90 lines
3.8 KiB
WebGPU Shading Language
90 lines
3.8 KiB
WebGPU Shading Language
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// Payload declared here so the WGSL assembler sees it before raygen
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// (the assembler concatenates closesthit/anyhit/miss BEFORE raygen).
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//
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// WGSL forbids cycles in the function call graph, so closesthit_main
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// CAN'T call traceRay (that would create closesthit → traceRay →
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// runClosestHit → closesthit). The lighting + shadow trace therefore
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// happens in raygen; closesthit's job is just to gather surface data
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// into the payload.
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//
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// shadowRay = 0 (primary): closesthit fills albedo/worldPos/normal/hit.
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// shadowRay = 1 (shadow): closesthit is skipped (RT_FLAG_SKIP_CLOSEST_HIT),
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// miss flips color to white = "lit".
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struct Payload {
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color: vec3<f32>,
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shadowRay: u32,
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worldPos: vec3<f32>,
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hit: u32,
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worldNormal: vec3<f32>,
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_pad: f32,
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};
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// User-bound resources at group(2). Matches the UICustomBinding span the
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// host hands to PipelineRTWebGPU::Init.
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// binding 0 — albedo texture_2d_array, one layer per Sponza material
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// binding 1 — sampler (linear clamp)
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// binding 2 — camera storage buffer (read by raygen only)
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@group(2) @binding(0) var albedos : texture_2d_array<f32>;
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@group(2) @binding(1) var samp : sampler;
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// VertexNormalTangentUVPacked is `packed` on the outer struct but each
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// inner `Vector<float, N, 4>` is SIMD-aligned to a 16-byte stride. So
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// each vertex is 12 u32 words: normal at 0..2, tangent at 4..6, uv at 8..9.
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const ATTRIB_STRIDE_U32: u32 = 12u;
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const ATTRIB_NORMAL_OFFSET: u32 = 0u;
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const ATTRIB_UV_OFFSET: u32 = 8u;
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fn fetchUV(meshRec: MeshRecord, vertexIdx: u32) -> vec2<f32> {
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let base = meshRec.attribsOffset + vertexIdx * ATTRIB_STRIDE_U32 + ATTRIB_UV_OFFSET;
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return vec2<f32>(
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bitcast<f32>(vertexAttribs[base + 0u]),
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bitcast<f32>(vertexAttribs[base + 1u]),
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);
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}
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fn fetchNormal(meshRec: MeshRecord, vertexIdx: u32) -> vec3<f32> {
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let base = meshRec.attribsOffset + vertexIdx * ATTRIB_STRIDE_U32 + ATTRIB_NORMAL_OFFSET;
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return vec3<f32>(
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bitcast<f32>(vertexAttribs[base + 0u]),
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bitcast<f32>(vertexAttribs[base + 1u]),
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bitcast<f32>(vertexAttribs[base + 2u]),
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);
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}
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fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>) {
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// Resolve hit triangle → 3 vertex indices.
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let meshIdx = tlasEntries[hit.instanceId].blasMeshIdx;
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let meshRec = meshRecords[meshIdx];
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let baseIdx = meshRec.indexOffset + hit.primitiveId * 3u;
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let i0 = indices[baseIdx + 0u];
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let i1 = indices[baseIdx + 1u];
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let i2 = indices[baseIdx + 2u];
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let bary = vec3<f32>(1.0 - hit.attribs.x - hit.attribs.y, hit.attribs.x, hit.attribs.y);
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// Albedo via barycentric UV interpolation.
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let uv0 = fetchUV(meshRec, i0);
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let uv1 = fetchUV(meshRec, i1);
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let uv2 = fetchUV(meshRec, i2);
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let uv = uv0 * bary.x + uv1 * bary.y + uv2 * bary.z;
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// OBJ V is bottom-up; sampler is top-down. fract for manual tiling.
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let uvTiled = vec2<f32>(fract(uv.x), fract(1.0 - uv.y));
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let layer = i32(hit.customIndex);
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let albedo = textureSampleLevel(albedos, samp, uvTiled, layer, 0.0).rgb;
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// World-space smooth shading normal. Multiply through the
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// object-to-world rotation so this stays correct if a future scene
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// rotates instances (Sponza itself is all identities).
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let n0 = fetchNormal(meshRec, i0);
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let n1 = fetchNormal(meshRec, i1);
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let n2 = fetchNormal(meshRec, i2);
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let nObj = normalize(n0 * bary.x + n1 * bary.y + n2 * bary.z);
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let nWorld = normalize(vec3<f32>(
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dot(hit.objectToWorldR0.xyz, nObj),
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dot(hit.objectToWorldR1.xyz, nObj),
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dot(hit.objectToWorldR2.xyz, nObj)));
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(*payload).color = albedo;
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(*payload).worldPos = ray.origin + ray.direction * hit.t;
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(*payload).worldNormal = nWorld;
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(*payload).hit = 1u;
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}
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