feat(renderer): add RT shadow resources and compute shader
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
89
crates/voltex_renderer/src/rt_shadow.rs
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89
crates/voltex_renderer/src/rt_shadow.rs
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use bytemuck::{Pod, Zeroable};
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/// Texture format used for the RT shadow output (single-channel float).
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pub const RT_SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::R32Float;
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/// Uniform buffer for the RT shadow compute pass.
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///
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/// Layout (32 bytes, 16-byte aligned):
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/// light_direction [f32; 3] + _pad0: f32 → 16 bytes
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/// width: u32, height: u32, _pad1: [u32; 2] → 16 bytes
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Pod, Zeroable)]
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pub struct RtShadowUniform {
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pub light_direction: [f32; 3],
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pub _pad0: f32,
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pub width: u32,
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pub height: u32,
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pub _pad1: [u32; 2],
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}
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/// GPU resources for the RT shadow compute pass.
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pub struct RtShadowResources {
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pub shadow_texture: wgpu::Texture,
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pub shadow_view: wgpu::TextureView,
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pub uniform_buffer: wgpu::Buffer,
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pub width: u32,
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pub height: u32,
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}
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impl RtShadowResources {
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pub fn new(device: &wgpu::Device, width: u32, height: u32) -> Self {
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let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height);
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("RT Shadow Uniform Buffer"),
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size: std::mem::size_of::<RtShadowUniform>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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Self { shadow_texture, shadow_view, uniform_buffer, width, height }
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}
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/// Recreate the shadow texture when the window is resized.
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pub fn resize(&mut self, device: &wgpu::Device, width: u32, height: u32) {
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let (shadow_texture, shadow_view) = create_shadow_texture(device, width, height);
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self.shadow_texture = shadow_texture;
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self.shadow_view = shadow_view;
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self.width = width;
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self.height = height;
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}
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}
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// ── Helpers ──────────────────────────────────────────────────────────────────
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fn create_shadow_texture(
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device: &wgpu::Device,
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width: u32,
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height: u32,
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) -> (wgpu::Texture, wgpu::TextureView) {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("RT Shadow Texture"),
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size: wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: RT_SHADOW_FORMAT,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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(texture, view)
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}
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// ── Tests ─────────────────────────────────────────────────────────────────────
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn test_rt_shadow_uniform_size() {
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assert_eq!(std::mem::size_of::<RtShadowUniform>(), 32);
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}
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}
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79
crates/voltex_renderer/src/rt_shadow_shader.wgsl
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79
crates/voltex_renderer/src/rt_shadow_shader.wgsl
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// RT Shadow compute shader.
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// Reads world-space position and normal from the G-Buffer, then fires a
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// shadow ray against the TLAS to determine per-pixel visibility.
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// Output is 1.0 (lit) or 0.0 (shadowed) stored in an R32Float texture.
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// ── Group 0: G-Buffer inputs ──────────────────────────────────────────────────
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@group(0) @binding(0) var t_position: texture_2d<f32>;
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@group(0) @binding(1) var t_normal: texture_2d<f32>;
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// ── Group 1: RT data ─────────────────────────────────────────────────────────
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@group(1) @binding(0) var tlas: acceleration_structure;
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@group(1) @binding(1) var t_shadow_out: texture_storage_2d<r32float, write>;
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struct RtShadowUniform {
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light_direction: vec3<f32>,
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_pad0: f32,
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width: u32,
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height: u32,
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_pad1: vec2<u32>,
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};
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@group(1) @binding(2) var<uniform> uniforms: RtShadowUniform;
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// ── Compute entry point ───────────────────────────────────────────────────────
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@compute @workgroup_size(8, 8)
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fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
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let coord = vec2<i32>(i32(gid.x), i32(gid.y));
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// Bounds check
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if gid.x >= uniforms.width || gid.y >= uniforms.height {
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return;
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}
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// Read world position from G-Buffer
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let world_pos = textureLoad(t_position, coord, 0).xyz;
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// Background pixel: skip (position is (0,0,0) for skybox pixels)
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if dot(world_pos, world_pos) < 0.001 {
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textureStore(t_shadow_out, coord, vec4<f32>(1.0, 0.0, 0.0, 0.0));
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return;
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}
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// Read and decode normal — G-Buffer stores N * 0.5 + 0.5
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let normal_encoded = textureLoad(t_normal, coord, 0).rgb;
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let N = normalize(normal_encoded * 2.0 - 1.0);
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// Ray: from surface towards the light, biased along normal to avoid self-intersection
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let ray_origin = world_pos + N * 0.01;
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let ray_dir = normalize(-uniforms.light_direction);
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// Ray query: check for any occluder between surface and "infinity"
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var rq: ray_query;
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rayQueryInitialize(
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&rq,
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tlas,
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RayDesc(
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RAY_FLAG_TERMINATE_ON_FIRST_HIT | RAY_FLAG_SKIP_CLOSEST_HIT_SHADER,
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0xFF,
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0.0001,
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1.0e6,
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ray_origin,
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ray_dir,
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),
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);
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// Advance until the query is done (with TERMINATE_ON_FIRST_HIT this is at most one step)
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while rayQueryProceed(&rq) {}
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// If anything was hit, the pixel is in shadow
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var shadow: f32 = 1.0;
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if rayQueryGetCommittedIntersectionType(&rq) != RAY_QUERY_INTERSECTION_NONE {
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shadow = 0.0;
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}
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textureStore(t_shadow_out, coord, vec4<f32>(shadow, 0.0, 0.0, 0.0));
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}
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