Restructure Sponza for the wavefront model: raygen emits the primary ray; closesthit (in SHADE) gathers albedo/normal, accumulates ambient, and emits a shadow ray carrying the pending direct term; miss adds the sky (primary) or the direct term (shadow miss). resolve.wgsl applies the same Reinhard+gamma the megakernel raygen did inline. User bindings moved to group 3 (groups 0..2 reserved). RTPass maxDepth=2. Renders the atrium correctly through the wavefront pipeline (textures, two-sided shading, sun+ambient, shadows, tonemap). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
38 lines
1.3 KiB
WebGPU Shading Language
38 lines
1.3 KiB
WebGPU Shading Language
// Sponza raygen (runs in GENERATE). Emits the pixel's primary ray; all
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// shading + the shadow trace now happen in SHADE (closesthit/miss). Camera
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// state comes from the host each frame via a storage buffer at
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// @group(3) @binding(2) (groups 0..2 are reserved by the wavefront
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// pipeline). main.cpp drives it from WASD + mouse-delta.
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struct Camera {
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origin: vec3<f32>,
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pad0: f32,
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right: vec3<f32>,
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tanHalf: f32,
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up: vec3<f32>,
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aspect: f32,
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forward: vec3<f32>,
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pad1: f32,
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};
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@group(3) @binding(2) var<storage, read> camera : Camera;
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fn raygen_main(gid: vec3<u32>) {
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if (gid.x >= wfParams.surfaceW || gid.y >= wfParams.surfaceH) { return; }
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let pixel = vec2<f32>(f32(gid.x), f32(gid.y));
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let resolution = vec2<f32>(f32(wfParams.surfaceW), f32(wfParams.surfaceH));
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let uv = (pixel + vec2<f32>(0.5)) / resolution;
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let ndc = uv * 2.0 - vec2<f32>(1.0);
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let direction = normalize(
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camera.right * (ndc.x * camera.aspect * camera.tanHalf) +
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camera.up * (-ndc.y * camera.tanHalf) +
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camera.forward);
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var payload: Payload;
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payload.color = vec3<f32>(0.0);
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payload.shadowRay = 0u;
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rtEmitPrimaryRay(camera.origin, 0.001, direction, 10000.0,
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0u, 0xFFu, 0u, 0u, payload);
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}
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