// 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