mirror of
https://github.com/gfx-rs/wgpu.git
synced 2024-11-22 23:04:07 +00:00
81 lines
2.2 KiB
WebGPU Shading Language
81 lines
2.2 KiB
WebGPU Shading Language
/*
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let RAY_FLAG_NONE = 0x00u;
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let RAY_FLAG_OPAQUE = 0x01u;
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let RAY_FLAG_NO_OPAQUE = 0x02u;
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let RAY_FLAG_TERMINATE_ON_FIRST_HIT = 0x04u;
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let RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 0x08u;
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let RAY_FLAG_CULL_BACK_FACING = 0x10u;
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let RAY_FLAG_CULL_FRONT_FACING = 0x20u;
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let RAY_FLAG_CULL_OPAQUE = 0x40u;
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let RAY_FLAG_CULL_NO_OPAQUE = 0x80u;
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let RAY_FLAG_SKIP_TRIANGLES = 0x100u;
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let RAY_FLAG_SKIP_AABBS = 0x200u;
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let RAY_QUERY_INTERSECTION_NONE = 0u;
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let RAY_QUERY_INTERSECTION_TRIANGLE = 1u;
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let RAY_QUERY_INTERSECTION_GENERATED = 2u;
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let RAY_QUERY_INTERSECTION_AABB = 4u;
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struct RayDesc {
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flags: u32,
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cull_mask: u32,
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t_min: f32,
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t_max: f32,
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origin: vec3<f32>,
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dir: vec3<f32>,
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}
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struct RayIntersection {
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kind: u32,
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t: f32,
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instance_custom_index: u32,
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instance_id: u32,
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sbt_record_offset: u32,
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geometry_index: u32,
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primitive_index: u32,
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barycentrics: vec2<f32>,
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front_face: bool,
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object_to_world: mat4x3<f32>,
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world_to_object: mat4x3<f32>,
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}
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*/
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fn query_loop(pos: vec3<f32>, dir: vec3<f32>, acs: acceleration_structure) -> RayIntersection {
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var rq: ray_query;
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rayQueryInitialize(&rq, acs, RayDesc(RAY_FLAG_TERMINATE_ON_FIRST_HIT, 0xFFu, 0.1, 100.0, pos, dir));
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while (rayQueryProceed(&rq)) {}
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return rayQueryGetCommittedIntersection(&rq);
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}
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@group(0) @binding(0)
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var acc_struct: acceleration_structure;
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struct Output {
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visible: u32,
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normal: vec3<f32>,
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}
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@group(0) @binding(1)
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var<storage, read_write> output: Output;
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fn get_torus_normal(world_point: vec3<f32>, intersection: RayIntersection) -> vec3<f32> {
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let local_point = intersection.world_to_object * vec4<f32>(world_point, 1.0);
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let point_on_guiding_line = normalize(local_point.xy) * 2.4;
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let world_point_on_guiding_line = intersection.object_to_world * vec4<f32>(point_on_guiding_line, 0.0, 1.0);
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return normalize(world_point - world_point_on_guiding_line);
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}
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@compute @workgroup_size(1)
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fn main() {
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let pos = vec3<f32>(0.0);
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let dir = vec3<f32>(0.0, 1.0, 0.0);
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let intersection = query_loop(pos, dir, acc_struct);
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output.visible = u32(intersection.kind == RAY_QUERY_INTERSECTION_NONE);
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output.normal = get_torus_normal(dir * intersection.t, intersection);
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}
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