Window - CreateSwapchain asked for exactly numFrames (3) images whatever the surface said, read them into a three-element array, and keyed the command buffers, the fences and the descriptor-heap copy holding "its" swapchain image by the acquired image index. A swapchain of another size fell back to FIFO (asked for MAILBOX or IMMEDIATE) or threw, and a surface whose minimum is above three got a create info below it (#160). Mesa's MAILBOX needs four images: Turnip on phoc, llvmpipe on any Wayland compositor. - The present mode is picked first, then the swapchain is sized by SwapchainCapabilities: the surface's counts for that mode where the instance has surface_maintenance1. With swapchain_maintenance1 the swapchain names its mode (VkSwapchainPresentModesCreateInfoKHR), which is what makes the mode's own count the one that applies, at creation and to the forward progress of a UINT64_MAX acquire; without it the stricter of the mode's and the surface's counts for all modes. It asks for numFrames or that minimum where more, never past the maximum (SwapchainMinImageCount). Turnip's FIFO keeps its three images and MAILBOX gets four. The FIFO fallback and presentModeUnfit are gone. - images, imageViewInfos (was imageViews: they are create-infos), the made imageViews that descriptor sets take, imageInitialised and the render-finished semaphores are per image, as many as the driver made. The views are made once per swapchain. The semaphores only grow, since a present of the old swapchain may still wait on one. - Frames in flight stay numFrames, keyed by currentFrame, frameCounter % numFrames: the command buffer, the fence, the acquire semaphore, the heap copy (or set), RenderingElement3D::tlases, the frameIdx a pass is recorded with. currentImage is the acquired image. currentBuffer is gone, so code that used it stops compiling instead of picking the wrong one; RenderPass::Record's frameIdx keeps its name and is now the frame slot, as RenderPass.cppm says. - The frame's fence is waited before the acquire. The acquire semaphores need no spare then, and a frame waits for exactly the one numFrames before it, which the deletion queue and the staging rings count on and fences keyed by image did not promise once images come back out of order. The swapchain slots are written before the fence is reset. - From the acquire to the present the window is recording: a Resize or SetPresentMode from a listener (a VSync key ticked in onUpdate) takes effect after the present, through RebuildSwapchain, together with a present that found the swapchain out of date. Rebuilding mid-frame used to destroy the image the frame was drawing into; with images sized per swapchain it would also index past the new one's end. DescriptorHeapVulkan - Frames and images pair up differently from frame to frame, so no heap copy can keep one swapchain image. AddSwapchainSlot(slot, window) lists an image slot as that window's swapchain image, and Window::Render writes the image a frame acquired into its window's listed slots in that frame's copy, or its set, before onUpdate, skipping a slot that holds it already. A slot is one window's, so two windows can share a heap without writing each other's slots under each other's frames in flight. A slot listed during a frame its window records is written at once. A slot past the heap's image slots, an empty ImageSlot's 0xFFFF among them, is refused. Freeing a slot unlists it, as does initialising the heap in either binding model. WriteImageSet, the one use of which this replaces, is gone, and with it the per-frame dimension of setImageViews. Device - VK_KHR_surface_maintenance1 (or EXT) and VK_KHR_get_surface_capabilities2 are enabled where the loader has them (surfaceMaintenance1Supported, vkGetPhysicalDeviceSurfaceCapabilities2KHR), and the matching swapchain_maintenance1 with its feature where the device has it (swapchainMaintenance1Supported). - DistinctGpus groups the physical devices by GPU as CRAFTER_GRAPHICS_DEVICE numbers them, for ChooseGpu and tests. UI - UIRenderer lists its output slot instead of writing every copy itself, and again on every resize; the resize listener is gone on both backends. The headers' frameIdx is currentFrame. Examples - VulkanTriangle, Sponza, SponzaBench and RTVolume list their output slot and write only the per-frame TLASes. They wrote imageViews[f] into copy f once, which a resize left pointing at destroyed images. Tests - SwapchainImageCount: SwapchainMinImageCount on the numbers drivers report; every offered mode keeps its mode and gets what the window asks for; every frame presents the colour it drew, read back a texel per frame; a switch and a resize asked for during a frame wait for its present; a slot listed during a frame holds its image at once; two windows on one heap draw their own colours. The frame checks run again in child processes, through CRAFTER_GRAPHICS_DEVICE, on a GPU whose swapchains have more images than frames (this one, else llvmpipe), in each binding model the parent didn't cover; a child skips only for a GPU that can't run the library, and checks it runs the model it was asked for. - FrameLoopSync checks the frame slot follows the frame counter and counts the swapchain's own images. HeapASRead, HeapDynamicIndexHit and RTPassPushData list their swapchain slot and drop their resize rewrites. Docs - README, AGENTS.md and AGENTS.consumer.md: frames and images, the swapchain slots, rebuilds held to the present, the new optional groups. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
487 lines
22 KiB
C++
487 lines
22 KiB
C++
//SPDX-License-Identifier: MIT
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//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
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// Sponza on Vulkan + WebGPU. Same example source, two backends — picked
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// by CRAFTER_GRAPHICS_WINDOW_DOM. Both paths:
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// 1. Load a Sponza .cmesh (positions + indices, optional per-vertex
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// data region) and a single albedo .ctex from disk. The source
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// assets are fetched once by project.cpp (Crafter.Build::GitFetch)
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// from https://github.com/jimmiebergmann/Sponza and compressed
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// into the bin dir at build time — they don't live in this repo.
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// 2. Build BLAS + TLAS via the existing Mesh / RenderingElement3D
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// flow. The on-disk format is identical between backends; only
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// the decompression path differs (VK_EXT_memory_decompression
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// on Vulkan, CPU GDeflate on WebGPU).
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// 3. Upload the albedo as Image2D<RGBA8>, register it in the
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// backend descriptor heap, and run the RT pipeline. Closest-hit
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// shaders sample the texture at the hit's barycentric coords —
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// proof-of-binding rather than UV-correct shading. Per-vertex
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// UV interpolation is follow-up work (the attribs heap is in
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// place on WebGPU; the Vulkan side needs a sibling data buffer
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// exposed off Mesh).
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//
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// Sponza model: CC BY 3.0 — Frank Meinl (Crytek), packaged by Jimmie
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// Bergmann and Morgan McGuire. https://casual-effects.com/data
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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#include "vulkan/vulkan.h"
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#endif
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import Crafter.Graphics;
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import Crafter.Asset;
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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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struct RGBA8 { std::uint8_t r, g, b, a; };
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void RequireAssets(const fs::path& mesh, const fs::path& tex) {
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const bool haveMesh = fs::exists(mesh);
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const bool haveTex = fs::exists(tex);
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if (haveMesh && haveTex) return;
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std::println(std::cerr,
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"[Sponza] missing asset(s):\n"
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" mesh: {} {}\n"
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" albedo: {} {}\n"
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"The build should have populated these via cfg.assets +\n"
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"GitFetch (see examples/Sponza/project.cpp). If you ran\n"
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"the binary from outside its bin dir, cd into the bin dir\n"
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"first — asset paths are relative to cwd.",
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mesh.string(), haveMesh ? "OK" : "MISSING",
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tex.string(), haveTex ? "OK" : "MISSING");
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std::abort();
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}
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}
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#ifndef CRAFTER_GRAPHICS_WINDOW_DOM
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int main() {
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// Native Vulkan path is single-material for now (see file header) —
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// pick up just the first per-material output the build emits. The
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// WebGPU branch below uses every mesh + a texture array.
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const fs::path meshPath = "mesh_0.cmesh";
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const fs::path texPath = "tex_0.ctex";
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RequireAssets(meshPath, texPath);
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CompressedMeshAsset loadedMesh = LoadCompressedMesh(meshPath);
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CompressedTextureAsset loadedTex = LoadCompressedTexture(texPath);
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std::println("[Sponza] loaded {} verts, {} idx, {}x{} albedo",
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loadedMesh.vertexCount, loadedMesh.indexCount,
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loadedTex.sizeX, loadedTex.sizeY);
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// The raygen and closest-hit shaders take heap slots as uint16_t spec
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// constants.
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Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}});
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Window window(1280, 720, "Sponza");
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VkCommandBuffer cmd = window.StartInit();
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DescriptorHeapVulkan descriptorHeap;
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descriptorHeap.Initialize(/*images*/ 2, /*buffers*/ 1, /*samplers*/ 1);
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// Specialization constants: the TLAS slot offset for raygen (shared
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// with the VulkanTriangle pattern), and the albedo's image and sampler
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// slots for closesthit.
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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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// Allocate the albedo's slots first so their indices are known when we
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// compile closesthit.spv.
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auto imgSlots = descriptorHeap.AllocateImageSlots(2);
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auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
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auto samplerSlots = descriptorHeap.AllocateSamplerSlots(1);
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std::uint16_t albedoHeapSlot = static_cast<std::uint16_t>(imgSlots.firstElement + 1);
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const std::array<std::uint16_t, 2> hitConstants { albedoHeapSlot, samplerSlots.firstElement };
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const std::array<VkSpecializationMapEntry, 2> hitEntries {{
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{ .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) },
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{ .constantID = 1, .offset = sizeof(std::uint16_t), .size = sizeof(std::uint16_t) },
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}};
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VkSpecializationInfo hitSpec = {
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.mapEntryCount = static_cast<std::uint32_t>(hitEntries.size()), .pMapEntries = hitEntries.data(),
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.dataSize = sizeof(hitConstants), .pData = hitConstants.data(),
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};
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std::array<VulkanShader, 3> 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, &hitSpec },
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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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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_TRIANGLES_HIT_GROUP_KHR,
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.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
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.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
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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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Mesh sponzaMesh;
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sponzaMesh.Build(loadedMesh, cmd);
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Image2D<RGBA8> albedo;
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albedo.Create(loadedTex.sizeX, loadedTex.sizeY, /*mipLevels*/ 1, cmd,
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VK_FORMAT_R8G8B8A8_UNORM,
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VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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albedo.Update(loadedTex, cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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static RenderingElement3D renderer;
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renderer.instance = {
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.transform = {},
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.instanceCustomIndex = 0,
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.mask = 0xFF,
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.instanceShaderBindingTableRecordOffset = 0,
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.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR,
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.accelerationStructureReference = sponzaMesh.blasAddr,
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};
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MatrixRowMajor<float, 4, 3, 1>::Identity()
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.Store(reinterpret_cast<float*>(renderer.instance.transform.matrix));
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RenderingElement3D::elements.emplace_back(&renderer);
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RenderingElement3D::BuildTLAS(cmd, 0);
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RenderingElement3D::BuildTLAS(cmd, 1);
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RenderingElement3D::BuildTLAS(cmd, 2);
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window.FinishInit();
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// Write descriptors: TLAS at bufSlots[0] and albedo (a sampled image) at
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// imgSlots[1], into every frame's copy of the heap, each frame with its
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// own TLAS, and the albedo's sampler at samplerSlots[0] in the sampler
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// heap. The output image at imgSlots[0] is the swapchain's, which the
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// window writes every frame with the image that frame draws into.
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descriptorHeap.AddSwapchainSlot(imgSlots.firstElement, window);
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VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
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// The heap takes an image view's create-info, not a VkImageView.
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const VkImageViewCreateInfo albedoView {
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.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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.image = albedo.image,
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.viewType = VK_IMAGE_VIEW_TYPE_2D,
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.format = VK_FORMAT_R8G8B8A8_UNORM,
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.subresourceRange = {
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.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
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.levelCount = albedo.mipLevels,
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.layerCount = 1,
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},
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};
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const VkImageDescriptorInfoEXT albedoInfo {
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.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
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.pView = &albedoView,
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.layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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};
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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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}
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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_SAMPLED_IMAGE,
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.data = { .pImage = &albedoInfo },
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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(albedoHeapSlot),
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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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// The sampler heap takes a sampler's create-info, as
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// UIRenderer::RegisterSampler writes it.
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const VkSamplerCreateInfo albedoSamplerInfo {
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.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO,
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.magFilter = VK_FILTER_LINEAR,
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.minFilter = VK_FILTER_LINEAR,
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.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR,
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.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT,
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.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT,
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.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT,
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.maxLod = VK_LOD_CLAMP_NONE,
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};
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VkSamplerCreateInfo samplerInfos[Window::numFrames];
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VkHostAddressRangeEXT samplerDestinations[Window::numFrames];
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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samplerInfos[f] = albedoSamplerInfo;
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samplerDestinations[f] = {
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.address = descriptorHeap.samplerHeap[f].value
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+ descriptorHeap.SamplerByteOffset(samplerSlots.firstElement),
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.size = Device::descriptorHeapProperties.samplerDescriptorSize,
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};
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}
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Device::vkWriteSamplerDescriptorsEXT(Device::device, Window::numFrames,
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samplerInfos, samplerDestinations);
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for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
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descriptorHeap.samplerHeap[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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int main() {
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// ── Read scene manifest (produced by project.cpp's ImportSponzaBundle).
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//
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// line 1: albedoCount
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// line 2: meshCount
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// line 3..: per-mesh albedoIdx (-1 means "no albedo")
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const fs::path manifestPath = "scene.txt";
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if (!fs::exists(manifestPath)) {
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std::println(std::cerr,
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"[Sponza] missing scene.txt — the build should have produced "
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"it (see examples/Sponza/project.cpp). If you ran the binary "
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"from outside its bin dir, cd in first.");
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std::abort();
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}
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std::ifstream manifest(manifestPath);
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std::uint32_t albedoCount = 0, meshCount = 0;
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manifest >> albedoCount >> meshCount;
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std::vector<std::int32_t> meshAlbedo(meshCount);
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for (std::uint32_t i = 0; i < meshCount; ++i) manifest >> meshAlbedo[i];
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std::println("[Sponza] scene: {} albedos, {} meshes", albedoCount, meshCount);
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Device::Initialize();
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static Window window(1280, 720, "Sponza");
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auto cmd = window.StartInit();
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DescriptorHeapWebGPU heap;
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heap.Initialize(/*images*/ 2, /*buffers*/ 2, /*samplers*/ 2);
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std::array<WebGPUShader, 4> 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("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 {{
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{ .type = RTShaderGroupType::General, .generalShader = 0 },
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}};
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std::array<RTShaderGroup, 1> missGroups {{
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{ .type = RTShaderGroupType::General, .generalShader = 1 },
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}};
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std::array<RTShaderGroup, 1> hitGroups {{
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{ .type = RTShaderGroupType::TrianglesHitGroup, .closestHitShader = 2 },
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}};
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// Three user bindings at @group(3) (the wavefront pipeline reserves
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// groups 0..2 for WfParams / data heaps / indirect args):
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// binding 0 — albedo texture_2d_array (one layer per material)
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// binding 1 — sampler (linear clamp)
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// binding 2 — Camera storage buffer (host-driven, updated per frame)
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std::array<UICustomBinding, 3> bindings {{
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{ .group = 3, .binding = 0, .kind = UICustomBindingKind::SampledTextureArray, .pushOffset = 0 },
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{ .group = 3, .binding = 1, .kind = UICustomBindingKind::Sampler, .pushOffset = 0 },
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{ .group = 3, .binding = 2, .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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// ── Albedo texture array — one rgba8unorm layer per material. ──────
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//
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// Probe layer 0 for the canonical layer dimensions; project.cpp
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// already resized every albedo to the same square so any tex_N.ctex
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// would do, layer 0 is just the first one we have.
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Image2DArray<RGBA8> albedoArray;
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{
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CompressedTextureAsset probe = LoadCompressedTexture("tex_0.ctex");
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albedoArray.Create(probe.sizeX, probe.sizeY, static_cast<std::uint16_t>(albedoCount));
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albedoArray.UpdateLayer(0, probe);
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for (std::uint32_t i = 1; i < albedoCount; ++i) {
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CompressedTextureAsset tex = LoadCompressedTexture(std::format("tex_{}.ctex", i));
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albedoArray.UpdateLayer(static_cast<std::uint16_t>(i), tex);
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}
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}
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auto albedoArraySlot = albedoArray.AllocateSlot(heap);
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SamplerSlot samplerSlot = AllocateLinearClampSampler(heap);
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// Camera storage buffer — host writes (origin, right, up, forward,
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// aspect, tanHalf) every frame from the input-driven free camera
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// below. Layout matches the WGSL Camera struct in raygen.wgsl
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// (vec3-aligned, std430). 64 bytes total.
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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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WebGPUBuffer<CameraGPU, true> cameraBuf;
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cameraBuf.Create(1);
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// Handle array fed to RTPass — order matches the bindings declaration.
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static std::array<std::uint32_t, 3> userHandles {
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heap.imageTable [albedoArraySlot.firstElement],
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heap.samplerTable[samplerSlot.firstElement],
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cameraBuf.handle,
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};
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// ── Meshes + scene instances ───────────────────────────────────────
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//
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// One Mesh + one RenderingElement3D per material group from
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// scene.txt. Meshes whose albedoIdx is -1 (the .obj's `usemtl` named
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// something without a map_Kd in .mtl) get dropped — they're rare in
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// Sponza and we'd have nothing to sample for them anyway.
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//
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// Vector capacity is reserved up-front: RenderingElement3D::Add
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// takes a pointer that's stored in the static elements[] vector, so
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// any later vector reallocation would dangle those pointers.
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static std::vector<Mesh> meshes;
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static std::vector<RenderingElement3D> renderers;
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meshes.reserve(meshCount);
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renderers.reserve(meshCount);
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for (std::uint32_t i = 0; i < meshCount; ++i) {
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if (meshAlbedo[i] < 0) continue;
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CompressedMeshAsset loaded = LoadCompressedMesh(std::format("mesh_{}.cmesh", i));
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meshes.emplace_back();
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meshes.back().Build(loaded, cmd);
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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] = 0;
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tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = 0;
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tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = 0;
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// 24-bit instanceCustomIndex carries the albedo array layer that
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// closesthit.wgsl reads as `hit.customIndex`.
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r.instance.instanceCustomIndex = static_cast<std::uint32_t>(meshAlbedo[i]);
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r.instance.mask = 0xFF;
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r.instance.instanceShaderBindingTableRecordOffset = 0;
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r.instance.flags = kRTGeometryInstanceForceOpaque;
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r.instance.accelerationStructureReference = meshes.back().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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|
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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());
|
|
rtPass.maxDepth = 2; // primary + shadow
|
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window.passes.push_back(&rtPass);
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// ── Free camera: WASD + mouse-delta look ───────────────────────────
|
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//
|
|
// Initial pose puts the camera near one end of the atrium at eye
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// height, looking +X down the long axis (bbox: X[-1921..1800],
|
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// Y[-126..1429], Z[-1183..1105]). The user can fine-tune from there.
|
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struct CamState {
|
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// 3/4 view from a corner aimed at the atrium centre.
|
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Vector<float, 3, 4> position{ -1400.0f, 700.0f, -600.0f };
|
|
float yaw = 0.405f; // radians, around world +Y
|
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float pitch = -0.317f; // radians, +pitch looks up
|
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} cam;
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|
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Input::Map inputMap;
|
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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);
|
|
|
|
constexpr float kMoveSpeed = 1200.0f; // Sponza units / second (room is ~3700 wide)
|
|
constexpr float kLookSens = 0.05f; // radians per mouse pixel
|
|
constexpr 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;
|
|
// Keep pitch just shy of straight up/down so the basis vectors
|
|
// don't collapse (cross(forward, world_up) would go zero).
|
|
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 = 0.0f;
|
|
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 = 0.0f;
|
|
cameraBuf.FlushDevice();
|
|
});
|
|
|
|
window.Render();
|
|
window.StartUpdate();
|
|
window.StartSync();
|
|
return 0;
|
|
}
|
|
#endif
|