448 lines
21 KiB
C++
448 lines
21 KiB
C++
//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// RTVolume — procedural (AABB) ray tracing on both backends. Demonstrates
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// the two features this example was written to exercise:
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//
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// * VK_GEOMETRY_TYPE_AABBS_KHR — a BLAS built from AABBs
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// (Mesh::BuildProcedural) whose surface is supplied by an intersection
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// shader (here an analytic ray–sphere test). The boxes are unit cubes
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// [-1,1]^3; the intersection shader turns each into a sphere.
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//
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// * any-hit — the spheres are registered non-opaque, and an any-hit
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// shader punches a spherical checkerboard of holes by ignoring the
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// intersection for half the cells. Without any-hit the spheres are
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// solid; with it you can see the background (and other spheres)
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// through the cut-out cells.
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//
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// A 3×3×3 grid of these procedural spheres is shaded by surface normal +
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// a fixed sun. The Vulkan path runs the same scene through hardware RT
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// (PROCEDURAL_HIT_GROUP_KHR with GLSL intersection / any-hit shaders, a
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// fixed camera in raygen.glsl); the WebGPU path is the software wavefront
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// tracer with a host-driven free camera.
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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import Crafter.Graphics;
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import Crafter.Math;
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import std;
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using namespace Crafter;
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namespace {
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constexpr int kGrid = 3;
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constexpr float kSpacing = 3.0f;
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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("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
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Device::Initialize();
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Window window(1280, 720, "RTVolume");
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VkCommandBuffer cmd = window.StartInit();
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DescriptorHeapVulkan descriptorHeap;
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descriptorHeap.Initialize(/*images*/ 1, /*buffers*/ 1, /*samplers*/ 0);
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// Specialization constant: the TLAS slot offset (same pattern as the
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// Sponza example). Camera is fixed in raygen.glsl — no user buffers.
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VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
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VkSpecializationInfo raygenSpec = {
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.mapEntryCount = 1, .pMapEntries = &raygenEntry,
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.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
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};
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auto imgSlots = descriptorHeap.AllocateImageSlots(1);
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auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
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// SBT order fixes the shader indices used by the groups below.
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std::array<VulkanShader, 5> shaders {{
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{ "raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec },
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{ "miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr },
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{ "closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr },
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{ "anyhit.spv", "main", VK_SHADER_STAGE_ANY_HIT_BIT_KHR, nullptr },
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{ "intersection.spv", "main", VK_SHADER_STAGE_INTERSECTION_BIT_KHR, nullptr },
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}};
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ShaderBindingTableVulkan shaderTable;
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shaderTable.Init(shaders);
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
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.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
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} }};
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
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.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
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.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
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} }};
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// One procedural hit group: closest-hit + any-hit + intersection.
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std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
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.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
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.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_PROCEDURAL_HIT_GROUP_KHR,
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.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
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.anyHitShader = 3, .intersectionShader = 4,
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} }};
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PipelineRTVulkan pipeline;
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pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
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// ── One procedural unit-box BLAS, built from a DEVICE buffer the GPU
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// writes (issue #37). A compute shader (aabbs.comp.glsl) writes the
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// box [-r,r]^3 into a device-local buffer; that buffer is fed straight
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// into Mesh::BuildProcedural by device address — no host copy of the
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// AABBs. The intersection shader then treats the box as the bounding
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// volume of a sphere centred at the object origin. opaque=false so the
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// any-hit cut-out runs. ──────────────────────────────────────────────
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constexpr std::uint32_t kBoxCount = 1;
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VulkanBuffer<RTAabb, false> aabbDevice;
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aabbDevice.Resize(
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VK_BUFFER_USAGE_2_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR
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| VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT
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| VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, kBoxCount);
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// The producer reaches its output through a buffer_reference (device
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// address pushed below). It binds no heap descriptors, but a
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// descriptor-heap compute pipeline still expects a heap bound for its
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// push-data path — the render loop binds it every frame, but the init
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// command buffer hasn't, so bind it here before dispatching.
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{
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VkBindHeapInfoEXT resourceHeapInfo {
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.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
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.heapRange = {
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.address = descriptorHeap.resourceHeap[window.currentBuffer].address,
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.size = static_cast<std::uint32_t>(descriptorHeap.resourceHeap[window.currentBuffer].size),
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},
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.reservedRangeOffset = (descriptorHeap.resourceHeap[window.currentBuffer].size - Device::descriptorHeapProperties.minResourceHeapReservedRange) & ~(Device::descriptorHeapProperties.imageDescriptorAlignment - 1),
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.reservedRangeSize = Device::descriptorHeapProperties.minResourceHeapReservedRange,
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};
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Device::vkCmdBindResourceHeapEXT(cmd, &resourceHeapInfo);
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}
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ComputeShader aabbWriter;
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aabbWriter.Load("aabbs.comp.spv");
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struct AabbPush { VkDeviceAddress boxes; std::uint32_t count; float time; } push {
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aabbDevice.address, kBoxCount, 0.0f };
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aabbWriter.Dispatch(cmd, &push, sizeof(push), (kBoxCount + 63) / 64);
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// Order the producing writes before the BLAS build reads the buffer.
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VkMemoryBarrier aabbBarrier {
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.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
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.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
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.dstAccessMask = VK_ACCESS_ACCELERATION_STRUCTURE_READ_BIT_KHR,
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};
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vkCmdPipelineBarrier(cmd,
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VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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VK_PIPELINE_STAGE_ACCELERATION_STRUCTURE_BUILD_BIT_KHR,
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0, 1, &aabbBarrier, 0, nullptr, 0, nullptr);
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Mesh sphere;
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// allowUpdate so the GPU-written boxes can be refit in place each frame
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// (the per-frame companion to this build — see the headless
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// BLASBuildOptions test for the device-buffer refit path).
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sphere.BuildProcedural(aabbDevice.address, kBoxCount, /*opaque*/ false, cmd,
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RTBuildOptions{ .allowUpdate = true });
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// ── Instance grid. ─────────────────────────────────────────────────
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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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// flags = 0: do NOT force opaque, so the any-hit shader runs.
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r.instance.flags = 0;
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r.instance.accelerationStructureReference = sphere.blasAddr;
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RenderingElement3D::Add(&r);
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}
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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RenderingElement3D::BuildTLAS(cmd, f);
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}
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window.FinishInit();
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// Write descriptors: TLAS at bufSlots[0], output image at imgSlots[0].
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// Per-frame replicated — same pattern as the Sponza example.
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VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
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VkImageDescriptorInfoEXT outImgInfos[Window::numFrames];
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
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outImgInfos[f] = {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &window.imageViews[f],
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.layout = VK_IMAGE_LAYOUT_GENERAL,
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};
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}
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std::vector<VkResourceDescriptorInfoEXT> resources;
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std::vector<VkHostAddressRangeEXT> destinations;
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resources.reserve(Window::numFrames * 2);
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destinations.reserve(Window::numFrames * 2);
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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resources.push_back({
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
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.data = { .pAddressRange = &tlasRanges[f] },
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});
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destinations.push_back({
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.address = descriptorHeap.resourceHeap[f].value
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+ descriptorHeap.BufferByteOffset(bufSlots.firstElement),
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.size = Device::descriptorHeapProperties.bufferDescriptorSize,
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});
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resources.push_back({
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.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
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.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
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.data = { .pImage = &outImgInfos[f] },
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});
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destinations.push_back({
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.address = descriptorHeap.resourceHeap[f].value
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+ descriptorHeap.ImageByteOffset(imgSlots.firstElement),
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.size = Device::descriptorHeapProperties.imageDescriptorSize,
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});
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}
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Device::vkWriteResourceDescriptorsEXT(Device::device,
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static_cast<std::uint32_t>(resources.size()),
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resources.data(), destinations.data());
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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descriptorHeap.resourceHeap[f].FlushDevice();
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}
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window.descriptorHeap = &descriptorHeap;
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RTPass rtPass(&pipeline);
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window.passes.push_back(&rtPass);
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window.Render();
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window.StartSync();
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return 0;
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}
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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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constexpr int kGrid = 3;
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constexpr float kSpacing = 3.0f;
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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("[RTVolume] grid {}^3 = {} procedural spheres", kGrid, instanceCount);
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Device::Initialize();
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static Window window(1280, 720, "RTVolume");
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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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// SBT order fixes the shader indices used by the groups below.
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std::array<WebGPUShader, 6> 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("anyhit.wgsl"), "anyhit_main", WebGPURTStage::AnyHit),
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WebGPUShader(fs::path("intersection.wgsl"), "intersection_main", WebGPURTStage::Intersection),
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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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// One procedural hit group: closest-hit + any-hit + intersection.
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std::array<RTShaderGroup, 1> hitGroups {{ {
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.type = RTShaderGroupType::ProceduralHitGroup,
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.closestHitShader = 2,
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.anyHitShader = 3,
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.intersectionShader = 4,
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} }};
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std::array<UICustomBinding, 1> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::Buffer, .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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// ── One procedural unit-box BLAS, built from a DEVICE buffer the GPU
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// writes (issue #37). A compute shader (aabbs.comp.wgsl) writes the
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// box [-r,r]^3 into a device storage buffer; that buffer is fed
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// straight into Mesh::BuildProcedural by handle — no host copy of the
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// AABBs — and RefitProcedural re-consumes it each frame so the boxes
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// can breathe. The intersection shader treats the box as the bounding
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// volume of a sphere; opaque=false so the any-hit cut-out runs. ──────
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constexpr std::uint32_t kBoxCount = 1;
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// worldBounds must enclose every box the producer can write (r ≤ 1.15).
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constexpr RTAabb kWorldBounds { .min = {-1.2f, -1.2f, -1.2f}, .max = {1.2f, 1.2f, 1.2f} };
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static WebGPUBuffer<RTAabb, false> aabbBuf;
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aabbBuf.Create(kBoxCount);
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// GPU producer: writes the boxes into aabbBuf. No rayQuery → the storage
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// buffer binding lives at group 1.
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struct AabbParams { std::uint32_t count; float time; std::uint32_t _0, _1; };
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std::array<UICustomBinding, 1> aabbBindings {{
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{ .group = 1, .binding = 0, .kind = UICustomBindingKind::BufferReadWrite, .pushOffset = 0 },
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}};
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static PlainComputeShader aabbWriter;
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aabbWriter.Load(fs::path("aabbs.comp.wgsl"), sizeof(AabbParams), aabbBindings);
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static std::array<std::uint32_t, 1> aabbHandles { aabbBuf.handle };
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{
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AabbParams params { kBoxCount, 0.0f, 0, 0 };
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aabbWriter.Dispatch(¶ms, sizeof(params), aabbHandles, (kBoxCount + 63u) / 64u);
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}
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static Mesh sphere;
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sphere.BuildProcedural(aabbBuf.handle, kBoxCount, kWorldBounds, /*opaque*/ false, 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. ────────────────────────────────────────────────
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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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// flags = 0: do NOT force opaque, so the any-hit shader runs.
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r.instance.flags = 0;
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r.instance.accelerationStructureReference = sphere.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 = 1; // primary only
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window.passes.push_back(&rtPass);
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// ── Free camera framing the grid. ─────────────────────────────────
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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 * 1.1f, ext * 0.8f, ext * 1.6f },
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0.0f, 0.0f,
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};
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{
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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 } };
|
||
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();
|
||
});
|
||
|
||
// ── Per-frame procedural refit from the device buffer (issue #37). The
|
||
// GPU producer rewrites the breathing box into aabbBuf each frame and
|
||
// RefitProcedural re-consumes it by handle — no host copy, and the
|
||
// BLAS handle (blasAddr) stays stable so the TLAS instances built
|
||
// above keep referencing it. worldBounds is constant so the TLAS need
|
||
// not rebuild. ───────────────────────────────────────────────────────
|
||
EventListener<void> aabbTick(&window.onBeforeUpdate, [&]() {
|
||
static float t = 0.0f;
|
||
t += kDt;
|
||
AabbParams params { kBoxCount, t, 0, 0 };
|
||
aabbWriter.Dispatch(¶ms, sizeof(params), aabbHandles, (kBoxCount + 63u) / 64u);
|
||
sphere.RefitProcedural(aabbBuf.handle, kBoxCount, kWorldBounds);
|
||
});
|
||
|
||
window.Render();
|
||
window.StartUpdate();
|
||
window.StartSync();
|
||
return 0;
|
||
}
|
||
#endif
|