feat(webgpu-rt): any-hit + AABB (procedural) geometry support #14
10 changed files with 420 additions and 1 deletions
docs(webgpu-rt): add RTVolume example (procedural spheres + any-hit cut-out)
A 3x3x3 grid of AABB-geometry spheres rendered through an analytic ray-sphere intersection shader, with an any-hit spherical-checkerboard cut-out so the background shows through. Exercises both features end to end on the WebGPU wavefront tracer. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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5dd1086f08
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@ -22,7 +22,11 @@ The two backends share the same C++ surface for the high-level pieces
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(`*Vulkan` vs `*WebGPU`) live behind `#ifdef CRAFTER_GRAPHICS_WINDOW_DOM`.
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Vulkan ray tracing is hardware (`VK_KHR_ray_tracing_pipeline`); WebGPU
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ray tracing is a library-built software path (BVH + traceRay in a
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compute pipeline composed from user-supplied WGSL stages).
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compute pipeline composed from user-supplied WGSL stages). The WebGPU
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path supports triangle and AABB (procedural, `VK_GEOMETRY_TYPE_AABBS_KHR`)
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geometry, closest-hit / miss / any-hit / intersection shaders — see
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[examples/RTVolume](examples/RTVolume/README.md) for procedural spheres
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shaded through an intersection shader with an any-hit cut-out.
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> **Native RT status:** reading an acceleration structure through
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> `VK_EXT_descriptor_heap` currently aborts with `VK_ERROR_DEVICE_LOST` on
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26
examples/RTVolume/README.md
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26
examples/RTVolume/README.md
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@ -0,0 +1,26 @@
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# RTVolume
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WebGPU software ray tracing of **procedural (AABB) geometry** with an
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**any-hit** cut-out — the two features added for issue #13.
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A 3×3×3 grid of unit boxes is registered as an AABB BLAS
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(`Mesh::BuildProcedural`, the WebGPU analog of `VK_GEOMETRY_TYPE_AABBS_KHR`).
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The hit group is a `RTShaderGroupType::ProceduralHitGroup` carrying:
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- `intersection.wgsl` — analytic ray–sphere test that turns each box into a
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radius-1 sphere (runs in TRACE, once per box the ray enters);
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- `anyhit.wgsl` — returns `RT_ANYHIT_IGNORE` for half the cells of a
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spherical checkerboard, so the ray passes through and the background /
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spheres behind show through (the visible proof any-hit runs);
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- `closesthit.wgsl` — normal-based Lambert shading, tinted per instance.
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The geometry is registered **non-opaque** and the instances clear their
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force-opaque flag, which is what lets the any-hit shader run. Flip the
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instance flag to `kRTGeometryInstanceForceOpaque` (or build the mesh with
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`opaque = true`) to skip any-hit and see solid spheres.
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WebGPU/DOM only:
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```
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crafter-build --target=wasm32-wasip1 -r
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```
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24
examples/RTVolume/anyhit.wgsl
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24
examples/RTVolume/anyhit.wgsl
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@ -0,0 +1,24 @@
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// RTVolume any-hit shader (runs in TRACE on every candidate sphere hit,
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// because the geometry is registered non-opaque). Punches a spherical
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// checkerboard of holes: for half the cells it returns RT_ANYHIT_IGNORE,
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// so the ray passes straight through and the background / spheres behind
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// show through. Returning RT_ANYHIT_ACCEPT keeps the hit. This is the
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// visible proof the any-hit path runs — with it the spheres are perforated,
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// without it they would be solid.
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fn anyhit_main(ray: RayDesc, hit: HitInfo, payload: ptr<function, Payload>) -> u32 {
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// Object-space hit point on the unit sphere → its normal/direction.
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let posObj = hit.objectRayOrigin + hit.objectRayDirection * hit.t;
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let n = normalize(posObj);
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let PI = 3.14159265;
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let longitude = atan2(n.z, n.x); // [-PI, PI]
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let latitude = asin(clamp(n.y, -1.0, 1.0)); // [-PI/2, PI/2]
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let cu = i32(floor((longitude + PI) / PI * 6.0));
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let cv = i32(floor((latitude + PI * 0.5) / PI * 6.0));
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if (((cu + cv) & 1) == 0) {
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return RT_ANYHIT_IGNORE; // cut-out cell — see through
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}
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return RT_ANYHIT_ACCEPT;
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}
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37
examples/RTVolume/closesthit.wgsl
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37
examples/RTVolume/closesthit.wgsl
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// RTVolume closest-hit (runs in SHADE). Shades the procedural sphere by
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// its surface normal with a fixed sun + ambient, tinted per instance.
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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>,
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};
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const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(0.40, 0.85, 0.35);
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const SUN_COLOR: vec3<f32> = vec3<f32>(1.20, 1.10, 0.95);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.16, 0.18, 0.24);
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fn instanceAlbedo(i: u32) -> vec3<f32> {
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let h = i * 2654435761u;
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return vec3<f32>(
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0.35 + 0.6 * f32((h >> 0u) & 255u) / 255.0,
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0.35 + 0.6 * f32((h >> 8u) & 255u) / 255.0,
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0.35 + 0.6 * 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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// Object-space hit point on the unit sphere is its object-space normal.
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let posObj = hit.objectRayOrigin + hit.objectRayDirection * hit.t;
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let nObj = normalize(posObj);
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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 albedo = instanceAlbedo(hit.customIndex);
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let viewDir = -ray.direction;
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let nFacing = select(-nWorld, nWorld, dot(nWorld, viewDir) > 0.0);
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let sunDir = normalize(SUN_DIR_TO_LIGHT);
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let nDotL = max(0.0, dot(nFacing, sunDir));
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rtAccumulate(albedo * (AMBIENT_COLOR + SUN_COLOR * nDotL));
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}
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33
examples/RTVolume/intersection.wgsl
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33
examples/RTVolume/intersection.wgsl
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// RTVolume intersection shader (runs in TRACE, per AABB the ray enters).
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// Analytic ray-sphere test: the unit box [-1,1]^3 is treated as the
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// bounding volume of a sphere of radius 1 centred at the box centre. The
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// ray is in object space and is NOT normalised (it is worldToObject *
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// worldRay), so the returned t is directly comparable to the world-space
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// ray parameter the tracer commits — solve the quadratic with the general
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// a = dot(d,d) form rather than assuming |d| == 1.
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fn intersection_main(ray: RayDesc, aabbMin: vec3<f32>, aabbMax: vec3<f32>,
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primitiveId: u32) -> IntersectionResult {
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var r: IntersectionResult;
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r.hit = false;
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let center = (aabbMin + aabbMax) * 0.5;
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let radius = (aabbMax.x - aabbMin.x) * 0.5;
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let oc = ray.origin - center;
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let a = dot(ray.direction, ray.direction);
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let b = 2.0 * dot(oc, ray.direction);
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let c = dot(oc, oc) - radius * radius;
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let disc = b * b - 4.0 * a * c;
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if (disc < 0.0) { return r; }
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let sq = sqrt(disc);
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var t = (-b - sq) / (2.0 * a); // near root
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if (t < ray.tMin) { t = (-b + sq) / (2.0 * a); } // fall back to far root
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if (t < ray.tMin || t > ray.tMax) { return r; }
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r.hit = true;
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r.t = t;
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r.attribs = vec2<f32>(0.0);
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r.hitKind = 0u;
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return r;
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}
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199
examples/RTVolume/main.cpp
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199
examples/RTVolume/main.cpp
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// RTVolume — procedural (AABB) ray tracing on the WebGPU wavefront tracer.
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// Demonstrates the two features this example was written to exercise:
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//
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// * VK_GEOMETRY_TYPE_AABBS_KHR equivalent — a BLAS built from AABBs
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// (Mesh::BuildProcedural) whose surface is supplied by an intersection
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// shader (here an analytic ray–sphere test). The boxes are unit cubes
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// [-1,1]^3; the intersection shader turns each into a sphere.
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//
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// * any-hit — the spheres are registered non-opaque, and an any-hit
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// shader punches a spherical checkerboard of holes by returning
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// RT_ANYHIT_IGNORE for half the cells. Without any-hit the spheres are
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// solid; with it you can see the background (and other spheres)
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// through the cut-out cells.
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//
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// A 3×3×3 grid of these procedural spheres is shaded by surface normal +
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// a fixed sun. WebGPU/DOM only — this is the 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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constexpr int kGrid = 3;
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constexpr float kSpacing = 3.0f;
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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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}
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int main() {
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const int instanceCount = kGrid * kGrid * kGrid;
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std::println("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
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Device::Initialize();
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static Window window(1280, 720, "RTVolume");
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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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// SBT order fixes the shader indices used by the groups below.
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std::array<WebGPUShader, 6> 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("anyhit.wgsl"), "anyhit_main", WebGPURTStage::AnyHit),
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WebGPUShader(fs::path("intersection.wgsl"), "intersection_main", WebGPURTStage::Intersection),
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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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// One procedural hit group: closest-hit + any-hit + intersection.
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std::array<RTShaderGroup, 1> hitGroups {{ {
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.type = RTShaderGroupType::ProceduralHitGroup,
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.closestHitShader = 2,
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.anyHitShader = 3,
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.intersectionShader = 4,
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} }};
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std::array<UICustomBinding, 1> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._pad = 0, .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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// ── One procedural unit-box BLAS. The intersection shader treats the
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// box as the bounding volume of a radius-1 sphere centred at the
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// object origin. opaque=false so the any-hit cut-out runs. ─────────
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static std::array<RTAabb, 1> boxes {{
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{ .min = {-1.0f, -1.0f, -1.0f}, .max = {1.0f, 1.0f, 1.0f} },
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}};
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static Mesh sphere;
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sphere.BuildProcedural(boxes, /*opaque*/ false, 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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// ── Instance grid. ────────────────────────────────────────────────
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static std::vector<RenderingElement3D> renderers;
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renderers.reserve(static_cast<std::size_t>(instanceCount));
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const float origin0 = -0.5f * static_cast<float>(kGrid - 1) * kSpacing;
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for (int x = 0; x < kGrid; ++x)
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for (int y = 0; y < kGrid; ++y)
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for (int z = 0; z < kGrid; ++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] = origin0 + float(x) * kSpacing;
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tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
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tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
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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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// flags = 0: do NOT force opaque, so the any-hit shader runs.
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r.instance.flags = 0;
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r.instance.accelerationStructureReference = sphere.blasAddr;
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RenderingElement3D::Add(&r);
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}
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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 = 1; // primary only
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window.passes.push_back(&rtPass);
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// ── Free camera framing the grid. ─────────────────────────────────
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const float ext = float(kGrid - 1) * kSpacing;
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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>{ ext * 1.1f, ext * 0.8f, ext * 1.6f },
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0.0f, 0.0f,
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};
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{
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Vector<float, 3, 4> d { -cam.position.x, -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 = ext * 0.8f + 1.0f;
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const float kLookSens = 0.05f;
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const float kDt = 1.0f / 60.0f;
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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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});
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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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7
examples/RTVolume/miss.wgsl
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7
examples/RTVolume/miss.wgsl
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// RTVolume miss (runs in SHADE). Vertical sky gradient — also what shows
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// through the any-hit cut-out cells.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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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>(0.05, 0.07, 0.12),
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vec3<f32>(0.45, 0.60, 0.85), t));
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}
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48
examples/RTVolume/project.cpp
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48
examples/RTVolume/project.cpp
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
|
||||
using namespace Crafter;
|
||||
|
||||
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> 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<std::string> 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<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("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;
|
||||
}
|
||||
34
examples/RTVolume/raygen.wgsl
Normal file
34
examples/RTVolume/raygen.wgsl
Normal file
|
|
@ -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<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);
|
||||
|
||||
rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
|
||||
0u, 0xFFu, 0u, 0u, p);
|
||||
}
|
||||
7
examples/RTVolume/resolve.wgsl
Normal file
7
examples/RTVolume/resolve.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
|||
// RTVolume RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
|
||||
// accumulator.
|
||||
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