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:
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6 changed files with 70 additions and 134 deletions
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@ -1,35 +1,25 @@
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// Payload declared here so the WGSL assembler sees it before raygen
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// Sponza closest-hit (runs in SHADE). In the wavefront model the lighting
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// (the assembler concatenates closesthit/anyhit/miss BEFORE raygen).
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// + shadow trace that used to live in raygen happens here: gather surface
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// data, accumulate ambient, and emit a shadow ray toward the sun carrying
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// the pending direct contribution. The shadow ray's miss adds that
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// contribution (sun visible); its hit adds nothing (occluded), since
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// RT_FLAG_SKIP_CLOSEST_HIT suppresses closesthit on the shadow ray.
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//
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//
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// WGSL forbids cycles in the function call graph, so closesthit_main
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// Payload declared here so the assembler sees it before wfPayload / SHADE.
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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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struct Payload {
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color: vec3<f32>,
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color: vec3<f32>, // shadow ray: pending albedo·sun·nDotL
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shadowRay: u32,
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shadowRay: u32, // 0 primary, 1 shadow
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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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};
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// User-bound resources at group(2). Matches the UICustomBinding span the
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// User resources at @group(3) (0..2 are the wavefront pipeline's reserved
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// host hands to PipelineRTWebGPU::Init.
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// groups). binding 0 albedo array, 1 sampler, 2 camera (raygen only).
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// binding 0 — albedo texture_2d_array, one layer per Sponza material
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@group(3) @binding(0) var albedos : texture_2d_array<f32>;
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// binding 1 — sampler (linear clamp)
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@group(3) @binding(1) var samp : sampler;
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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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const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(-0.35, 1.00, -0.20);
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@group(2) @binding(1) var samp : sampler;
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const SUN_COLOR: vec3<f32> = vec3<f32>( 1.10, 1.00, 0.85);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>( 0.18, 0.20, 0.28);
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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_STRIDE_U32: u32 = 12u;
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const ATTRIB_NORMAL_OFFSET: u32 = 0u;
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const ATTRIB_NORMAL_OFFSET: u32 = 0u;
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const ATTRIB_UV_OFFSET: u32 = 8u;
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const ATTRIB_UV_OFFSET: u32 = 8u;
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@ -52,7 +42,6 @@ fn fetchNormal(meshRec: MeshRecord, vertexIdx: u32) -> vec3<f32> {
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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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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 meshIdx = tlasEntries[hit.instanceId].blasMeshIdx;
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let meshRec = meshRecords[meshIdx];
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let meshRec = meshRecords[meshIdx];
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let baseIdx = meshRec.indexOffset + hit.primitiveId * 3u;
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let baseIdx = meshRec.indexOffset + hit.primitiveId * 3u;
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@ -61,19 +50,14 @@ fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>)
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let i2 = indices[baseIdx + 2u];
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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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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 uv0 = fetchUV(meshRec, i0);
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let uv1 = fetchUV(meshRec, i1);
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let uv1 = fetchUV(meshRec, i1);
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let uv2 = fetchUV(meshRec, i2);
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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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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 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 layer = i32(hit.customIndex);
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let albedo = textureSampleLevel(albedos, samp, uvTiled, layer, 0.0).rgb;
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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 n0 = fetchNormal(meshRec, i0);
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let n1 = fetchNormal(meshRec, i1);
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let n1 = fetchNormal(meshRec, i1);
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let n2 = fetchNormal(meshRec, i2);
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let n2 = fetchNormal(meshRec, i2);
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@ -83,8 +67,23 @@ fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>)
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dot(hit.objectToWorldR1.xyz, nObj),
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dot(hit.objectToWorldR1.xyz, nObj),
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dot(hit.objectToWorldR2.xyz, nObj)));
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dot(hit.objectToWorldR2.xyz, nObj)));
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(*payload).color = albedo;
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// Two-sided: flip the normal toward the camera (Sponza curtains have
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(*payload).worldPos = ray.origin + ray.direction * hit.t;
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// inconsistent winding).
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(*payload).worldNormal = nWorld;
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let nFacing = select(-nWorld, nWorld, dot(nWorld, ray.direction) < 0.0);
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(*payload).hit = 1u;
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let lightDir = normalize(SUN_DIR_TO_LIGHT);
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let nDotL = max(0.0, dot(nFacing, lightDir));
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let worldPos = ray.origin + ray.direction * hit.t;
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// Ambient is unconditional; direct light is gated behind the shadow ray.
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rtAccumulate(albedo * AMBIENT_COLOR);
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if (nDotL > 0.0) {
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let shadowOrigin = worldPos + nFacing * 0.5;
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var sp: Payload;
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sp.color = albedo * SUN_COLOR * nDotL;
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sp.shadowRay = 1u;
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rtEmitRay(shadowOrigin, 0.001, lightDir, 10000.0,
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RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
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0xFFu, 0u, 0u, sp);
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}
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}
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}
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@ -253,10 +253,11 @@ int main() {
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DescriptorHeapWebGPU heap;
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 2, /*buffers*/ 2, /*samplers*/ 2);
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heap.Initialize(/*images*/ 2, /*buffers*/ 2, /*samplers*/ 2);
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std::array<WebGPUShader, 3> shaders {{
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std::array<WebGPUShader, 4> shaders {{
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WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
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WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
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WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
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WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
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WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
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WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
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WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
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}};
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}};
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ShaderBindingTableWebGPU sbt;
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ShaderBindingTableWebGPU sbt;
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sbt.Init(shaders);
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sbt.Init(shaders);
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@ -271,14 +272,15 @@ int main() {
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{ .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 },
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{ .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 },
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}};
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}};
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// Three user bindings at @group(2):
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// Three user bindings at @group(3) (the wavefront pipeline reserves
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// groups 0..2 for WfParams / data heaps / indirect args):
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// binding 0 — albedo texture_2d_array (one layer per material)
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// binding 0 — albedo texture_2d_array (one layer per material)
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// binding 1 — sampler (linear clamp)
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// binding 1 — sampler (linear clamp)
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// binding 2 — Camera storage buffer (host-driven, updated per frame)
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// binding 2 — Camera storage buffer (host-driven, updated per frame)
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std::array<UICustomBinding, 3> bindings {{
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std::array<UICustomBinding, 3> bindings {{
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{ .group = 2, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, ._pad = 0, .pushOffset = 0 },
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, ._pad = 0, .pushOffset = 0 },
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{ .group = 2, .binding = 1, .kind = UICustomBindingKind::Sampler, ._pad = 0, .pushOffset = 0 },
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{ .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, ._pad = 0, .pushOffset = 0 },
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{ .group = 2, .binding = 2, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
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{ .group = 3, .binding = 2, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 },
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}};
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}};
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PipelineRTWebGPU pipeline;
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PipelineRTWebGPU pipeline;
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@ -367,6 +369,7 @@ int main() {
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RTPass rtPass(&pipeline);
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RTPass rtPass(&pipeline);
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rtPass.handlesPtr = userHandles.data();
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rtPass.handlesPtr = userHandles.data();
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rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
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rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
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rtPass.maxDepth = 2; // primary + shadow
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window.passes.push_back(&rtPass);
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window.passes.push_back(&rtPass);
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// ── Free camera: WASD + mouse-delta look ───────────────────────────
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// ── Free camera: WASD + mouse-delta look ───────────────────────────
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@ -375,9 +378,10 @@ int main() {
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// height, looking +X down the long axis (bbox: X[-1921..1800],
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// height, looking +X down the long axis (bbox: X[-1921..1800],
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// Y[-126..1429], Z[-1183..1105]). The user can fine-tune from there.
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// Y[-126..1429], Z[-1183..1105]). The user can fine-tune from there.
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struct CamState {
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struct CamState {
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Vector<float, 3, 4> position{ -1500.0f, 200.0f, 0.0f };
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// 3/4 view from a corner aimed at the atrium centre.
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float yaw = 0.0f; // radians, around world +Y
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Vector<float, 3, 4> position{ -1400.0f, 700.0f, -600.0f };
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float pitch = 0.0f; // radians, +pitch looks up
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float yaw = 0.405f; // radians, around world +Y
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float pitch = -0.317f; // radians, +pitch looks up
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} cam;
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} cam;
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Input::Map inputMap;
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Input::Map inputMap;
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@ -1,16 +1,12 @@
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// Sponza miss (runs in SHADE). Primary miss → two-stop sky gradient.
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// Shadow miss → the sun is unoccluded, so add the pending direct term.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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if ((*payload).shadowRay == 1u) {
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if ((*payload).shadowRay == 1u) {
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// Shadow ray escaped to infinity — the sun is visible from the
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rtAccumulate((*payload).color);
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// origin, so the surface there should pick up full direct light.
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// raygen reads color.x as the visibility coefficient.
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(*payload).color = vec3<f32>(1.0);
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return;
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return;
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}
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}
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// Primary miss: cheap two-stop sky gradient. (*payload).hit stays 0
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// so raygen knows to skip the lighting path and just use this color.
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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let sky = vec3<f32>(0.45, 0.65, 0.95);
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let sky = vec3<f32>(0.45, 0.65, 0.95);
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let zenith = vec3<f32>(0.95, 0.85, 0.65);
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let zenith = vec3<f32>(0.95, 0.85, 0.65);
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(*payload).color = mix(sky, zenith, t);
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rtAccumulate(mix(sky, zenith, t));
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}
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}
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@ -82,6 +82,7 @@ extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> a
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cfg.files.emplace_back(fs::path("raygen.wgsl"));
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cfg.files.emplace_back(fs::path("raygen.wgsl"));
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cfg.files.emplace_back(fs::path("closesthit.wgsl"));
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cfg.files.emplace_back(fs::path("closesthit.wgsl"));
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cfg.files.emplace_back(fs::path("miss.wgsl"));
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cfg.files.emplace_back(fs::path("miss.wgsl"));
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cfg.files.emplace_back(fs::path("resolve.wgsl"));
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EnableWasiBrowserRuntime(cfg);
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EnableWasiBrowserRuntime(cfg);
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} else {
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} else {
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cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);
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cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);
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// WebGPU raygen. Camera state comes from the host every frame via a
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// Sponza raygen (runs in GENERATE). Emits the pixel's primary ray; all
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// storage buffer bound at @group(2) @binding(2); main.cpp drives that
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// shading + the shadow trace now happen in SHADE (closesthit/miss). Camera
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// from WASD + mouse-delta through Crafter::Input.
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// state comes from the host each frame via a storage buffer at
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//
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// @group(3) @binding(2) (groups 0..2 are reserved by the wavefront
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// The shading + shadow trace all happens here because WGSL forbids
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// pipeline). main.cpp drives it from WASD + mouse-delta.
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// recursive function call graphs — closesthit_main can't call traceRay
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// (that would loop closesthit → traceRay → runClosestHit → closesthit).
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// Raygen is the entry point and not called by anyone, so it can call
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// traceRay twice (once primary, once shadow) without forming a cycle.
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struct Camera {
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struct Camera {
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origin: vec3<f32>,
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origin: vec3<f32>,
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@ -18,92 +14,25 @@ struct Camera {
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forward: vec3<f32>,
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forward: vec3<f32>,
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pad1: f32,
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pad1: f32,
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};
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};
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@group(2) @binding(2) var<storage, read> camera : Camera;
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@group(3) @binding(2) var<storage, read> camera : Camera;
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// Sun coming through Sponza's open roof. Y is up; this points "down and
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// slightly along +X" so the light grazes the colonnades on one side.
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const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(-0.35, 1.00, -0.20);
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const SUN_COLOR: vec3<f32> = vec3<f32>( 1.10, 1.00, 0.85);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>( 0.18, 0.20, 0.28);
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fn raygen_main(gid: vec3<u32>) {
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fn raygen_main(gid: vec3<u32>) {
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if (gid.x >= hdr.surfaceW || gid.y >= hdr.surfaceH) { return; }
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if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
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let pixel = vec2<f32>(f32(gid.x), f32(gid.y));
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let pixel = vec2<f32>(f32(gid.x), f32(gid.y));
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let resolution = vec2<f32>(f32(hdr.surfaceW), f32(hdr.surfaceH));
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let resolution = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
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let uv = (pixel + vec2<f32>(0.5)) / resolution;
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let uv = (pixel + vec2<f32>(0.5)) / resolution;
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let ndc = uv * 2.0 - vec2<f32>(1.0);
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let ndc = uv * 2.0 - vec2<f32>(1.0);
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// Pinhole camera reconstructed from the host basis. ndc.x runs left-
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// to-right across the screen → +right; ndc.y is top-down so we
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// negate before applying +up.
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let direction = normalize(
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let direction = normalize(
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camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
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camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
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camera.up * (-ndc.y * camera.tanHalf) +
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camera.up * (-ndc.y * camera.tanHalf) +
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camera.forward);
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camera.forward);
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// ── Primary ray ────────────────────────────────────────────────────
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var payload: Payload;
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var payload: Payload;
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payload.color = vec3<f32>(0.0);
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payload.color = vec3<f32>(0.0);
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payload.shadowRay = 0u;
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payload.shadowRay = 0u;
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payload.hit = 0u;
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traceRay(
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rtEmitPrimaryRay(camera.origin, 0.001, direction, 10000.0,
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0u, 0u, 0xFFu,
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0u, 0xFFu, 0u, 0u, payload);
|
||||||
0u, 0u, 0u,
|
|
||||||
camera.origin, 0.001,
|
|
||||||
direction, 10000.0,
|
|
||||||
&payload);
|
|
||||||
|
|
||||||
var finalColor: vec3<f32>;
|
|
||||||
if (payload.hit == 1u) {
|
|
||||||
// Closesthit filled albedo/worldPos/worldNormal. Two-sided
|
|
||||||
// shading: flip the normal toward the camera if we hit the back
|
|
||||||
// face — Sponza's curtains in particular have inconsistent
|
|
||||||
// winding, and without this half the surface would go black.
|
|
||||||
let albedo = payload.color;
|
|
||||||
let nFacing = select(-payload.worldNormal,
|
|
||||||
payload.worldNormal,
|
|
||||||
dot(payload.worldNormal, direction) < 0.0);
|
|
||||||
let lightDir = normalize(SUN_DIR_TO_LIGHT);
|
|
||||||
let nDotL = max(0.0, dot(nFacing, lightDir));
|
|
||||||
|
|
||||||
// ── Shadow ray ────────────────────────────────────────────────
|
|
||||||
// Only worth tracing if the surface faces the sun at all.
|
|
||||||
var visibility = 0.0;
|
|
||||||
if (nDotL > 0.0) {
|
|
||||||
// Normal-offset bias on Sponza's units (~3700 wide atrium)
|
|
||||||
// is hefty; 0.5 keeps the shadow ray clear of the originating
|
|
||||||
// triangle without producing visible "floating" shadows.
|
|
||||||
let shadowOrigin = payload.worldPos + nFacing * 0.5;
|
|
||||||
|
|
||||||
var shadowPayload: Payload;
|
|
||||||
shadowPayload.color = vec3<f32>(0.0); // default: blocked
|
|
||||||
shadowPayload.shadowRay = 1u;
|
|
||||||
shadowPayload.hit = 0u;
|
|
||||||
traceRay(
|
|
||||||
0u,
|
|
||||||
RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
|
|
||||||
0xFFu,
|
|
||||||
0u, 0u, 0u,
|
|
||||||
shadowOrigin, 0.001,
|
|
||||||
lightDir, 10000.0,
|
|
||||||
&shadowPayload);
|
|
||||||
visibility = shadowPayload.color.x;
|
|
||||||
}
|
|
||||||
|
|
||||||
let lit = AMBIENT_COLOR + SUN_COLOR * (nDotL * visibility);
|
|
||||||
finalColor = albedo * lit;
|
|
||||||
} else {
|
|
||||||
// Sky color was filled by miss_main.
|
|
||||||
finalColor = payload.color;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Reinhard tonemap + gamma 2.2 so sun-lit albedos don't clip and
|
|
||||||
// shadow detail stays readable.
|
|
||||||
let mapped = finalColor / (finalColor + vec3<f32>(1.0));
|
|
||||||
let gamma = pow(mapped, vec3<f32>(1.0 / 2.2));
|
|
||||||
textureStore(outImage,
|
|
||||||
vec2<i32>(i32(gid.x), i32(gid.y)),
|
|
||||||
vec4<f32>(gamma, 1.0));
|
|
||||||
}
|
}
|
||||||
|
|
|
||||||
7
examples/Sponza/resolve.wgsl
Normal file
7
examples/Sponza/resolve.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
// Sponza RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
|
||||||
|
// accumulator — matches the tonemap the megakernel raygen applied inline.
|
||||||
|
fn resolve_main(coord: vec2<u32>, hdr: vec4<f32>) -> vec4<f32> {
|
||||||
|
let mapped = hdr.rgb / (hdr.rgb + vec3<f32>(1.0));
|
||||||
|
let g = pow(mapped, vec3<f32>(1.0 / 2.2));
|
||||||
|
return vec4<f32>(g, 1.0);
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue