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>
427 lines
20 KiB
C++
427 lines
20 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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// The raygen takes the heap's buffer start as a uint16_t spec constant,
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// and aabbs.comp declares its AABB buffer `layout(scalar)`.
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Device::Initialize({.vulkan10 = {.shaderInt16 = VK_TRUE}, .vulkan12 = {.scalarBlockLayout = VK_TRUE}});
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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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descriptorHeap.Bind(cmd, window.currentFrame);
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ComputeShader aabbWriter;
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aabbWriter.Load("aabbs.comp.spv", descriptorHeap);
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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. A
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// build reads its geometry as a shader read.
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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_SHADER_READ_BIT,
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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: each frame's TLAS at bufSlots[0] of that frame's
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// copy of the heap — same pattern as the Sponza example. The output image
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// at imgSlots[0] is the swapchain's, which the window writes every frame
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// 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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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);
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destinations.reserve(Window::numFrames);
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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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}
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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;
|
||
tx[1][0] = 0; tx[1][1] = 1; tx[1][2] = 0; tx[1][3] = origin0 + float(y) * kSpacing;
|
||
tx[2][0] = 0; tx[2][1] = 0; tx[2][2] = 1; tx[2][3] = origin0 + float(z) * kSpacing;
|
||
r.instance.instanceCustomIndex = static_cast<std::uint32_t>(renderers.size() - 1);
|
||
r.instance.mask = 0xFF;
|
||
r.instance.instanceShaderBindingTableRecordOffset = 0;
|
||
// flags = 0: do NOT force opaque, so the any-hit shader runs.
|
||
r.instance.flags = 0;
|
||
r.instance.accelerationStructureReference = sphere.blasAddr;
|
||
RenderingElement3D::Add(&r);
|
||
}
|
||
RenderingElement3D::BuildTLAS(cmd, 0);
|
||
|
||
window.descriptorHeap = &heap;
|
||
window.FinishInit();
|
||
|
||
RTPass rtPass(&pipeline);
|
||
rtPass.handlesPtr = userHandles.data();
|
||
rtPass.handlesCount = static_cast<std::uint32_t>(userHandles.size());
|
||
rtPass.maxDepth = 1; // primary only
|
||
window.passes.push_back(&rtPass);
|
||
|
||
// ── Free camera framing the grid. ─────────────────────────────────
|
||
const float ext = float(kGrid - 1) * kSpacing;
|
||
struct CamState {
|
||
Vector<float, 3, 4> position;
|
||
float yaw;
|
||
float pitch;
|
||
} cam {
|
||
Vector<float, 3, 4>{ ext * 1.1f, ext * 0.8f, ext * 1.6f },
|
||
0.0f, 0.0f,
|
||
};
|
||
{
|
||
Vector<float, 3, 4> d { -cam.position.x, -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 = 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
|