Crafter.Graphics/examples/RayQueryPick/closesthit.wgsl
catbot b645746c8c test(webgpu-rt): RayQueryPick example exercising the rayQuery TLAS shim (#25)
Adds an 8^3 = 512-instance TLAS pick test that shoots one analytically
determined ray through a rayQuery=true PlainComputeShader and checks the
read-back committed hit (customIndex 484, t 40.75). 512 instances sit in
the < 8193 regime that the hardcoded 16384-leaf start used to miss, so the
example fails fast if the shim regresses. Verified in Firefox/WebGPU:
"[RayQueryPick] PASS".

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-04 13:33:04 +00:00

54 lines
2.3 KiB
WebGPU Shading Language

// RTStress closest-hit (runs in SHADE). Computes flat-shaded Lambert from
// the hit triangle's geometric normal, accumulates ambient, and — if the
// surface faces the sun — emits a shadow ray toward the sun. The shadow
// ray's miss (sun visible) adds the direct term; its hit (occluded) adds
// nothing because RT_FLAG_SKIP_CLOSEST_HIT suppresses closesthit on hit.
//
// Payload declared here so the assembler sees it before wfPayload / SHADE.
struct Payload {
color: vec3<f32>, // shadow ray: pending direct contribution
shadowRay: u32, // 0 primary, 1 shadow
};
const SUN_DIR_TO_LIGHT: vec3<f32> = vec3<f32>(0.40, 0.85, 0.35);
const SUN_COLOR: vec3<f32> = vec3<f32>(1.15, 1.05, 0.90);
const AMBIENT_COLOR: vec3<f32> = vec3<f32>(0.12, 0.13, 0.18);
// Cheap per-instance albedo so the grid reads as distinct cubes (and any
// TLAS flicker as instance count scales is obvious).
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>) {
let meshRec = meshRecords[tlasEntries[hit.instanceId].blasMeshIdx];
let verts = _rtFetchTri(meshRec, hit.primitiveId);
let nObj = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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 worldPos = ray.origin + ray.direction * hit.t;
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);
if (nDotL > 0.0) {
var sp: Payload;
sp.color = albedo * SUN_COLOR * nDotL;
sp.shadowRay = 1u;
let shadowOrigin = worldPos + nFacing * 0.05;
rtEmitRay(shadowOrigin, 0.01, sunDir, 100000.0,
RT_FLAG_SKIP_CLOSEST_HIT | RT_FLAG_TERMINATE_ON_FIRST_HIT,
0xFFu, 0u, 0u, sp);
}
}