feat(renderer): add RT shadow resources and compute shader

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-25 13:14:22 +09:00
parent e2424bf8c9
commit 3a311e14af
2 changed files with 168 additions and 0 deletions

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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::<RtShadowUniform>() 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::<RtShadowUniform>(), 32);
}
}

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// 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<f32>;
@group(0) @binding(1) var t_normal: texture_2d<f32>;
// ── Group 1: RT data ─────────────────────────────────────────────────────────
@group(1) @binding(0) var tlas: acceleration_structure;
@group(1) @binding(1) var t_shadow_out: texture_storage_2d<r32float, write>;
struct RtShadowUniform {
light_direction: vec3<f32>,
_pad0: f32,
width: u32,
height: u32,
_pad1: vec2<u32>,
};
@group(1) @binding(2) var<uniform> uniforms: RtShadowUniform;
// ── Compute entry point ───────────────────────────────────────────────────────
@compute @workgroup_size(8, 8)
fn cs_main(@builtin(global_invocation_id) gid: vec3<u32>) {
let coord = vec2<i32>(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<f32>(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<f32>(shadow, 0.0, 0.0, 0.0));
}