diff --git a/crates/voltex_renderer/src/rt_shadow.rs b/crates/voltex_renderer/src/rt_shadow.rs new file mode 100644 index 0000000..d4832de --- /dev/null +++ b/crates/voltex_renderer/src/rt_shadow.rs @@ -0,0 +1,89 @@ +use bytemuck::{Pod, Zeroable}; + +/// Texture format used for the RT shadow output (single-channel float). +pub const RT_SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R32Float; + +/// Uniform buffer for the RT shadow compute pass. +/// +/// Layout (32 bytes, 16-byte aligned): +/// light_direction [f32; 3] + _pad0: f32 → 16 bytes +/// width: u32, height: u32, _pad1: [u32; 2] → 16 bytes +#[repr(C)] +#[derive(Copy, Clone, Debug, Pod, Zeroable)] +pub struct RtShadowUniform { + pub light_direction: [f32; 3], + pub _pad0: f32, + pub width: u32, + pub height: u32, + pub _pad1: [u32; 2], +} + +/// GPU resources for the RT shadow compute pass. +pub struct RtShadowResources { + pub shadow_texture: wgpu::Texture, + pub shadow_view: wgpu::TextureView, + pub uniform_buffer: wgpu::Buffer, + pub width: u32, + pub height: u32, +} + +impl RtShadowResources { + pub fn new(device: &wgpu::Device, width: u32, height: u32) -> Self { + let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height); + + let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { + label: Some("RT Shadow Uniform Buffer"), + size: std::mem::size_of::() as u64, + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + mapped_at_creation: false, + }); + + Self { shadow_texture, shadow_view, uniform_buffer, width, height } + } + + /// Recreate the shadow texture when the window is resized. + pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) { + let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height); + self.shadow_texture = shadow_texture; + self.shadow_view = shadow_view; + self.width = width; + self.height = height; + } +} + +// ── Helpers ────────────────────────────────────────────────────────────────── + +fn create_shadow_texture( + device: &wgpu::Device, + width: u32, + height: u32, +) -> (wgpu::Texture, wgpu::TextureView) { + let texture = device.create_texture(&wgpu::TextureDescriptor { + label: Some("RT Shadow Texture"), + size: wgpu::Extent3d { + width, + height, + depth_or_array_layers: 1, + }, + mip_level_count: 1, + sample_count: 1, + dimension: wgpu::TextureDimension::D2, + format: RT_SHADOW_FORMAT, + usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING, + view_formats: &[], + }); + let view = texture.create_view(&wgpu::TextureViewDescriptor::default()); + (texture, view) +} + +// ── Tests ───────────────────────────────────────────────────────────────────── + +#[cfg(test)] +mod tests { + use super::*; + + #[test] + fn test_rt_shadow_uniform_size() { + assert_eq!(std::mem::size_of::(), 32); + } +} diff --git a/crates/voltex_renderer/src/rt_shadow_shader.wgsl b/crates/voltex_renderer/src/rt_shadow_shader.wgsl new file mode 100644 index 0000000..15fe1a0 --- /dev/null +++ b/crates/voltex_renderer/src/rt_shadow_shader.wgsl @@ -0,0 +1,79 @@ +// RT Shadow compute shader. +// Reads world-space position and normal from the G-Buffer, then fires a +// shadow ray against the TLAS to determine per-pixel visibility. +// Output is 1.0 (lit) or 0.0 (shadowed) stored in an R32Float texture. + +// ── Group 0: G-Buffer inputs ────────────────────────────────────────────────── + +@group(0) @binding(0) var t_position: texture_2d; +@group(0) @binding(1) var t_normal: texture_2d; + +// ── Group 1: RT data ───────────────────────────────────────────────────────── + +@group(1) @binding(0) var tlas: acceleration_structure; +@group(1) @binding(1) var t_shadow_out: texture_storage_2d; + +struct RtShadowUniform { + light_direction: vec3, + _pad0: f32, + width: u32, + height: u32, + _pad1: vec2, +}; + +@group(1) @binding(2) var uniforms: RtShadowUniform; + +// ── Compute entry point ─────────────────────────────────────────────────────── + +@compute @workgroup_size(8, 8) +fn cs_main(@builtin(global_invocation_id) gid: vec3) { + let coord = vec2(i32(gid.x), i32(gid.y)); + + // Bounds check + if gid.x >= uniforms.width || gid.y >= uniforms.height { + return; + } + + // Read world position from G-Buffer + let world_pos = textureLoad(t_position, coord, 0).xyz; + + // Background pixel: skip (position is (0,0,0) for skybox pixels) + if dot(world_pos, world_pos) < 0.001 { + textureStore(t_shadow_out, coord, vec4(1.0, 0.0, 0.0, 0.0)); + return; + } + + // Read and decode normal — G-Buffer stores N * 0.5 + 0.5 + let normal_encoded = textureLoad(t_normal, coord, 0).rgb; + let N = normalize(normal_encoded * 2.0 - 1.0); + + // Ray: from surface towards the light, biased along normal to avoid self-intersection + let ray_origin = world_pos + N * 0.01; + let ray_dir = normalize(-uniforms.light_direction); + + // Ray query: check for any occluder between surface and "infinity" + var rq: ray_query; + rayQueryInitialize( + &rq, + tlas, + RayDesc( + RAY_FLAG_TERMINATE_ON_FIRST_HIT | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER, + 0xFF, + 0.0001, + 1.0e6, + ray_origin, + ray_dir, + ), + ); + + // Advance until the query is done (with TERMINATE_ON_FIRST_HIT this is at most one step) + while rayQueryProceed(&rq) {} + + // If anything was hit, the pixel is in shadow + var shadow: f32 = 1.0; + if rayQueryGetCommittedIntersectionType(&rq) != RAY_QUERY_INTERSECTION_NONE { + shadow = 0.0; + } + + textureStore(t_shadow_out, coord, vec4(shadow, 0.0, 0.0, 0.0)); +}