std::array<std::uint32_t, 1> userHandles { cameraBuf.handle };
// ── Instance grid. ────────────────────────────────────────────────
static std::vector<RenderingElement3D> renderers;
renderers.reserve(static_cast<std::size_t>(instanceCount));
const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
for (int x = 0; x < kGrid; ++x)
for (int y = 0; y < kGrid; ++y)
for (int z = 0; z < kGrid; ++z) {
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
auto& tx = r.instance.transform.matrix;
tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = origin0 + float(x) * kSpacing;
tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
r.instance.mask = 0xFF;
r.instance.instanceShaderBindingTableRecordOffset = 0;
// flags = 0: do NOT force opaque, so the any-hit shader runs.
r.instance.flags = 0;
r.instance.accelerationStructureReference = sphere.blasAddr;
RenderingElement3D::Add(&r);
}
RenderingElement3D::BuildTLAS(cmd, 0);
window.descriptorHeap = &heap;
window.FinishInit();
RTPass rtPass(&pipeline);
rtPass.handlesPtr = userHandles.data();
rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
rtPass.maxDepth = 1; // primary only
window.passes.push_back(&rtPass);
// ── Free camera framing the grid. ─────────────────────────────────
const float ext = float(kGrid - 1) * kSpacing;
struct CamState {
Vector<float, 3, 4> position;
float yaw;
float pitch;
} cam {
Vector<float, 3, 4>{ ext * 1.1f, ext * 0.8f, ext * 1.6f },
0.0f, 0.0f,
};
{
Vector<float, 3, 4> d { -cam.position.x, -cam.position.y, -cam.position.z };
const float len = std::sqrt(d.x*d.x + d.y*d.y + d.z*d.z);
cam.yaw = std::atan2(d.z, d.x);
cam.pitch = std::asin(d.y / len);
}
Input::Map inputMap;
Input::Action& moveAct = inputMap.AddAction("Move", Input::ActionType::Vector2);
Input::Action& lookAct = inputMap.AddAction("Look", Input::ActionType::Vector2);
moveAct.bindings = { Input::WASDBind{
Key(CrafterKeys::W), Key(CrafterKeys::S), Key(CrafterKeys::A), Key(CrafterKeys::D) } };
lookAct.bindings = { Input::MouseDeltaBind{ 1.0f } };
inputMap.Attach(window);
const float kMoveSpeed = ext * 0.8f + 1.0f;
const float kLookSens = 0.05f;
const float kDt = 1.0f / 60.0f;
EventListener<void> camTick(&window.onBeforeUpdate, [&]() {
inputMap.Tick();
cam.yaw += lookAct.vector2.x * kLookSens;
cam.pitch -= lookAct.vector2.y * kLookSens;
cam.pitch = std::clamp(cam.pitch, -1.55f, 1.55f);
const float cp = std::cos(cam.pitch), sp = std::sin(cam.pitch);
const float cy = std::cos(cam.yaw), sy = std::sin(cam.yaw);
Vector<float, 3, 4> forward { cp * cy, sp, cp * sy };
Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
Vector<float, 3, 4> right { forward.y*worldUp.z - forward.z*worldUp.y,
forward.z*worldUp.x - forward.x*worldUp.z,
forward.x*worldUp.y - forward.y*worldUp.x };
const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
right.x /= rLen; right.y /= rLen; right.z /= rLen;
Vector<float, 3, 4> up { right.y*forward.z - right.z*forward.y,
right.z*forward.x - right.x*forward.z,
right.x*forward.y - right.y*forward.x };
const float dx = moveAct.vector2.x * kMoveSpeed * kDt;
const float dy = moveAct.vector2.y * kMoveSpeed * kDt;
cam.position.x += right.x*dx + forward.x*dy;
cam.position.y += right.y*dx + forward.y*dy;
cam.position.z += right.z*dx + forward.z*dy;
CameraGPU& g = cameraBuf.value[0];
g.origin[0]=cam.position.x; g.origin[1]=cam.position.y; g.origin[2]=cam.position.z; g.pad0=0;
g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z;
g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z;
g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z;
g.aspect = float(window.width) / float(window.height);
g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
g.pad1 = 0;
cameraBuf.FlushDevice();
});
// ── Per-frame procedural refit from the device buffer (issue #37). The
// GPU producer rewrites the breathing box into aabbBuf each frame and
// RefitProcedural re-consumes it by handle — no host copy, and the
// BLAS handle (blasAddr) stays stable so the TLAS instances built
// above keep referencing it. worldBounds is constant so the TLAS need
// not rebuild. ───────────────────────────────────────────────────────
EventListener<void> aabbTick(&window.onBeforeUpdate, [&]() {
static float t = 0.0f;
t += kDt;
AabbParams params { kBoxCount, t, 0, 0 };
aabbWriter.Dispatch(&params, sizeof(params), aabbHandles, (kBoxCount + 63u) / 64u);
sphere.RefitProcedural(aabbBuf.handle, kBoxCount, kWorldBounds);
});
window.Render();
window.StartUpdate();
window.StartSync();
return 0;
}
#endif