feat(webgpu-rt): any-hit + AABB (procedural) geometry support #14

Merged
catbot merged 4 commits from claude/issue-13 into master 2026-06-03 00:10:17 +02:00
10 changed files with 420 additions and 1 deletions
Showing only changes of commit 5dd1086f08 - Show all commits

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>
catbot 2026-06-02 22:09:30 +00:00

View file

@ -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

View file

@ -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 raysphere 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
```

View file

@ -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<function, Payload>) -> 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;
}

View file

@ -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<f32>,
};
const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(0.40, 0.85, 0.35);
const SUN_COLOR: vec3<f32> = vec3<f32>(1.20, 1.10, 0.95);
const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.16, 0.18, 0.24);
fn instanceAlbedo(i: u32) -> vec3<f32> {
let h = i * 2654435761u;
return vec3<f32>(
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<function, Payload>) {
// 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<f32>(
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));
}

View file

@ -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<f32>, aabbMax: vec3<f32>,
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<f32>(0.0);
r.hitKind = 0u;
return r;
}

199
examples/RTVolume/main.cpp Normal file
View file

@ -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 raysphere 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<WebGPUShader, 6> 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<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
// One procedural hit group: closest-hit + any-hit + intersection.
std::array<RTShaderGroup, 1> hitGroups {{ {
.type = RTShaderGroupType::ProceduralHitGroup,
.closestHitShader = 2,
.anyHitShader = 3,
.intersectionShader = 4,
} }};
std::array<UICustomBinding, 1> 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<RTAabb, 1> 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<CameraGPU, true> cameraBuf;
cameraBuf.Create(1);
static std::array<std::uint32_t, 1> userHandles { cameraBuf.handle };
// ── Instance grid. ────────────────────────────────────────────────
static std::vector<RenderingElement3D> renderers;
renderers.reserve(static_cast<std::size_t>(instanceCount));
const float origin0 = -0.5f * static_cast<float>(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<std::uint32_t>(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<std::uint32_t>(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<float, 3, 4> position;
float yaw;
float pitch;
} cam {
Vector<float, 3, 4>{ ext * 1.1f, ext * 0.8f, ext * 1.6f },
0.0f, 0.0f,
};
{
Vector<float, 3, 4> 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<void> 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<float, 3, 4> forward { cp * cy, sp, cp * sy };
Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
Vector<float, 3, 4> 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<float, 3, 4> 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

View file

@ -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<function, Payload>) {
let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
rtAccumulate(mix(vec3<f32>(0.05, 0.07, 0.12),
vec3<f32>(0.45, 0.60, 0.85), t));
}

View file

@ -0,0 +1,48 @@
import std;
import Crafter.Build;
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;
}

View 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);
}

View 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);
}