// RTMultiShadow — multi-light shadowing through the wavefront RT pipeline // (issue #30). Five pillars on a checkered ground, lit by four colored // point lights; the closest-hit emits one shadow ray PER LIGHT from the // same invocation, so up to four rays per pixel resolve in a single SHADE // pass. That requires both halves of #30: // - atomic rtAccumulate — the concurrent per-pixel adds don't race; // - RTPass::raysPerPixel — the ray/hit/payload buffers hold 4·W·H rays // per bounce, so none of the per-light emits get capacity-dropped. // Each pillar casting four differently-colored shadows is the visual // proof; any lost accumulate (race) or dropped ray (capacity) shows up as // flickering dark noise / a missing shadow color. // // WebGPU/DOM only — the wavefront tracer is the WebGPU 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 { // Must match LIGHT_COUNT in closesthit.wgsl — it is the raysPerPixel // budget the RTPass is configured with. constexpr std::uint32_t kLightCount = 4; 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); // Axis-aligned box: 8 corners between mn and mx, same winding as the // RTStress unit cube. std::array, 8> BoxVerts(float mnx, float mny, float mnz, float mxx, float mxy, float mxz) { return {{ {mnx, mny, mnz}, {mxx, mny, mnz}, {mxx, mxy, mnz}, {mnx, mxy, mnz}, {mnx, mny, mxz}, {mxx, mny, mxz}, {mxx, mxy, mxz}, {mnx, mxy, mxz}, }}; } // Mesh::Build takes mutable spans, so this can't be constexpr. std::array kBoxIndices {{ 0,1,2, 0,2,3, 5,4,7, 5,7,6, 4,0,3, 4,3,7, 1,5,6, 1,6,2, 4,5,1, 4,1,0, 3,2,6, 3,6,7, }}; } int main() { std::println("[RTMultiShadow] {} lights, one shadow ray per light per pixel", kLightCount); Device::Initialize(); static Window window(1280, 720, "RTMultiShadow"); auto cmd = window.StartInit(); DescriptorHeapWebGPU heap; heap.Initialize(/*images*/ 1, /*buffers*/ 2, /*samplers*/ 1); 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("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 } }}; std::array hitGroups {{ { .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 } }}; // One user binding: the camera storage buffer at @group(3). std::array bindings {{ { .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .pushOffset = 0 }, }}; PipelineRTWebGPU pipeline; pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, sbt, bindings); // ── Meshes: a large ground slab and a pillar (origin at its base). ── static auto groundVerts = BoxVerts(-30.0f, -1.0f, -30.0f, 30.0f, 0.0f, 30.0f); static auto pillarVerts = BoxVerts(-0.8f, 0.0f, -0.8f, 0.8f, 6.0f, 0.8f); static Mesh ground, pillar; ground.Build(groundVerts, kBoxIndices, cmd); pillar.Build(pillarVerts, kBoxIndices, cmd); // ── Camera buffer + handle array. ───────────────────────────────── WebGPUBuffer cameraBuf; cameraBuf.Create(1); static std::array userHandles { cameraBuf.handle }; // ── Instances: ground (customIndex 0) + five pillars. ───────────── struct Placement { float x, z; }; static constexpr std::array kPillars {{ { 0.0f, 0.0f }, { 5.0f, 5.0f }, { -5.0f, 5.0f }, { 5.0f, -5.0f }, { -5.0f, -5.0f }, }}; static std::vector renderers; renderers.reserve(1 + kPillars.size()); auto addInstance = [&](std::uint64_t blasAddr, float x, float 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] = x; tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = 0; tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = z; r.instance.instanceCustomIndex = static_cast(renderers.size() - 1); r.instance.mask = 0xFF; r.instance.instanceShaderBindingTableRecordOffset = 0; r.instance.flags = kRTGeometryInstanceForceOpaque; r.instance.accelerationStructureReference = blasAddr; RenderingElement3D::Add(&r); }; addInstance(ground.blasAddr, 0.0f, 0.0f); for (const auto& p : kPillars) addInstance(pillar.blasAddr, p.x, p.z); RenderingElement3D::BuildTLAS(cmd, 0); window.descriptorHeap = &heap; window.FinishInit(); RTPass rtPass(&pipeline); rtPass.handlesPtr = userHandles.data(); rtPass.handlesCount = static_cast(userHandles.size()); rtPass.maxDepth = 2; // primary + shadow rtPass.raysPerPixel = kLightCount; // one shadow ray per light per pixel window.passes.push_back(&rtPass); // ── Free camera framing the pillars from above one corner. ──────── struct CamState { Vector position; float yaw; float pitch; } cam { Vector{ 16.0f, 13.0f, 16.0f }, 0.0f, 0.0f, }; { // Aim at the scene centre, slightly above the ground. Vector d { -cam.position.x, 2.0f - 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 = 14.0f; const float kLookSens = 0.05f; const float kDt = 1.0f / 60.0f; static int frames = 0; 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(); if (++frames >= 60) { std::println("[RTMultiShadow] {} lights x {} pillars rendering", kLightCount, kPillars.size()); frames = 0; } }); window.Render(); window.StartUpdate(); window.StartSync(); return 0; } #endif