WebGPU RT: port Sponza to wavefront (shadow ray in SHADE)

Restructure Sponza for the wavefront model: raygen emits the primary ray;
closesthit (in SHADE) gathers albedo/normal, accumulates ambient, and
emits a shadow ray carrying the pending direct term; miss adds the sky
(primary) or the direct term (shadow miss). resolve.wgsl applies the same
Reinhard+gamma the megakernel raygen did inline. User bindings moved to
group 3 (groups 0..2 reserved). RTPass maxDepth=2.

Renders the atrium correctly through the wavefront pipeline (textures,
two-sided shading, sun+ambient, shadows, tonemap).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-05-31 20:16:04 +00:00
commit 376e66aeed
6 changed files with 70 additions and 134 deletions

View file

@ -82,6 +82,7 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
cfg.files.emplace_back(fs::path("raygen.wgsl"));
cfg.files.emplace_back(fs::path("closesthit.wgsl"));
cfg.files.emplace_back(fs::path("miss.wgsl"));
cfg.files.emplace_back(fs::path("resolve.wgsl"));
EnableWasiBrowserRuntime(cfg);
} else {
cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);