WebGPU RT: wavefront/streaming tracer (replaces megakernel) #4
6 changed files with 353 additions and 0 deletions
wip: uncommitted changes from claude run on issue #3
commit
f4d6493d91
54
examples/RTStress/closesthit.wgsl
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54
examples/RTStress/closesthit.wgsl
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// RTStress closest-hit (runs in SHADE). Computes flat-shaded Lambert from
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// the hit triangle's geometric normal, accumulates ambient, and — if the
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// surface faces the sun — emits a shadow ray toward the sun. The shadow
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// ray's miss (sun visible) adds the direct term; its hit (occluded) adds
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// nothing because RT_FLAG_SKIP_CLOSEST_HIT suppresses closesthit on hit.
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//
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// Payload declared here so the assembler sees it before wfPayload / SHADE.
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struct Payload {
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color: vec3<f32>, // shadow ray: pending direct contribution
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shadowRay: u32, // 0 primary, 1 shadow
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};
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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>(1.15, 1.05, 0.90);
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const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.12, 0.13, 0.18);
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// Cheap per-instance albedo so the grid reads as distinct cubes (and any
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// TLAS flicker as instance count scales is obvious).
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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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let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx];
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let verts = _rtFetchTri(meshRec, hit.primitiveId);
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let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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let nWorld = normalize(vec3<f32>(
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dot(hit.objectToWorldR0.xyz, nObj),
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dot(hit.objectToWorldR1.xyz, nObj),
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dot(hit.objectToWorldR2.xyz, nObj)));
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let albedo = instanceAlbedo(hit.customIndex);
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let worldPos = ray.origin + ray.direction * hit.t;
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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);
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if (nDotL > 0.0) {
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var sp: Payload;
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sp.color = albedo * SUN_COLOR * nDotL;
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sp.shadowRay = 1u;
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let shadowOrigin = worldPos + nFacing * 0.05;
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rtEmitRay(shadowOrigin, 0.01, sunDir, 100000.0,
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RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
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0xFFu, 0u, 0u, sp);
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}
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}
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200
examples/RTStress/main.cpp
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200
examples/RTStress/main.cpp
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// RTStress — the standing many-instance wavefront RT benchmark. An
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// N×N×N grid of a small cube mesh (one BLAS, many TLAS instances), shaded
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// with primary + shadow rays through the wavefront pipeline. The grid edge
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// `kGrid` is the instance-count knob: 8 → 512, 16 → 4096, 20 → 8000
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// (LBVH_MAX = 16384). Frame time is printed to the console each second so
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// fps-vs-instance-count can be read off without external tooling; the JS
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// bridge additionally prints a GPU timestamp-query per-pass breakdown.
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//
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// WebGPU/DOM only — the wavefront tracer is the WebGPU software RT path.
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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int main() { return 0; } // native path is hardware RT; out of scope here
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#else
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import Crafter.Graphics;
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import Crafter.Math;
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import Crafter.Event;
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import std;
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using namespace Crafter;
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namespace fs = std::filesystem;
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namespace {
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// Instance-count knob. instances = kGrid³. Bump to 16 (4096) or 20
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// (8000) to stress the TLAS; the LBVH build caps at 16384.
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constexpr int kGrid = 8;
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constexpr float kSpacing = 2.5f;
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constexpr float kHalf = 0.5f; // cube half-extent
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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("[RTStress] grid {}^3 = {} instances", kGrid, instanceCount);
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Device::Initialize();
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static Window window(1280, 720, "RTStress");
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auto cmd = window.StartInit();
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1);
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std::array<WebGPUShader, 4> shaders {{
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WebGPUShader(fs::path("raygen.wgsl"), "raygen_main", WebGPURTStage::Raygen),
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WebGPUShader(fs::path("miss.wgsl"), "miss_main", WebGPURTStage::Miss),
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WebGPUShader(fs::path("closesthit.wgsl"), "closesthit_main", WebGPURTStage::ClosestHit),
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WebGPUShader(fs::path("resolve.wgsl"), "resolve_main", WebGPURTStage::Resolve),
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}};
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ShaderBindingTableWebGPU sbt;
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sbt.Init(shaders);
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std::array<RTShaderGroup, 1> raygenGroups {{ { .type = RTShaderGroupType::General, .generalShader = 0 } }};
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std::array<RTShaderGroup, 1> missGroups {{ { .type = RTShaderGroupType::General, .generalShader = 1 } }};
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std::array<RTShaderGroup, 1> hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }};
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// One user binding: the camera storage buffer at @group(3).
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std::array<UICustomBinding, 1> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, ._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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// ── Unit cube mesh (8 verts, 12 tris). ────────────────────────────
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static std::array<Vector<float, 3, 3>, 8> verts {{
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{-kHalf, -kHalf, -kHalf}, { kHalf, -kHalf, -kHalf},
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{ kHalf, kHalf, -kHalf}, {-kHalf, kHalf, -kHalf},
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{-kHalf, -kHalf, kHalf}, { kHalf, -kHalf, kHalf},
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{ kHalf, kHalf, kHalf}, {-kHalf, kHalf, kHalf},
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}};
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static std::array<std::uint32_t, 36> indices {{
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0,1,2, 0,2,3, 5,4,7, 5,7,6, 4,0,3, 4,3,7,
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1,5,6, 1,6,2, 4,5,1, 4,1,0, 3,2,6, 3,6,7,
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}};
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static Mesh cube;
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cube.Build(verts, indices, 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. Reserve so RenderingElement3D::Add pointers stay
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// valid across vector growth. ─────────────────────────────────────
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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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r.instance.flags = kRTGeometryInstanceForceOpaque;
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r.instance.accelerationStructureReference = cube.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 = 2; // primary + shadow
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window.passes.push_back(&rtPass);
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// ── Free camera framing the grid from a corner. ───────────────────
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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 * 1.4f, ext * 1.0f, ext * 1.4f },
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0.0f, 0.0f,
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};
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{
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// Aim at the grid centre (origin).
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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;
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const float kLookSens = 0.05f;
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const float kDt = 1.0f / 60.0f;
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static int frames = 0;
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static double tAccum = 0.0;
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EventListener<void> camTick(&window.onBeforeUpdate, [&]() {
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inputMap.Tick();
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cam.yaw += lookAct.vector2.x * kLookSens;
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cam.pitch -= lookAct.vector2.y * kLookSens;
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cam.pitch = std::clamp(cam.pitch, -1.55f, 1.55f);
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const float cp = std::cos(cam.pitch), sp = std::sin(cam.pitch);
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const float cy = std::cos(cam.yaw), sy = std::sin(cam.yaw);
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Vector<float, 3, 4> forward { cp * cy, sp, cp * sy };
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Vector<float, 3, 4> worldUp { 0.0f, 1.0f, 0.0f };
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Vector<float, 3, 4> right { forward.y*worldUp.z - forward.z*worldUp.y,
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forward.z*worldUp.x - forward.x*worldUp.z,
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forward.x*worldUp.y - forward.y*worldUp.x };
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const float rLen = std::sqrt(right.x*right.x + right.y*right.y + right.z*right.z);
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right.x /= rLen; right.y /= rLen; right.z /= rLen;
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Vector<float, 3, 4> up { right.y*forward.z - right.z*forward.y,
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right.z*forward.x - right.x*forward.z,
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right.x*forward.y - right.y*forward.x };
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const float dx = moveAct.vector2.x * kMoveSpeed * kDt;
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const float dy = moveAct.vector2.y * kMoveSpeed * kDt;
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cam.position.x += right.x*dx + forward.x*dy;
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cam.position.y += right.y*dx + forward.y*dy;
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cam.position.z += right.z*dx + forward.z*dy;
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CameraGPU& g = cameraBuf.value[0];
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g.origin[0]=cam.position.x; g.origin[1]=cam.position.y; g.origin[2]=cam.position.z; g.pad0=0;
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g.right[0]=right.x; g.right[1]=right.y; g.right[2]=right.z;
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g.up[0]=up.x; g.up[1]=up.y; g.up[2]=up.z;
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g.forward[0]=forward.x; g.forward[1]=forward.y; g.forward[2]=forward.z;
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g.aspect = float(window.width) / float(window.height);
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g.tanHalf = std::tan(70.0f * 3.14159265f / 360.0f);
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g.pad1 = 0;
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cameraBuf.FlushDevice();
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if (++frames >= 60) {
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std::println("[RTStress] {} instances @ ~{} frames since last report", instanceCount, frames);
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frames = 0;
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}
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});
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window.Render();
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window.StartUpdate();
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window.StartSync();
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return 0;
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}
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#endif
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11
examples/RTStress/miss.wgsl
Normal file
11
examples/RTStress/miss.wgsl
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@ -0,0 +1,11 @@
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// RTStress miss (runs in SHADE). Primary miss → sky gradient. Shadow miss
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// → the sun is unoccluded, so add the pending direct contribution.
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fn miss_main(ray: RayDesc, payload: ptr<function, Payload>) {
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if ((*payload).shadowRay == 1u) {
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rtAccumulate((*payload).color);
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return;
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}
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let t = clamp(ray.direction.y * 0.5 + 0.5, 0.0, 1.0);
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rtAccumulate(mix(vec3<f32>(0.50, 0.62, 0.85),
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vec3<f32>(0.90, 0.94, 1.00), t));
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}
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46
examples/RTStress/project.cpp
Normal file
46
examples/RTStress/project.cpp
Normal file
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@ -0,0 +1,46 @@
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import std;
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import Crafter.Build;
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namespace fs = std::filesystem;
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using namespace Crafter;
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extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
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bool isWasm = false;
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for (std::string_view a : args) {
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if (a.starts_with("--target=") && a.find("wasm") != std::string_view::npos) {
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isWasm = true;
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break;
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}
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}
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std::vector<std::string> graphicsArgs(args.begin(), args.end());
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Configuration* graphics = LocalProject({
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.projectFile = "../../project.cpp",
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.args = graphicsArgs,
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});
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Configuration cfg;
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cfg.path = "./";
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cfg.name = "RTStress";
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cfg.outputName = "RTStress";
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cfg.type = ConfigurationType::Executable;
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if (isWasm) {
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cfg.target = "wasm32-wasip1";
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cfg.defines.push_back({"CRAFTER_GRAPHICS_WINDOW_DOM", ""});
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cfg.compileFlags.push_back("-msimd128");
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}
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ApplyStandardArgs(cfg, args);
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cfg.dependencies = { graphics };
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std::array<fs::path, 0> ifaces = {};
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std::array<fs::path, 1> impls = { "main" };
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cfg.GetInterfacesAndImplementations(ifaces, impls);
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if (isWasm) {
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cfg.files.emplace_back(fs::path("raygen.wgsl"));
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cfg.files.emplace_back(fs::path("closesthit.wgsl"));
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||||||
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cfg.files.emplace_back(fs::path("miss.wgsl"));
|
||||||
|
cfg.files.emplace_back(fs::path("resolve.wgsl"));
|
||||||
|
EnableWasiBrowserRuntime(cfg);
|
||||||
|
}
|
||||||
|
return cfg;
|
||||||
|
}
|
||||||
35
examples/RTStress/raygen.wgsl
Normal file
35
examples/RTStress/raygen.wgsl
Normal file
|
|
@ -0,0 +1,35 @@
|
||||||
|
// RTStress raygen (runs in GENERATE). Host-driven pinhole camera at
|
||||||
|
// @group(3) (groups 0..2 are reserved by the wavefront pipeline:
|
||||||
|
// 0 = WfParams, 1 = data heaps, 2 = indirect args).
|
||||||
|
struct Camera {
|
||||||
|
origin: vec3<f32>,
|
||||||
|
pad0: f32,
|
||||||
|
right: vec3<f32>,
|
||||||
|
tanHalf: f32,
|
||||||
|
up: vec3<f32>,
|
||||||
|
aspect: f32,
|
||||||
|
forward: vec3<f32>,
|
||||||
|
pad1: f32,
|
||||||
|
};
|
||||||
|
@group(3) @binding(0) var<storage, read> camera : Camera;
|
||||||
|
|
||||||
|
fn raygen_main(gid: vec3<u32>) {
|
||||||
|
if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
|
||||||
|
|
||||||
|
let pixelf = vec2<f32>(f32(gid.x), f32(gid.y));
|
||||||
|
let res = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
|
||||||
|
let uv = (pixelf + vec2<f32>(0.5)) / res;
|
||||||
|
let ndc = uv * 2.0 - vec2<f32>(1.0);
|
||||||
|
|
||||||
|
let direction = normalize(
|
||||||
|
camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
|
||||||
|
camera.up * (-ndc.y * camera.tanHalf) +
|
||||||
|
camera.forward);
|
||||||
|
|
||||||
|
var p: Payload;
|
||||||
|
p.color = vec3<f32>(0.0);
|
||||||
|
p.shadowRay = 0u;
|
||||||
|
|
||||||
|
rtEmitPrimaryRay(camera.origin, 0.01, direction, 100000.0,
|
||||||
|
0u, 0xFFu, 0u, 0u, p);
|
||||||
|
}
|
||||||
7
examples/RTStress/resolve.wgsl
Normal file
7
examples/RTStress/resolve.wgsl
Normal file
|
|
@ -0,0 +1,7 @@
|
||||||
|
// RTStress RESOLVE-stage tonemap: Reinhard + gamma 2.2 over the linear
|
||||||
|
// accumulator. Registered as a WebGPURTStage::Resolve shader.
|
||||||
|
fn resolve_main(coord: vec2<u32>, hdr: vec4<f32>) -> vec4<f32> {
|
||||||
|
let mapped = hdr.rgb / (hdr.rgb + vec3<f32>(1.0));
|
||||||
|
let g = pow(mapped, vec3<f32>(1.0 / 2.2));
|
||||||
|
return vec4<f32>(g, 1.0);
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue