test(webgpu-rt): RTMultiShadow example exercising N shadow rays/pixel/bounce (#30)
Five pillars, four colored point lights; closest-hit emits one shadow ray per light from the same invocation (raysPerPixel = 4, maxDepth = 2), so up to four rays per pixel rtAccumulate in a single SHADE pass — the contention case #30 exists for. Each pillar casts four separable colored shadows; an accumulator race or capacity drop shows as flickering dark noise or a missing shadow color. Two frames a second apart diff at 2 px / 1.85 M (last-ulp CAS ordering), confirming no lost updates. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@ -106,3 +106,15 @@ barrier WebGPU only provides between submits (or between passes), never
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within a single compute pass. WebGPU/DOM only; the same chain is wireable
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on Vulkan today via an offscreen HDR heap image + a composite `RenderPass`
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(the present path records passes generically and barriers between them).
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### [RTMultiShadow](RTMultiShadow/)
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Multi-light shadowing through the wavefront RT pipeline (issue #30). Five
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pillars on a checkered ground, four colored point lights; the closest-hit
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emits one shadow ray **per light** from the same invocation, so up to four
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rays per pixel resolve in a single SHADE pass. Exercises both halves of
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the >1-ray-per-pixel-per-bounce widening: the atomic `rtAccumulate`
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(per-channel f32 CAS — concurrent same-pixel adds don't race) and
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`RTPass::raysPerPixel` (scales the ray/hit/payload buffers so the
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per-light emits aren't capacity-dropped). Any regression shows up as
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flickering dark noise or a missing shadow color in the overlap regions.
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WebGPU/DOM only.
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82
examples/RTMultiShadow/closesthit.wgsl
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82
examples/RTMultiShadow/closesthit.wgsl
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@ -0,0 +1,82 @@
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// RTMultiShadow closest-hit (runs in SHADE). The multi-light counterpart
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// of RTStress: EVERY light emits its own shadow ray from this single
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// invocation, so several rays for the same pixel resolve in the next SHADE
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// pass — exactly the contention the atomic rtAccumulate exists for (#30).
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// Before the atomic accumulator their rtAccumulate calls raced (lost
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// updates → flickering dark noise); before RTPass::raysPerPixel the extra
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// rays were silently dropped by the capacity guard. The host sets
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// raysPerPixel = LIGHT_COUNT so every emit fits the bounce.
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//
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// Payload declared here so the assembler sees it before wfPayload / SHADE.
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struct Payload {
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color: vec3<f32>, // shadow ray: pending direct contribution
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shadowRay: u32, // 0 primary, 1 shadow
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};
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// Point lights, color premultiplied with intensity; 1/d² falloff at shade
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// time. Four distinct hues so each occluder casts four separable shadows —
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// any accumulator race or dropped shadow ray is immediately visible as
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// noise / a missing color in the overlap regions.
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const LIGHT_COUNT: u32 = 4u;
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struct Light {
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pos: vec3<f32>,
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color: vec3<f32>,
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};
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var<private> LIGHTS: array<Light, 4> = array<Light, 4>(
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Light(vec3<f32>( 14.0, 9.0, 2.0), vec3<f32>(250.0, 205.0, 140.0)), // warm white
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Light(vec3<f32>(-13.0, 8.0, 7.0), vec3<f32>(235.0, 45.0, 30.0)), // red
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Light(vec3<f32>( 3.0, 8.0, -14.0), vec3<f32>( 55.0, 225.0, 105.0)), // green
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Light(vec3<f32>( -5.0, 10.0, 13.0), vec3<f32>( 65.0, 105.0, 250.0)), // blue
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);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.030, 0.034, 0.045);
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// Ground (customIndex 0) is a subtle checker so the colored shadows read;
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// pillars hash their instance index like RTStress.
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fn surfaceAlbedo(customIndex: u32, worldPos: vec3<f32>) -> vec3<f32> {
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if (customIndex == 0u) {
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let cx = u32(floor(worldPos.x * 0.25 + 100.0));
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let cz = u32(floor(worldPos.z * 0.25 + 100.0));
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return mix(vec3<f32>(0.60), vec3<f32>(0.76), f32((cx + cz) & 1u));
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}
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let h = customIndex * 2654435761u;
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return vec3<f32>(
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0.45 + 0.5 * f32((h >> 0u) & 255u) / 255.0,
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0.45 + 0.5 * f32((h >> 8u) & 255u) / 255.0,
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0.45 + 0.5 * f32((h >> 16u) & 255u) / 255.0);
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}
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fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>) {
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let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx];
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let verts = _rtFetchTri(meshRec, hit.primitiveId);
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let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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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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let worldPos = ray.origin + ray.direction * hit.t;
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let nFacing = select(-nWorld, nWorld, dot(nWorld, -ray.direction) > 0.0);
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let albedo = surfaceAlbedo(hit.customIndex, worldPos);
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rtAccumulate(albedo * AMBIENT_COLOR);
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// One shadow ray PER LIGHT from this one closest-hit invocation. All of
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// them carry the same pixel; the ones that miss (light visible) each
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// rtAccumulate their light's contribution in the same SHADE pass.
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let shadowOrigin = worldPos + nFacing * 0.05;
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for (var i: u32 = 0u; i < LIGHT_COUNT; i = i + 1u) {
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let toLight = LIGHTS[i].pos - shadowOrigin;
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let dist = length(toLight);
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let dir = toLight / dist;
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let nDotL = dot(nFacing, dir);
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if (nDotL <= 0.0) { continue; }
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var sp: Payload;
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sp.color = albedo * LIGHTS[i].color * (nDotL / (dist * dist));
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sp.shadowRay = 1u;
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// tMax stops at the light so geometry beyond it can't occlude.
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rtEmitRay(shadowOrigin, 0.01, dir, dist,
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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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210
examples/RTMultiShadow/main.cpp
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210
examples/RTMultiShadow/main.cpp
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@ -0,0 +1,210 @@
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// RTMultiShadow — multi-light shadowing through the wavefront RT pipeline
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// (issue #30). Five pillars on a checkered ground, lit by four colored
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// point lights; the closest-hit emits one shadow ray PER LIGHT from the
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// same invocation, so up to four rays per pixel resolve in a single SHADE
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// pass. That requires both halves of #30:
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// - atomic rtAccumulate — the concurrent per-pixel adds don't race;
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// - RTPass::raysPerPixel — the ray/hit/payload buffers hold 4·W·H rays
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// per bounce, so none of the per-light emits get capacity-dropped.
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// Each pillar casting four differently-colored shadows is the visual
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// proof; any lost accumulate (race) or dropped ray (capacity) shows up as
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// flickering dark noise / a missing shadow color.
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//
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// WebGPU/DOM only — the wavefront tracer is the WebGPU software RT path.
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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int main() { return 0; } // native path is hardware RT; out of scope here
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#else
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import Crafter.Graphics;
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import Crafter.Math;
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import Crafter.Event;
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import std;
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using namespace Crafter;
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namespace fs = std::filesystem;
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namespace {
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// Must match LIGHT_COUNT in closesthit.wgsl — it is the raysPerPixel
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// budget the RTPass is configured with.
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constexpr std::uint32_t kLightCount = 4;
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struct CameraGPU {
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float origin[3]; float pad0;
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float right[3]; float tanHalf;
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float up[3]; float aspect;
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float forward[3]; float pad1;
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};
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static_assert(sizeof(CameraGPU) == 64);
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// Axis-aligned box: 8 corners between mn and mx, same winding as the
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// RTStress unit cube.
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std::array<Vector<float, 3, 3>, 8> BoxVerts(float mnx, float mny, float mnz,
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float mxx, float mxy, float mxz) {
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return {{
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{mnx, mny, mnz}, {mxx, mny, mnz}, {mxx, mxy, mnz}, {mnx, mxy, mnz},
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{mnx, mny, mxz}, {mxx, mny, mxz}, {mxx, mxy, mxz}, {mnx, mxy, mxz},
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}};
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}
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// Mesh::Build takes mutable spans, so this can't be constexpr.
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std::array<std::uint32_t, 36> kBoxIndices {{
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0,1,2, 0,2,3, 5,4,7, 5,7,6, 4,0,3, 4,3,7,
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1,5,6, 1,6,2, 4,5,1, 4,1,0, 3,2,6, 3,6,7,
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}};
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}
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int main() {
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std::println("[RTMultiShadow] {} lights, one shadow ray per light per pixel", kLightCount);
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Device::Initialize();
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static Window window(1280, 720, "RTMultiShadow");
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auto cmd = window.StartInit();
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1);
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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("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("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
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}};
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ShaderBindingTableWebGPU sbt;
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sbt.Init(shaders);
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std::array<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
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std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
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std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
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// One user binding: the camera storage buffer at @group(3).
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std::array<UICustomBinding, 1> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 },
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}};
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PipelineRTWebGPU pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings);
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// ── Meshes: a large ground slab and a pillar (origin at its base). ──
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static auto groundVerts = BoxVerts(-30.0f, -1.0f, -30.0f, 30.0f, 0.0f, 30.0f);
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static auto pillarVerts = BoxVerts(-0.8f, 0.0f, -0.8f, 0.8f, 6.0f, 0.8f);
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static Mesh ground, pillar;
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ground.Build(groundVerts, kBoxIndices, cmd);
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pillar.Build(pillarVerts, kBoxIndices, cmd);
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// ── Camera buffer + handle array. ─────────────────────────────────
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WebGPUBuffer<CameraGPU, true> cameraBuf;
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cameraBuf.Create(1);
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static std::array<std::uint32_t, 1> userHandles { cameraBuf.handle };
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// ── Instances: ground (customIndex 0) + five pillars. ─────────────
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struct Placement { float x, z; };
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static constexpr std::array<Placement, 5> kPillars {{
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{ 0.0f, 0.0f }, { 5.0f, 5.0f }, { -5.0f, 5.0f }, { 5.0f, -5.0f }, { -5.0f, -5.0f },
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}};
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static std::vector<RenderingElement3D> renderers;
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renderers.reserve(1 + kPillars.size());
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auto addInstance = [&](std::uint64_t blasAddr, float x, float z) {
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renderers.emplace_back();
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RenderingElement3D& r = renderers.back();
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auto& tx = r.instance.transform.matrix;
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tx[0][0] = 1; tx[0][1] = 0; tx[0][2] = 0; tx[0][3] = x;
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tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = 0;
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tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = z;
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r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
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r.instance.mask = 0xFF;
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r.instance.instanceShaderBindingTableRecordOffset = 0;
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r.instance.flags = kRTGeometryInstanceForceOpaque;
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r.instance.accelerationStructureReference = blasAddr;
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RenderingElement3D::Add(&r);
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};
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addInstance(ground.blasAddr, 0.0f, 0.0f);
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for (const auto& p : kPillars) addInstance(pillar.blasAddr, p.x, p.z);
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RenderingElement3D::BuildTLAS(cmd, 0);
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window.descriptorHeap = &heap;
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window.FinishInit();
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RTPass rtPass(&pipeline);
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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.maxDepth = 2; // primary + shadow
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rtPass.raysPerPixel = kLightCount; // one shadow ray per light per pixel
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window.passes.push_back(&rtPass);
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// ── Free camera framing the pillars from above one corner. ────────
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struct CamState {
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Vector<float, 3, 4> position;
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float yaw;
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float pitch;
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} cam {
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Vector<float, 3, 4>{ 16.0f, 13.0f, 16.0f },
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0.0f, 0.0f,
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};
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{
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// Aim at the scene centre, slightly above the ground.
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Vector<float, 3, 4> d { -cam.position.x, 2.0f - cam.position.y, -cam.position.z };
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const float len = std::sqrt(d.x*d.x + d.y*d.y + d.z*d.z);
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cam.yaw = std::atan2(d.z, d.x);
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cam.pitch = std::asin(d.y / len);
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}
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Input::Map inputMap;
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Input::Action& moveAct = inputMap.AddAction("Move", Input::ActionType::Vector2);
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Input::Action& lookAct = inputMap.AddAction("Look", Input::ActionType::Vector2);
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moveAct.bindings = { Input::WASDBind{
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Key(CrafterKeys::W), Key(CrafterKeys::S), Key(CrafterKeys::A), Key(CrafterKeys::D) } };
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lookAct.bindings = { Input::MouseDeltaBind{ 1.0f } };
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inputMap.Attach(window);
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const float kMoveSpeed = 14.0f;
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const float kLookSens = 0.05f;
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const float kDt = 1.0f / 60.0f;
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static int frames = 0;
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EventListener<void> camTick(&window.onBeforeUpdate, [&]() {
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inputMap.Tick();
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cam.yaw += lookAct.vector2.x * kLookSens;
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cam.pitch -= lookAct.vector2.y * kLookSens;
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cam.pitch = std::clamp(cam.pitch, -1.55f, 1.55f);
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const float cp = std::cos(cam.pitch), sp = std::sin(cam.pitch);
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const float cy = std::cos(cam.yaw), sy = std::sin(cam.yaw);
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Vector<float, 3, 4> forward { cp * cy, sp, cp * sy };
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Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
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Vector<float, 3, 4> right { forward.y*worldUp.z - forward.z*worldUp.y,
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forward.z*worldUp.x - forward.x*worldUp.z,
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forward.x*worldUp.y - forward.y*worldUp.x };
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const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
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right.x /= rLen; right.y /= rLen; right.z /= rLen;
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Vector<float, 3, 4> up { right.y*forward.z - right.z*forward.y,
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right.z*forward.x - right.x*forward.z,
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right.x*forward.y - right.y*forward.x };
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const float dx = moveAct.vector2.x * kMoveSpeed * kDt;
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const float dy = moveAct.vector2.y * kMoveSpeed * kDt;
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cam.position.x += right.x*dx + forward.x*dy;
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cam.position.y += right.y*dx + forward.y*dy;
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cam.position.z += right.z*dx + forward.z*dy;
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CameraGPU& g = cameraBuf.value[0];
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g.origin[0]=cam.position.x; g.origin[1]=cam.position.y; g.origin[2]=cam.position.z; g.pad0=0;
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g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z;
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g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z;
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g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z;
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g.aspect = float(window.width) / float(window.height);
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g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
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g.pad1 = 0;
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cameraBuf.FlushDevice();
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if (++frames >= 60) {
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std::println("[RTMultiShadow] {} lights x {} pillars rendering", kLightCount, kPillars.size());
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frames = 0;
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}
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});
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window.Render();
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window.StartUpdate();
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window.StartSync();
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return 0;
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}
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#endif
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14
examples/RTMultiShadow/miss.wgsl
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14
examples/RTMultiShadow/miss.wgsl
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@ -0,0 +1,14 @@
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// RTMultiShadow miss (runs in SHADE). Shadow miss → that light is visible
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// from the surface, so add its pending contribution; up to LIGHT_COUNT of
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// these resolve for the same pixel in one pass (atomic rtAccumulate, #30).
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// Primary miss → near-black night sky so the colored lighting carries the
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// frame.
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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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rtAccumulate((*payload).color);
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return;
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}
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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rtAccumulate(mix(vec3<f32>(0.010, 0.012, 0.022),
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vec3<f32>(0.030, 0.040, 0.075), t));
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}
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46
examples/RTMultiShadow/project.cpp
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46
examples/RTMultiShadow/project.cpp
Normal file
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@ -0,0 +1,46 @@
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
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using namespace Crafter;
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extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
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bool isWasm = false;
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for (std::string_view a : args) {
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if (a.starts_with("--target=") && a.find("wasm") != std::string_view::npos) {
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isWasm = true;
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break;
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}
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}
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std::vector<std::string> graphicsArgs(args.begin(), args.end());
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Configuration* graphics = LocalProject({
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.projectFile = "../../project.cpp",
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.args = graphicsArgs,
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});
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Configuration cfg;
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||||
cfg.path = "./";
|
||||
cfg.name = "RTMultiShadow";
|
||||
cfg.outputName = "RTMultiShadow";
|
||||
cfg.type = ConfigurationType::Executable;
|
||||
if (isWasm) {
|
||||
cfg.target = "wasm32-wasip1";
|
||||
cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_DOM", ""});
|
||||
cfg.compileFlags.push_back("-msimd128");
|
||||
}
|
||||
ApplyStandardArgs(cfg, args);
|
||||
cfg.dependencies = { graphics };
|
||||
|
||||
std::array<fs::path, 0> ifaces = {};
|
||||
std::array<fs::path, 1> impls = { "main" };
|
||||
cfg.GetInterfacesAndImplementations(ifaces, impls);
|
||||
|
||||
if (isWasm) {
|
||||
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);
|
||||
}
|
||||
return cfg;
|
||||
}
|
||||
35
examples/RTMultiShadow/raygen.wgsl
Normal file
35
examples/RTMultiShadow/raygen.wgsl
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
// RTMultiShadow raygen (runs in GENERATE). Host-driven pinhole camera at
|
||||
// @group(3) (groups 0..2 are reserved by the wavefront pipeline:
|
||||
// 0 = WfParams, 1 = data heaps, 2 = indirect args).
|
||||
struct Camera {
|
||||
origin: vec3<f32>,
|
||||
pad0: f32,
|
||||
right: vec3<f32>,
|
||||
tanHalf: f32,
|
||||
up: vec3<f32>,
|
||||
aspect: f32,
|
||||
forward: vec3<f32>,
|
||||
pad1: f32,
|
||||
};
|
||||
@group(3) @binding(0) var<storage, read> camera : Camera;
|
||||
|
||||
fn raygen_main(gid: vec3<u32>) {
|
||||
if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
|
||||
|
||||
let pixelf = vec2<f32>(f32(gid.x), f32(gid.y));
|
||||
let res = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
|
||||
let uv = (pixelf + vec2<f32>(0.5)) / res;
|
||||
let ndc = uv * 2.0 - vec2<f32>(1.0);
|
||||
|
||||
let direction = normalize(
|
||||
camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
|
||||
camera.up * (-ndc.y * camera.tanHalf) +
|
||||
camera.forward);
|
||||
|
||||
var p: Payload;
|
||||
p.color = vec3<f32>(0.0);
|
||||
p.shadowRay = 0u;
|
||||
|
||||
rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
|
||||
0u, 0xFFu, 0u, 0u, p);
|
||||
}
|
||||
7
examples/RTMultiShadow/resolve.wgsl
Normal file
7
examples/RTMultiShadow/resolve.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
// RTMultiShadow RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the
|
||||
// linear accumulator. Registered as a WebGPURTStage::Resolve shader.
|
||||
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