diff --git a/README.md b/README.md index 8778c52..ac40143 100644 --- a/README.md +++ b/README.md @@ -22,7 +22,11 @@ The two backends share the same C++ surface for the high-level pieces (`*Vulkan` vs `*WebGPU`) live behind `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM`. Vulkan ray tracing is hardware (`VK_KHR_ray_tracing_pipeline`); WebGPU ray tracing is a library-built software path (BVH + traceRay in a -compute pipeline composed from user-supplied WGSL stages). +compute pipeline composed from user-supplied WGSL stages). The WebGPU +path supports triangle and AABB (procedural, `VK_GEOMETRY_TYPE_AABBS_KHR`) +geometry, closest-hit / miss / any-hit / intersection shaders — see +[examples/RTVolume](examples/RTVolume/README.md) for procedural spheres +shaded through an intersection shader with an any-hit cut-out. > **Native RT status:** reading an acceleration structure through > `VK_EXT_descriptor_heap` currently aborts with `VK_ERROR_DEVICE_LOST` on diff --git a/additional/dom-webgpu.js b/additional/dom-webgpu.js index a15142f..e5fbbd3 100644 --- a/additional/dom-webgpu.js +++ b/additional/dom-webgpu.js @@ -1357,6 +1357,15 @@ struct BVHNode { // per-vertex stride lives in the user's WGSL — the library doesn't store // it because the layout is example-defined (Sponza uses 8 u32 / vertex // for VertexNormalTangentUVPacked). +// +// geomType selects the BLAS primitive kind: 0 = triangles (the default; +// the vertices/indices streams are positions + a triangle index buffer), +// 1 = AABBs (VK_GEOMETRY_TYPE_AABBS_KHR — the vertices stream holds 2 vec3 +// per primitive [min, max] and there are no indices; a registered +// intersection shader determines the hit). opaque is the geometry's opaque +// bit (1 = opaque, no any-hit; 0 = any-hit may run, subject to the ray / +// instance force flags). triangleCount doubles as the AABB primitive count +// for geomType == 1. struct MeshRecord { rootAabbMin: vec3, vertexOffset: u32, @@ -1366,6 +1375,21 @@ struct MeshRecord { primRemapOffset: u32, triangleCount: u32, attribsOffset: u32, + geomType: u32, + opaque: u32, + _padMr0: u32, + _padMr1: u32, +}; + +// Result of an intersection shader (procedural / AABB geometry) and the +// TRACE-stage candidate inspection. hit gates the rest; t is the +// object-space ray parameter; attribs are forwarded to closest-hit / +// any-hit (HitInfo.attribs); hitKind is user-defined (e.g. front/back). +struct IntersectionResult { + hit: bool, + t: f32, + attribs: vec2, + hitKind: u32, }; // Per-instance TLAS record built by the TLAS-build compute pass. @@ -1469,6 +1493,28 @@ fn _rtFetchTri(meshRec: MeshRecord, triIndex: u32) -> array, 3> { ); } +// Fetch one procedural AABB (geomType == 1). The vertices heap stores +// 2 vec3 per primitive [min, max]; vertexOffset is the per-mesh base in +// vec3 units (matching the triangle path's vertexOffset units). +fn _rtFetchAabb(meshRec: MeshRecord, primIndex: u32) -> array, 2> { + let base = (meshRec.vertexOffset + primIndex * 2u) * 3u; + return array, 2>( + vec3(vertices[base + 0u], vertices[base + 1u], vertices[base + 2u]), + vec3(vertices[base + 3u], vertices[base + 4u], vertices[base + 5u]), + ); +} + +// DXR/VK opacity resolution. Ray FORCE flags win, then instance FORCE +// flags, then the geometry's own opaque bit. Non-opaque candidates run +// the any-hit shader during traversal. +fn _rtResolveOpaque(rayFlags: u32, instFlags: u32, geomOpaque: bool) -> bool { + if ((rayFlags & RT_FLAG_OPAQUE) != 0u) { return true; } + if ((rayFlags & RT_FLAG_NO_OPAQUE) != 0u) { return false; } + if ((instFlags & RT_INSTANCE_FORCE_OPAQUE) != 0u) { return true; } + if ((instFlags & RT_INSTANCE_FORCE_NO_OPAQUE) != 0u) { return false; } + return geomOpaque; +} + fn _rtAabb(ro: vec3, invRd: vec3, mn: vec3, mx: vec3, tMax: f32) -> bool { // Reject degenerate (mn > mx) boxes outright. The min(t0,t1)/ // max(t0,t1) trick below silently re-orients an inverted box @@ -1681,9 +1727,41 @@ fn rtEmitRay(origin: vec3, tMin: f32, dir: vec3, tMax: f32, wfPayload[r.payloadSlot] = payload; } -// Opaque-only BLAS descent (no anyhit — TRACE runs zero user code). -fn _rtwTraverseBlas(rayObj: RayDesc, flags: u32, meshRec: MeshRecord, - instanceId: u32, hitGroupBase: u32, +// Inspect one candidate hit: run the any-hit shader for non-opaque +// geometry, commit on accept. Returns 0 = ignored (keep searching, do not +// shrink bestT), 1 = committed (continue traversal with the tighter bestT), +// 2 = end search (committed + terminate). rayWorld is what any-hit sees +// as the ray (world space, matching closest-hit); cand carries the +// object-space hit. When RT_HAS_ANYHIT is false the any-hit call is +// const-folded away and this reduces to a plain commit — so opaque, +// triangle-only scenes keep TRACE's zero-user-code footprint. +fn _rtwCommitCandidate(rayWorld: RayDesc, flags: u32, instFlags: u32, + geomOpaque: bool, hitGroupBase: u32, cand: HitInfo, + payload: ptr, + bestHit: ptr, + bestT: ptr) -> u32 { + let opaque = _rtResolveOpaque(flags, instFlags, geomOpaque); + var verdict = RT_ANYHIT_ACCEPT; + if (RT_HAS_ANYHIT && !opaque) { + verdict = runAnyHit(hitGroupBase, rayWorld, cand, payload); + } + if (verdict == RT_ANYHIT_IGNORE) { return 0u; } + *bestHit = cand; + *bestT = cand.t; + if (verdict == RT_ANYHIT_END_SEARCH) { return 2u; } + if ((flags & RT_FLAG_TERMINATE_ON_FIRST_HIT) != 0u) { return 2u; } + return 1u; +} + +// BLAS descent. Handles both triangle and AABB (procedural) geometry and +// runs the any-hit shader for non-opaque candidates. payload is threaded +// in so any-hit / intersection can read & mutate it (_wfTrace writes it +// back). For opaque triangle-only scenes the user-callback branches +// const-fold out (RT_HAS_ANYHIT / RT_HAS_INTERSECTION both false), leaving +// the original pure-traversal loop. +fn _rtwTraverseBlas(rayObj: RayDesc, rayWorld: RayDesc, flags: u32, instFlags: u32, + meshRec: MeshRecord, instanceId: u32, hitGroupBase: u32, + payload: ptr, bestHit: ptr, bestT: ptr) -> bool { let invD = vec3(1.0) / rayObj.direction; @@ -1698,27 +1776,57 @@ fn _rtwTraverseBlas(rayObj: RayDesc, flags: u32, meshRec: MeshRecord, sp = sp - 1u; nodeRel = stack[sp]; continue; } if (node.primCount > 0u) { - for (var i: u32 = 0u; i < node.primCount; i = i + 1u) { - let triIndex = primRemap[meshRec.primRemapOffset + node.firstChildOrPrim + i]; - let verts = _rtFetchTri(meshRec, triIndex); - let tr = _rtTri(rayObj.origin, rayObj.direction, - verts[0], verts[1], verts[2], rayObj.tMin, *bestT); - if (!tr.hit) { continue; } - let geomNormal = cross(verts[1] - verts[0], verts[2] - verts[0]); - let facing = dot(geomNormal, rayObj.direction); - if ((flags & RT_FLAG_CULL_BACK_FACING_TRIANGLES) != 0u && facing > 0.0) { continue; } - if ((flags & RT_FLAG_CULL_FRONT_FACING_TRIANGLES) != 0u && facing < 0.0) { continue; } - var candidate: HitInfo; - candidate.t = tr.t; - candidate.instanceId = instanceId; - candidate.primitiveId = triIndex; - candidate.hitGroupIndex = hitGroupBase; - candidate.attribs = vec2(tr.u, tr.v); - candidate.objectRayOrigin = rayObj.origin; - candidate.objectRayDirection = rayObj.direction; - *bestHit = candidate; - *bestT = tr.t; - if ((flags & RT_FLAG_TERMINATE_ON_FIRST_HIT) != 0u) { return true; } + if (RT_HAS_INTERSECTION && meshRec.geomType == 1u) { + // ── AABB / procedural geometry (VK_GEOMETRY_TYPE_AABBS) ── + if ((flags & RT_FLAG_SKIP_AABBS) == 0u) { + for (var i: u32 = 0u; i < node.primCount; i = i + 1u) { + let primId = primRemap[meshRec.primRemapOffset + node.firstChildOrPrim + i]; + let box = _rtFetchAabb(meshRec, primId); + if (!_rtAabb(rayObj.origin, invD, box[0], box[1], *bestT)) { continue; } + var iray: RayDesc; + iray.origin = rayObj.origin; iray.tMin = rayObj.tMin; + iray.direction = rayObj.direction; iray.tMax = *bestT; + let ir = runIntersection(hitGroupBase, iray, box[0], box[1], primId); + if (!ir.hit) { continue; } + if (ir.t < rayObj.tMin || ir.t > *bestT) { continue; } + var cand: HitInfo; + cand.t = ir.t; + cand.instanceId = instanceId; + cand.primitiveId = primId; + cand.hitGroupIndex = hitGroupBase; + cand.attribs = ir.attribs; + cand.objectRayOrigin = rayObj.origin; + cand.objectRayDirection = rayObj.direction; + let r = _rtwCommitCandidate(rayWorld, flags, instFlags, + meshRec.opaque != 0u, hitGroupBase, + cand, payload, bestHit, bestT); + if (r == 2u) { return true; } + } + } + } else if ((flags & RT_FLAG_SKIP_TRIANGLES) == 0u) { + for (var i: u32 = 0u; i < node.primCount; i = i + 1u) { + let triIndex = primRemap[meshRec.primRemapOffset + node.firstChildOrPrim + i]; + let verts = _rtFetchTri(meshRec, triIndex); + let tr = _rtTri(rayObj.origin, rayObj.direction, + verts[0], verts[1], verts[2], rayObj.tMin, *bestT); + if (!tr.hit) { continue; } + let geomNormal = cross(verts[1] - verts[0], verts[2] - verts[0]); + let facing = dot(geomNormal, rayObj.direction); + if ((flags & RT_FLAG_CULL_BACK_FACING_TRIANGLES) != 0u && facing > 0.0) { continue; } + if ((flags & RT_FLAG_CULL_FRONT_FACING_TRIANGLES) != 0u && facing < 0.0) { continue; } + var candidate: HitInfo; + candidate.t = tr.t; + candidate.instanceId = instanceId; + candidate.primitiveId = triIndex; + candidate.hitGroupIndex = hitGroupBase; + candidate.attribs = vec2(tr.u, tr.v); + candidate.objectRayOrigin = rayObj.origin; + candidate.objectRayDirection = rayObj.direction; + let r = _rtwCommitCandidate(rayWorld, flags, instFlags, + meshRec.opaque != 0u, hitGroupBase, + candidate, payload, bestHit, bestT); + if (r == 2u) { return true; } + } } if (sp == 0u) { break; } sp = sp - 1u; nodeRel = stack[sp]; continue; @@ -1749,6 +1857,7 @@ fn _rtwTraverseBlas(rayObj: RayDesc, flags: u32, meshRec: MeshRecord, fn _rtwTraverseTlas(rayWorld: RayDesc, flags: u32, cullMask: u32, sbtRecordOffset: u32, + payload: ptr, bestHit: ptr, bestT: ptr) -> bool { let invD = vec3(1.0) / rayWorld.direction; @@ -1793,7 +1902,7 @@ fn _rtwTraverseTlas(rayWorld: RayDesc, flags: u32, cullMask: u32, let hitGroupBase = sbtRecordOffset + hitGroupOffset; let meshRec = meshRecords[inst.blasMeshIdx]; let pre = *bestT; - let endSearch = _rtwTraverseBlas(rayObj, effective, meshRec, i, hitGroupBase, bestHit, bestT); + let endSearch = _rtwTraverseBlas(rayObj, rayWorld, effective, iflags, meshRec, i, hitGroupBase, payload, bestHit, bestT); if ((*bestT) < pre || endSearch) { (*bestHit).objectToWorldR0 = inst.objectToWorldR0; (*bestHit).objectToWorldR1 = inst.objectToWorldR1; @@ -1861,7 +1970,19 @@ fn _wfTrace(i: u32) { var bestHit: HitInfo; bestHit.t = ray.tMax; var bestT = ray.tMax; - _rtwTraverseTlas(rd, ray.flags, ray.cullMask & 0xFFu, ray.sbtRecordOffset, &bestHit, &bestT); + // Any-hit / intersection shaders run inside traversal and may read & + // mutate the payload, so load it here and write it back below. For an + // opaque triangle-only scene both consts are false and the payload + // touch const-folds away — TRACE keeps reading zero user state. + var payload: Payload; + if (RT_HAS_ANYHIT || RT_HAS_INTERSECTION) { + _wfPixel = ray.pixel; + payload = wfPayload[ray.payloadSlot]; + } + _rtwTraverseTlas(rd, ray.flags, ray.cullMask & 0xFFu, ray.sbtRecordOffset, &payload, &bestHit, &bestT); + if (RT_HAS_ANYHIT || RT_HAS_INTERSECTION) { + wfPayload[ray.payloadSlot] = payload; + } var hr: HitResult; if (bestT < ray.tMax) { hr.t = bestHit.t; @@ -1966,7 +2087,10 @@ fn _rqTraverseBlas(rayObj: RayDesc, flags: u32, meshRec: MeshRecord, sp = sp - 1u; nodeRel = stack[sp]; continue; } if (node.primCount > 0u) { - for (var i: u32 = 0u; i < node.primCount; i = i + 1u) { + // rayQuery is triangle-only; AABB (procedural) BLAS need an + // intersection shader the rayQuery path doesn't run, so skip + // their leaves rather than misread the AABB stream as triangles. + for (var i: u32 = 0u; i < node.primCount * select(0u, 1u, meshRec.geomType == 0u); i = i + 1u) { let triIndex = primRemap[meshRec.primRemapOffset + node.firstChildOrPrim + i]; let verts = _rtFetchTri(meshRec, triIndex); let tr = _rtTri(rayObj.origin, rayObj.direction, @@ -2572,7 +2696,7 @@ function rtInit() { rtState.attribsHeap = makeRtHeap(); rtState.meshRecordsCapacity = 16; rtState.meshRecordsBuffer = device.createBuffer({ - size: rtState.meshRecordsCapacity * 48, + size: rtState.meshRecordsCapacity * 64, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC, }); rtState.rtHeader = device.createBuffer({ @@ -2635,12 +2759,12 @@ function rtMeshRecordsEnsure(meshCount) { let cap = rtState.meshRecordsCapacity; while (cap < meshCount) cap *= 2; const ng = device.createBuffer({ - size: cap * 48, + size: cap * 64, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC, }); const enc = device.createCommandEncoder(); enc.copyBufferToBuffer(rtState.meshRecordsBuffer, 0, ng, 0, - rtState.meshRecordsCapacity * 48); + rtState.meshRecordsCapacity * 64); queue.submit([enc.finish()]); rtState.meshRecordsBuffer.destroy(); rtState.meshRecordsBuffer = ng; @@ -2653,9 +2777,11 @@ env.wgpuRegisterMeshBLAS = (minX, minY, minZ, maxX, maxY, maxZ, indicesPtr, indexCount, bvhNodesPtr, bvhNodeCount, primRemapPtr, primRemapCount, - attribsPtr, attribsByteCount) => { + attribsPtr, attribsByteCount, + geomType, opaqueFlag, primCount) => { if (!rtState.vertHeap) rtInit(); - console.log(`[crafter-wgpu] mesh BLAS: bbox=(${minX.toFixed(1)}..${maxX.toFixed(1)}, ${minY.toFixed(1)}..${maxY.toFixed(1)}, ${minZ.toFixed(1)}..${maxZ.toFixed(1)}), ${vertexCount} verts, ${indexCount/3} tris, attribs=${attribsByteCount}B`); + const kind = (geomType === 1) ? `${primCount} aabbs` : `${indexCount/3} tris`; + console.log(`[crafter-wgpu] mesh BLAS: bbox=(${minX.toFixed(1)}..${maxX.toFixed(1)}, ${minY.toFixed(1)}..${maxY.toFixed(1)}, ${minZ.toFixed(1)}..${maxZ.toFixed(1)}), ${vertexCount} verts, ${kind}, opaque=${opaqueFlag}, attribs=${attribsByteCount}B`); const vBytes = vertexCount * 12; const iBytes = indexCount * 4; @@ -2701,8 +2827,8 @@ env.wgpuRegisterMeshBLAS = (minX, minY, minZ, maxX, maxY, maxZ, const handle = rtState.nextMeshHandle++; rtMeshRecordsEnsure(handle + 1); - // Build the MeshRecord (48 bytes) and write it. - const rec = new ArrayBuffer(48); + // Build the MeshRecord (64 bytes) and write it. + const rec = new ArrayBuffer(64); const f32 = new Float32Array(rec); const u32 = new Uint32Array(rec); f32[0] = minX; f32[1] = minY; f32[2] = minZ; @@ -2711,9 +2837,16 @@ env.wgpuRegisterMeshBLAS = (minX, minY, minZ, maxX, maxY, maxZ, u32[7] = iOff; u32[8] = nOff; u32[9] = rOff; - u32[10] = (vertexCount > 0) ? (indexCount / 3) : 0; + // triangleCount field doubles as the primitive count (= AABB count for + // geomType 1). Triangle meshes derive it from the index buffer. + u32[10] = (geomType === 1) ? (primCount >>> 0) + : ((vertexCount > 0) ? (indexCount / 3) : 0); u32[11] = aOff; - queue.writeBuffer(rtState.meshRecordsBuffer, handle * 48, rec); + u32[12] = (geomType === 1) ? 1 : 0; // geomType + u32[13] = opaqueFlag ? 1 : 0; // opaque bit + u32[14] = 0; // _padMr0 + u32[15] = 0; // _padMr1 + queue.writeBuffer(rtState.meshRecordsBuffer, handle * 64, rec); return handle; }; @@ -2924,6 +3057,12 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { + beforeHelpers + "\n" + rtWgslPureHelpers + "\n" + rtWgslWavefrontHelpers + "\n" + afterHelpers; + // When the pipeline registers any-hit / intersection shaders, those run + // inside TRACE and may sample the user's @group(3+) resources — so TRACE + // needs the full user pipeline layout (and its bind groups set at + // dispatch). PipelineRTWebGPU emits this exact marker when so. + const traceHasUser = fullWgsl.includes("@CRAFTER_RT_TRACE_USER = true"); + // Parse user bindings (same wire format as wgpuLoadCustomShader). For // the wavefront RT pipeline, group 0 = WfParams, group 1 = data heaps, // group 2 = indirect args — so user bindings must start at group 3. @@ -3003,11 +3142,14 @@ env.wgpuLoadRTPipeline = (wgslPtr, wgslLen, bindingsPtr, bindingsCount) => { const entry = { genPipe: mk(userLayout, "wfGenerate"), prepPipe: mk(prepLayout, "wfPrep"), - tracePipe: mk(traceLayout, "wfTrace"), + // TRACE gets the user layout only when any-hit / intersection + // shaders run there; otherwise it keeps the minimal params+data + // layout and zero user code (the common opaque-triangle path). + tracePipe: mk(traceHasUser ? userLayout : traceLayout, "wfTrace"), shadePipe: mk(userLayout, "wfShade"), resolvePipe: mk(userLayout, "wfResolve"), paramsBgl, dataBgl, indirectBgl, emptyBgl, userBgls, - byGroup, sortedGroups, + byGroup, sortedGroups, traceHasUser, }; const handle = newHandle(); rtPipelines.set(handle, entry); @@ -3187,6 +3329,9 @@ env.wgpuDispatchRT = (pipelineHandle, pushPtr, pushBytes, p.setPipeline(pipe.tracePipe); p.setBindGroup(0, paramsBg, [slotOff(traceSlot)]); p.setBindGroup(1, dataBg); + // Any-hit / intersection shaders run in TRACE and may read the + // user @group(3+) resources — bind them when present. + if (pipe.traceHasUser) setUser(p); p.dispatchWorkgroupsIndirect(wf.indirect, 0); p.end(); } diff --git a/examples/RTVolume/README.md b/examples/RTVolume/README.md new file mode 100644 index 0000000..2c73e7b --- /dev/null +++ b/examples/RTVolume/README.md @@ -0,0 +1,26 @@ +# RTVolume + +WebGPU software ray tracing of **procedural (AABB) geometry** with an +**any-hit** cut-out — the two features added for issue #13. + +A 3×3×3 grid of unit boxes is registered as an AABB BLAS +(`Mesh::BuildProcedural`, the WebGPU analog of `VK_GEOMETRY_TYPE_AABBS_KHR`). +The hit group is a `RTShaderGroupType::ProceduralHitGroup` carrying: + +- `intersection.wgsl` — analytic ray–sphere test that turns each box into a + radius-1 sphere (runs in TRACE, once per box the ray enters); +- `anyhit.wgsl` — returns `RT_ANYHIT_IGNORE` for half the cells of a + spherical checkerboard, so the ray passes through and the background / + spheres behind show through (the visible proof any-hit runs); +- `closesthit.wgsl` — normal-based Lambert shading, tinted per instance. + +The geometry is registered **non-opaque** and the instances clear their +force-opaque flag, which is what lets the any-hit shader run. Flip the +instance flag to `kRTGeometryInstanceForceOpaque` (or build the mesh with +`opaque = true`) to skip any-hit and see solid spheres. + +WebGPU/DOM only: + +``` +crafter-build --target=wasm32-wasip1 -r +``` diff --git a/examples/RTVolume/anyhit.wgsl b/examples/RTVolume/anyhit.wgsl new file mode 100644 index 0000000..88fc21d --- /dev/null +++ b/examples/RTVolume/anyhit.wgsl @@ -0,0 +1,24 @@ +// RTVolume any-hit shader (runs in TRACE on every candidate sphere hit, +// because the geometry is registered non-opaque). Punches a spherical +// checkerboard of holes: for half the cells it returns RT_ANYHIT_IGNORE, +// so the ray passes straight through and the background / spheres behind +// show through. Returning RT_ANYHIT_ACCEPT keeps the hit. This is the +// visible proof the any-hit path runs — with it the spheres are perforated, +// without it they would be solid. +fn anyhit_main(ray: RayDesc, hit: HitInfo, payload: ptr) -> u32 { + // Object-space hit point on the unit sphere → its normal/direction. + let posObj = hit.objectRayOrigin + hit.objectRayDirection * hit.t; + let n = normalize(posObj); + + let PI = 3.14159265; + let longitude = atan2(n.z, n.x); // [-PI, PI] + let latitude = asin(clamp(n.y, -1.0, 1.0)); // [-PI/2, PI/2] + + let cu = i32(floor((longitude + PI) / PI * 6.0)); + let cv = i32(floor((latitude + PI * 0.5) / PI * 6.0)); + + if (((cu + cv) & 1) == 0) { + return RT_ANYHIT_IGNORE; // cut-out cell — see through + } + return RT_ANYHIT_ACCEPT; +} diff --git a/examples/RTVolume/closesthit.wgsl b/examples/RTVolume/closesthit.wgsl new file mode 100644 index 0000000..4597101 --- /dev/null +++ b/examples/RTVolume/closesthit.wgsl @@ -0,0 +1,37 @@ +// RTVolume closest-hit (runs in SHADE). Shades the procedural sphere by +// its surface normal with a fixed sun + ambient, tinted per instance. +// +// Payload declared here so the assembler sees it before wfPayload / SHADE. +struct Payload { + color: vec3, +}; + +const SUN_DIR_TO_LIGHT: vec3 = vec3(0.40, 0.85, 0.35); +const SUN_COLOR: vec3 = vec3(1.20, 1.10, 0.95); +const AMBIENT_COLOR: vec3 = vec3(0.16, 0.18, 0.24); + +fn instanceAlbedo(i: u32) -> vec3 { + let h = i * 2654435761u; + return vec3( + 0.35 + 0.6 * f32((h >> 0u) & 255u) / 255.0, + 0.35 + 0.6 * f32((h >> 8u) & 255u) / 255.0, + 0.35 + 0.6 * f32((h >> 16u) & 255u) / 255.0); +} + +fn closesthit_main(ray: RayDesc, hit: HitInfo, payload: ptr) { + // Object-space hit point on the unit sphere is its object-space normal. + let posObj = hit.objectRayOrigin + hit.objectRayDirection * hit.t; + let nObj = normalize(posObj); + let nWorld = normalize(vec3( + dot(hit.objectToWorldR0.xyz, nObj), + dot(hit.objectToWorldR1.xyz, nObj), + dot(hit.objectToWorldR2.xyz, nObj))); + + let albedo = instanceAlbedo(hit.customIndex); + let viewDir = -ray.direction; + let nFacing = select(-nWorld, nWorld, dot(nWorld, viewDir) > 0.0); + let sunDir = normalize(SUN_DIR_TO_LIGHT); + let nDotL = max(0.0, dot(nFacing, sunDir)); + + rtAccumulate(albedo * (AMBIENT_COLOR + SUN_COLOR * nDotL)); +} diff --git a/examples/RTVolume/intersection.wgsl b/examples/RTVolume/intersection.wgsl new file mode 100644 index 0000000..1139668 --- /dev/null +++ b/examples/RTVolume/intersection.wgsl @@ -0,0 +1,33 @@ +// RTVolume intersection shader (runs in TRACE, per AABB the ray enters). +// Analytic ray-sphere test: the unit box [-1,1]^3 is treated as the +// bounding volume of a sphere of radius 1 centred at the box centre. The +// ray is in object space and is NOT normalised (it is worldToObject * +// worldRay), so the returned t is directly comparable to the world-space +// ray parameter the tracer commits — solve the quadratic with the general +// a = dot(d,d) form rather than assuming |d| == 1. +fn intersection_main(ray: RayDesc, aabbMin: vec3, aabbMax: vec3, + primitiveId: u32) -> IntersectionResult { + var r: IntersectionResult; + r.hit = false; + + let center = (aabbMin + aabbMax) * 0.5; + let radius = (aabbMax.x - aabbMin.x) * 0.5; + + let oc = ray.origin - center; + let a = dot(ray.direction, ray.direction); + let b = 2.0 * dot(oc, ray.direction); + let c = dot(oc, oc) - radius * radius; + let disc = b * b - 4.0 * a * c; + if (disc < 0.0) { return r; } + + let sq = sqrt(disc); + var t = (-b - sq) / (2.0 * a); // near root + if (t < ray.tMin) { t = (-b + sq) / (2.0 * a); } // fall back to far root + if (t < ray.tMin || t > ray.tMax) { return r; } + + r.hit = true; + r.t = t; + r.attribs = vec2(0.0); + r.hitKind = 0u; + return r; +} diff --git a/examples/RTVolume/main.cpp b/examples/RTVolume/main.cpp new file mode 100644 index 0000000..48cbed2 --- /dev/null +++ b/examples/RTVolume/main.cpp @@ -0,0 +1,199 @@ +// RTVolume — procedural (AABB) ray tracing on the WebGPU wavefront tracer. +// Demonstrates the two features this example was written to exercise: +// +// * VK_GEOMETRY_TYPE_AABBS_KHR equivalent — a BLAS built from AABBs +// (Mesh::BuildProcedural) whose surface is supplied by an intersection +// shader (here an analytic ray–sphere 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 returning +// RT_ANYHIT_IGNORE 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. WebGPU/DOM only — this is the software RT path. + +#ifndef CRAFTER_GRAPHICS_WINDOW_DOM +int main() { return 0; } // native path is hardware RT; out of scope here +#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 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 raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }}; + std::array missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }}; + // One procedural hit group: closest-hit + any-hit + intersection. + std::array hitGroups {{ { + .type = RTShaderGroupType::ProceduralHitGroup, + .closestHitShader = 2, + .anyHitShader = 3, + .intersectionShader = 4, + } }}; + + std::array bindings {{ + { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .pushOffset = 0 }, + }}; + + PipelineRTWebGPU pipeline; + pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings); + + // ── One procedural unit-box BLAS. The intersection shader treats the + // box as the bounding volume of a radius-1 sphere centred at the + // object origin. opaque=false so the any-hit cut-out runs. ───────── + static std::array boxes {{ + { .min = {-1.0f, -1.0f, -1.0f}, .max = {1.0f, 1.0f, 1.0f} }, + }}; + static Mesh sphere; + sphere.BuildProcedural(boxes, /*opaque*/ false, cmd); + + // ── Camera buffer + handle array. ───────────────────────────────── + WebGPUBuffer cameraBuf; + cameraBuf.Create(1); + static std::array userHandles { cameraBuf.handle }; + + // ── Instance grid. ──────────────────────────────────────────────── + static std::vector renderers; + renderers.reserve(static_cast(instanceCount)); + const float origin0 = -0.5f * static_cast(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(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(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 position; + float yaw; + float pitch; + } cam { + Vector{ ext * 1.1f, ext * 0.8f, ext * 1.6f }, + 0.0f, 0.0f, + }; + { + Vector 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 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 forward { cp * cy, sp, cp * sy }; + Vector worldUp { 0.0f, 1.0f, 0.0f }; + Vector 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 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(); + }); + + window.Render(); + window.StartUpdate(); + window.StartSync(); + return 0; +} +#endif diff --git a/examples/RTVolume/miss.wgsl b/examples/RTVolume/miss.wgsl new file mode 100644 index 0000000..533d437 --- /dev/null +++ b/examples/RTVolume/miss.wgsl @@ -0,0 +1,7 @@ +// RTVolume miss (runs in SHADE). Vertical sky gradient — also what shows +// through the any-hit cut-out cells. +fn miss_main(ray: RayDesc, payload: ptr) { + let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0); + rtAccumulate(mix(vec3(0.05, 0.07, 0.12), + vec3(0.45, 0.60, 0.85), t)); +} diff --git a/examples/RTVolume/project.cpp b/examples/RTVolume/project.cpp new file mode 100644 index 0000000..53200c2 --- /dev/null +++ b/examples/RTVolume/project.cpp @@ -0,0 +1,48 @@ +import std; +import Crafter.Build; +namespace fs = std::filesystem; +using namespace Crafter; + +extern "C" Configuration CrafterBuildProject(std::span args) { + bool isWasm = false; + for (std::string_view a : args) { + if (a.starts_with("--target=") && a.find("wasm") != std::string_view::npos) { + isWasm = true; + break; + } + } + + std::vector graphicsArgs(args.begin(), args.end()); + Configuration* graphics = LocalProject({ + .projectFile = "../../project.cpp", + .args = graphicsArgs, + }); + + Configuration cfg; + cfg.path = "./"; + cfg.name = "RTVolume"; + cfg.outputName = "RTVolume"; + 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 ifaces = {}; + std::array impls = { "main" }; + cfg.GetInterfacesAndImplementations(ifaces, impls); + + if (isWasm) { + cfg.files.emplace_back(fs::path("raygen.wgsl")); + cfg.files.emplace_back(fs::path("intersection.wgsl")); + cfg.files.emplace_back(fs::path("anyhit.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; +} diff --git a/examples/RTVolume/raygen.wgsl b/examples/RTVolume/raygen.wgsl new file mode 100644 index 0000000..24fde0d --- /dev/null +++ b/examples/RTVolume/raygen.wgsl @@ -0,0 +1,34 @@ +// RTVolume 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, + pad0: f32, + right: vec3, + tanHalf: f32, + up: vec3, + aspect: f32, + forward: vec3, + pad1: f32, +}; +@group(3) @binding(0) var camera : Camera; + +fn raygen_main(gid: vec3) { + if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; } + + let pixelf = vec2(f32(gid.x), f32(gid.y)); + let res = vec2(f32(wfParams.surfaceW), f32(wfParams.surfaceH)); + let uv = (pixelf + vec2(0.5)) / res; + let ndc = uv * 2.0 - vec2(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(0.0); + + rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0, + 0u, 0xFFu, 0u, 0u, p); +} diff --git a/examples/RTVolume/resolve.wgsl b/examples/RTVolume/resolve.wgsl new file mode 100644 index 0000000..260a033 --- /dev/null +++ b/examples/RTVolume/resolve.wgsl @@ -0,0 +1,7 @@ +// RTVolume RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear +// accumulator. +fn resolve_main(coord: vec2, hdr: vec4) -> vec4 { + let mapped = hdr.rgb / (hdr.rgb + vec3(1.0)); + let g = pow(mapped, vec3(1.0 / 2.2)); + return vec4(g, 1.0); +} diff --git a/implementations/Crafter.Graphics-Mesh-WebGPU.cpp b/implementations/Crafter.Graphics-Mesh-WebGPU.cpp index 2ebd128..69f3c9a 100644 --- a/implementations/Crafter.Graphics-Mesh-WebGPU.cpp +++ b/implementations/Crafter.Graphics-Mesh-WebGPU.cpp @@ -213,6 +213,25 @@ namespace { nodes.emplace_back(); BuildRecursive(0, 0, triCount); } + + // AABB (procedural) geometry: one PrimRef per box, the box itself + // is the primitive bound. The same SAH BVH2 then partitions them. + void BuildFromAabbs(std::span aabbs) { + std::uint32_t count = static_cast(aabbs.size()); + prims.resize(count); + for (std::uint32_t i = 0; i < count; ++i) { + auto& pr = prims[i]; + pr.box.Extend(aabbs[i].min); + pr.box.Extend(aabbs[i].max); + pr.centroid[0] = (pr.box.lo[0] + pr.box.hi[0]) * 0.5f; + pr.centroid[1] = (pr.box.lo[1] + pr.box.hi[1]) * 0.5f; + pr.centroid[2] = (pr.box.lo[2] + pr.box.hi[2]) * 0.5f; + pr.triIndex = i; + } + nodes.reserve(count * 2); + nodes.emplace_back(); + BuildRecursive(0, 0, count); + } }; } @@ -243,7 +262,10 @@ namespace { indices.data(), static_cast(indices.size()), builder.nodes.data(), static_cast(builder.nodes.size()), primRemap.data(), static_cast(primRemap.size()), - attribsBytes.data(), static_cast(attribsBytes.size())); + attribsBytes.data(), static_cast(attribsBytes.size()), + /*geomType*/ 0, + /*opaqueFlag*/ mesh.opaque ? 1 : 0, + /*primCount*/ static_cast(mesh.triangleCount)); } } @@ -273,3 +295,43 @@ void Mesh::Build(const CompressedMeshAsset& asset, BuildBVHAndRegister(*this, vertices, indices, std::span(dataBytes)); } + +void Mesh::BuildProcedural(std::span aabbs, + bool opaque_, + WebGPUCommandEncoderRef /*cmd*/) { + const std::uint32_t count = static_cast(aabbs.size()); + opaque = opaque_; + triangleCount = 0; // not a triangle mesh + vertexCount = count * 2; // 2 "vertices" (min,max) per box + + Builder builder; + builder.BuildFromAabbs(aabbs); + + // The AABB stream is uploaded in *original* primitive order (2 vec3 per + // box). primRemap maps each BVH leaf slot back to its original index, so + // the intersection shader's _rtFetchAabb(meshRec, primId) reads the + // right box — exactly mirroring how the triangle path indexes vertices. + std::vector> boxVerts(count * 2); + for (std::uint32_t i = 0; i < count; ++i) { + boxVerts[i*2 + 0] = Vector{ aabbs[i].min[0], aabbs[i].min[1], aabbs[i].min[2] }; + boxVerts[i*2 + 1] = Vector{ aabbs[i].max[0], aabbs[i].max[1], aabbs[i].max[2] }; + } + + std::vector primRemap(count); + for (std::uint32_t i = 0; i < count; ++i) { + primRemap[i] = builder.prims[i].triIndex; + } + + const BVHNode& root = builder.nodes[0]; + blasAddr = WebGPU::wgpuRegisterMeshBLAS( + root.aabbMin[0], root.aabbMin[1], root.aabbMin[2], + root.aabbMax[0], root.aabbMax[1], root.aabbMax[2], + boxVerts.data(), static_cast(boxVerts.size()), + nullptr, 0, + builder.nodes.data(), static_cast(builder.nodes.size()), + primRemap.data(), static_cast(primRemap.size()), + nullptr, 0, + /*geomType*/ 1, + /*opaqueFlag*/ opaque ? 1 : 0, + /*primCount*/ static_cast(count)); +} diff --git a/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp b/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp index 373249a..27642a5 100644 --- a/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp +++ b/implementations/Crafter.Graphics-PipelineRTWebGPU.cpp @@ -36,6 +36,8 @@ namespace { "fn _crafter_default_anyhit(ray: RayDesc, hit: HitInfo, payload: ptr) -> u32 { return RT_ANYHIT_ACCEPT; }"; constexpr std::string_view kPlaceholderMiss = "fn _crafter_default_miss(ray: RayDesc, payload: ptr) {}"; + constexpr std::string_view kPlaceholderIntersection = + "fn _crafter_default_intersection(ray: RayDesc, aabbMin: vec3, aabbMax: vec3, primitiveId: u32) -> IntersectionResult { var r: IntersectionResult; r.hit = false; return r; }"; void AppendCase(std::string& out, std::uint32_t hitGroupIndex, @@ -60,6 +62,17 @@ namespace { out += entryFn; out += "(ray, hit, payload); }\n"; } + + // intersection has a return type — forwards the AABB args + the result. + void AppendIntersectionCase(std::string& out, + std::uint32_t hitGroupIndex, + std::string_view entryFn) { + out += " case "; + out += std::to_string(hitGroupIndex); + out += "u: { return "; + out += entryFn; + out += "(ray, aabbMin, aabbMax, primitiveId); }\n"; + } } void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/, @@ -150,6 +163,46 @@ void PipelineRTWebGPU::Init(WebGPUCommandEncoderRef /*cmd*/, wgsl += " }\n"; wgsl += "}\n"; + // runIntersection — per-AABB procedural intersection dispatch. For a + // ProceduralHitGroup the intersection shader determines the hit; for + // triangle groups (or groups with no intersection shader) the default + // reports no hit, so the BLAS leaf falls back to the triangle path. + wgsl += "\nfn runIntersection(hg: u32, ray: RayDesc, aabbMin: vec3, aabbMax: vec3, primitiveId: u32) -> IntersectionResult {\n"; + wgsl += " switch hg {\n"; + bool anyIntersection = false; + for (std::uint32_t i = 0; i < hitGroups.size(); ++i) { + const auto& g = hitGroups[i]; + if (g.intersectionShader == kRTShaderUnused) continue; + if (g.intersectionShader >= sbt.shaders.size()) continue; + const auto& fn = sbt.shaders[g.intersectionShader].entryFn; + AppendIntersectionCase(wgsl, i, fn); + anyIntersection = true; + } + if (!anyIntersection) wgsl += " // (no intersection shaders registered)\n"; + wgsl += " default: { }\n"; + wgsl += " }\n"; + wgsl += " var none: IntersectionResult;\n"; + wgsl += " none.hit = false;\n"; + wgsl += " return none;\n"; + wgsl += "}\n"; + + // Trace-time capability flags. The library traversal (injected at the + // marker below) gates its any-hit / intersection callbacks on these + // consts, so a triangle-only opaque scene dead-strips all user code out + // of TRACE and keeps its zero-user-code register footprint. When either + // is set the JS side also gives the TRACE pipeline the user bind-group + // layout (so any-hit / intersection shaders can sample @group(3+) + // resources) — it scans for the exact `@CRAFTER_RT_TRACE_USER` marker. + wgsl += "\nconst RT_HAS_ANYHIT: bool = "; + wgsl += (anyAnyhit ? "true" : "false"); + wgsl += ";\n"; + wgsl += "const RT_HAS_INTERSECTION: bool = "; + wgsl += (anyIntersection ? "true" : "false"); + wgsl += ";\n"; + if (anyAnyhit || anyIntersection) { + wgsl += "// @CRAFTER_RT_TRACE_USER = true\n"; + } + // runResolve — RESOLVE-stage tonemap hook. The first registered // Resolve shader wins; with none, identity passthrough (alpha forced // to 1) so the wavefront output matches a megakernel that wrote raw diff --git a/interfaces/Crafter.Graphics-Mesh.cppm b/interfaces/Crafter.Graphics-Mesh.cppm index 4146912..4bb32b0 100644 --- a/interfaces/Crafter.Graphics-Mesh.cppm +++ b/interfaces/Crafter.Graphics-Mesh.cppm @@ -87,6 +87,17 @@ export namespace Crafter { }; static_assert(sizeof(BVHNode) == 32); + // One procedural primitive's axis-aligned bounding box, in object + // space. The analog of VkAabbPositionsKHR — the BLAS stores these + // instead of triangles and an intersection shader (registered in the + // hit group as a ProceduralHitGroup) reports the actual surface hit + // for each AABB the ray enters. + struct RTAabb { + float min[3]; + float max[3]; + }; + static_assert(sizeof(RTAabb) == 24); + class Mesh { public: // BLAS "handle": opaque identity that goes into @@ -119,6 +130,19 @@ export namespace Crafter { // as `vertexAttribs : array` with a per-mesh u32-word offset. void Build(const ::Crafter::CompressedMeshAsset& asset, WebGPUCommandEncoderRef cmd = 0); + + // Build an AABB (procedural) BLAS from a list of object-space boxes + // — the WebGPU analog of a VK_GEOMETRY_TYPE_AABBS_KHR geometry. The + // hit group bound to instances of this mesh must be a + // ProceduralHitGroup carrying an intersection shader; that shader is + // invoked for each box the ray enters and reports the surface hit. + // `opaque` is the geometry's opaque bit: pass false to let any-hit + // shaders run (the default for procedural geometry, which is usually + // transparent / volumetric). The `cmd` parameter is unused on + // WebGPU — kept for API symmetry with the triangle path. + void BuildProcedural(std::span aabbs, + bool opaque = false, + WebGPUCommandEncoderRef cmd = 0); }; } #endif // CRAFTER_GRAPHICS_WINDOW_DOM diff --git a/interfaces/Crafter.Graphics-RT.cppm b/interfaces/Crafter.Graphics-RT.cppm index 77be96d..8ae8fdd 100644 --- a/interfaces/Crafter.Graphics-RT.cppm +++ b/interfaces/Crafter.Graphics-RT.cppm @@ -60,24 +60,33 @@ export namespace Crafter { inline constexpr std::uint8_t kRTGeometryInstanceForceOpaque = 0x4; inline constexpr std::uint8_t kRTGeometryInstanceForceNoOpaque = 0x8; - // Hit-group identification. Matches VkRayTracingShaderGroupTypeKHR for - // the two types we actually support (general + triangles-hit). + // Hit-group identification. Matches VkRayTracingShaderGroupTypeKHR. + // General — raygen / miss / callable + // TrianglesHitGroup — closest-hit/any-hit over triangle geometry + // ProceduralHitGroup — closest-hit/any-hit + an intersection shader + // over AABB (VK_GEOMETRY_TYPE_AABBS_KHR) geometry enum class RTShaderGroupType : std::uint8_t { - General = 0, // raygen / miss / callable - TrianglesHitGroup = 1, + General = 0, // raygen / miss / callable + TrianglesHitGroup = 1, + ProceduralHitGroup = 2, }; // Cross-backend description of one entry in the shader-group array // passed to PipelineRT::Init. Mirrors the meaningful subset of // VkRayTracingShaderGroupCreateInfoKHR: per group, the type and the // indices (into the SBT's shader array) for general / closestHit / - // anyHit, with kRTShaderUnused == VK_SHADER_UNUSED_KHR for "none". + // anyHit / intersection, with kRTShaderUnused == VK_SHADER_UNUSED_KHR + // for "none". `intersectionShader` is only consulted for + // ProceduralHitGroup; it names the shader run for each AABB the ray + // enters (the analog of VkRayTracingShaderGroupCreateInfoKHR:: + // intersectionShader). inline constexpr std::uint32_t kRTShaderUnused = 0xFFFFFFFFu; struct RTShaderGroup { - RTShaderGroupType type = RTShaderGroupType::General; - std::uint32_t generalShader = kRTShaderUnused; - std::uint32_t closestHitShader = kRTShaderUnused; - std::uint32_t anyHitShader = kRTShaderUnused; + RTShaderGroupType type = RTShaderGroupType::General; + std::uint32_t generalShader = kRTShaderUnused; + std::uint32_t closestHitShader = kRTShaderUnused; + std::uint32_t anyHitShader = kRTShaderUnused; + std::uint32_t intersectionShader = kRTShaderUnused; }; } diff --git a/interfaces/Crafter.Graphics-ShaderBindingTableWebGPU.cppm b/interfaces/Crafter.Graphics-ShaderBindingTableWebGPU.cppm index 73c2285..c161879 100644 --- a/interfaces/Crafter.Graphics-ShaderBindingTableWebGPU.cppm +++ b/interfaces/Crafter.Graphics-ShaderBindingTableWebGPU.cppm @@ -14,15 +14,23 @@ import std; export namespace Crafter { enum class WebGPURTStage : std::uint8_t { - Raygen = 0, - Miss = 1, - ClosestHit = 2, - AnyHit = 3, + Raygen = 0, + Miss = 1, + ClosestHit = 2, + AnyHit = 3, // Wavefront RESOLVE-stage tonemap/output hook. Optional: if no // Resolve shader is registered, RESOLVE writes the linear accum // buffer through unchanged. Signature: // fn (coord: vec2, hdr: vec4) -> vec4 - Resolve = 4, + Resolve = 4, + // Intersection shader for AABB (procedural) geometry. Run for each + // AABB primitive the ray enters during TRACE; reports whether the + // procedural surface is hit and at what distance. Signature: + // fn (ray: RayDesc, aabbMin: vec3, aabbMax: vec3, + // primitiveId: u32) -> IntersectionResult + // `ray` is in object space. IntersectionResult{ hit, t, attribs, + // hitKind } is declared by the library prelude. + Intersection = 5, }; // One WGSL shader source + the function name PipelineRTWebGPU should @@ -35,6 +43,9 @@ export namespace Crafter { // ClosestHit: fn (ray: RayDesc, hit: HitInfo, payload: ptr) // AnyHit: fn (ray: RayDesc, hit: HitInfo, payload: ptr) -> u32 // returns RT_ANYHIT_ACCEPT / RT_ANYHIT_IGNORE / RT_ANYHIT_END_SEARCH. + // Intersection: fn (ray: RayDesc, aabbMin: vec3, aabbMax: vec3, + // primitiveId: u32) -> IntersectionResult + // IntersectionResult{ hit: bool, t: f32, attribs: vec2, hitKind: u32 }. // // `RayDesc`, `HitInfo`, the `RT_*` flag/return constants, the `tlas` / // BLAS / mesh-record bindings, and the `traceRay` function are all diff --git a/interfaces/Crafter.Graphics-WebGPU.cppm b/interfaces/Crafter.Graphics-WebGPU.cppm index 9089bbd..2122cba 100644 --- a/interfaces/Crafter.Graphics-WebGPU.cppm +++ b/interfaces/Crafter.Graphics-WebGPU.cppm @@ -167,6 +167,12 @@ namespace Crafter::WebGPU { // that gets appended to a global attribs heap and exposed to RT // closest-hit shaders as `vertexAttribs : array` at // @group(1) @binding(7). Pass (nullptr, 0) for positions-only meshes. + // `geomType` selects the primitive kind: 0 = triangles (the + // verticesPtr/indicesPtr streams), 1 = AABBs (VK_GEOMETRY_TYPE_AABBS) — + // then verticesPtr holds 2 vec3 per primitive [min, max], indexCount is + // 0, and an intersection shader supplies the hit. `opaqueFlag` is the + // geometry's opaque bit (0 lets any-hit run). `primCount` is the + // triangle / AABB primitive count. __attribute__((import_module("env"), import_name("wgpuRegisterMeshBLAS"))) extern "C" std::uint32_t wgpuRegisterMeshBLAS( float minX, float minY, float minZ, @@ -175,7 +181,8 @@ namespace Crafter::WebGPU { const void* indicesPtr, std::int32_t indexCount, const void* bvhNodesPtr, std::int32_t bvhNodeCount, const void* primRemapPtr, std::int32_t primRemapCount, - const void* attribsPtr, std::int32_t attribsByteCount); + const void* attribsPtr, std::int32_t attribsByteCount, + std::int32_t geomType, std::int32_t opaqueFlag, std::int32_t primCount); // RT pipeline build. The library composes WGSL by concatenating the // traversal library, generated hit-group switches, and the user-