translate ray tracer code

This commit is contained in:
2025-09-01 13:16:45 -04:00
parent b8037fef61
commit 7d3afc9002
2 changed files with 194 additions and 45 deletions

View File

@@ -5,70 +5,213 @@
@group(0) @binding(2) var<uniform> config: TracerUniforms;
@group(0) @binding(3) var<uniform> view: ViewUniform;
struct View {
view_proj: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
inv_view_proj: mat4x4<f32>,
inv_view: mat4x4<f32>, // equiv to Unity's _CameraToWorld
inv_projection: mat4x4<f32>, // equic to Unity's _CameraInverseProjection
};
struct ViewUniform {
clip_from_world: mat4x4<f32>,
unjittered_clip_from_world: mat4x4<f32>,
world_from_clip: mat4x4<f32>,
world_from_view: mat4x4<f32>,
view_from_world: mat4x4<f32>,
clip_from_view: mat4x4<f32>,
view_from_clip: mat4x4<f32>,
world_position: vec3<f32>,
exposure: f32,
viewport: vec4<f32>,
frustum: array<vec4<f32>, 6>,
color_grading: vec4<f32>, // simplified for example
mip_bias: f32,
frame_count: u32,
};
struct TracerUniforms {
sky_color: vec4<f32>,
}
fn hash(value: u32) -> u32 {
var state = value;
state = state ^ 2747636419u;
state = state * 2654435769u;
state = state ^ (state >> 16u);
state = state * 2654435769u;
state = state ^ (state >> 16u);
state = state * 2654435769u;
return state;
}
fn randomFloat(value: u32) -> f32 {
return f32(hash(value)) / 4294967295.0;
}
@compute @workgroup_size(8, 8, 1)
fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) {
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let randomNumber = randomFloat((invocation_id.y << 16u) | invocation_id.x);
let alive = randomNumber > 0.9;
// Use alpha channel to keep track of cell's state
let color = vec4(config.sky_color.rgb, f32(alive));
let color = vec4(0.0);
textureStore(output, location, color);
}
fn is_alive(location: vec2<i32>, offset_x: i32, offset_y: i32) -> i32 {
let value: vec4<f32> = textureLoad(input, location + vec2<i32>(offset_x, offset_y));
return i32(value.a);
}
fn count_alive(location: vec2<i32>) -> i32 {
return is_alive(location, -1, -1) +
is_alive(location, -1, 0) +
is_alive(location, -1, 1) +
is_alive(location, 0, -1) +
is_alive(location, 0, 1) +
is_alive(location, 1, -1) +
is_alive(location, 1, 0) +
is_alive(location, 1, 1);
}
@compute @workgroup_size(8, 8, 1)
fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
let size = textureDimensions(output);
let loc = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y)) / vec2<f32>(size.xy);
let ndc = loc * 2.0f - 1.0f;
var ray = createCameraRay(ndc);
var result = vec3<f32>(0.0f);
var hit = trace(ray);
result += ray.energy * shade(&ray, hit);
let color = vec4(result , 1.0);
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let n_alive = count_alive(location);
var alive: bool;
if (n_alive == 3) {
alive = true;
} else if (n_alive == 2) {
let currently_alive = is_alive(location, 0, 0);
alive = bool(currently_alive);
} else {
alive = false;
}
let color = vec4(config.sky_color.rgb , f32(alive));
textureStore(output, location, color);
}
struct Ray {
origin: vec3<f32>,
direction: vec3<f32>,
energy: vec3<f32>,
}
struct RayHit {
distance: f32,
position: vec3<f32>,
normal: vec3<f32>,
albedo: vec3<f32>,
specular: vec3<f32>
}
struct Sphere
{
position: vec3<f32>,
radius: f32,
albedo: vec3<f32>,
specular: vec3<f32>
}
fn createRayHit() -> RayHit {
var hit: RayHit;
hit.position = vec3<f32>(0.0, 0.0, 0.0);
hit.distance = -1.0f; // A negative number to represent infinity
hit.normal = vec3<f32>(0.0, 0.0, 0.0);
hit.albedo = vec3<f32>(0.0, 0.0, 0.0);
hit.specular = vec3<f32>(0.0, 0.0, 0.0);
return hit;
}
fn createRay(origin: vec3<f32>, direction: vec3<f32>) -> Ray
{
var ray: Ray;
ray.origin = origin;
ray.direction = direction;
ray.energy = vec3<f32>(1.0f, 1.0f, 1.0f);
return ray;
}
fn createCameraRay(ndc: vec2<f32>) -> Ray {
// let origin = (view.inv_view * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
// let direction_view = (view.inv_projection * vec4<f32>(uv, 0.0, 1.0)).xyz;
// let direction = (view.inv_view * vec4<f32>(direction_view, 0.0)).xyz;
let origin = view.world_position;
let target_point = view.world_from_clip * vec4<f32>(ndc, 0.0f, 1.0f);
let direction_point = target_point.xyz / target_point.w;
let direction = normalize(direction_point - origin);
return createRay(origin, direction);
}
fn createSphere(position: vec3<f32>, radius: f32) -> Sphere
{
var s: Sphere;
s.position = position;
s.radius = radius;
s.albedo = vec3<f32>(0.8f, 0.8f, 0.8f);
s.specular = vec3<f32>(0.6f, 0.6f, 0.6f);
return s;
}
fn intersectSphere(ray: Ray, bestHit: ptr<function, RayHit>, sphereIndex: u32)
{
//Sphere sphere = _Spheres[sphereIndex];
var sphere = createSphere(vec3<f32>(0.0), 1.0f);
var d = ray.origin - sphere.position;
var p1 = -dot(ray.direction, d);
var p2sqr = p1 * p1 - dot(d, d) + sphere.radius * sphere.radius;
if p2sqr < 0 {
return;
}
var p2 = sqrt(p2sqr);
// var t = p1 - p2 > 0 ? p1 - p2 : p1 + p2;
var t = 0f;
if p1 - p2 > 0 {
t = p1 - p2;
} else {
t = p1 + p2;
}
if t > 0 && t < (*bestHit).distance
{
(*bestHit).position = ray.origin + t * ray.direction;
(*bestHit).normal = normalize((*bestHit).position - sphere.position);
(*bestHit).albedo = sphere.albedo;
(*bestHit).specular = sphere.specular;
(*bestHit).distance = t;
}
}
fn intersectGroundPlane(ray: Ray, bestHit: ptr<function,RayHit>)
{
var t = -ray.origin.y / ray.direction.y;
if t > 0 && t < (*bestHit).distance
{
(*bestHit).distance = t;
(*bestHit).position = ray.origin + t * ray.direction;
(*bestHit).normal = vec3<f32>(0.0f, 1.0f, 0.0f);
(*bestHit).albedo = vec3(0.8f);
(*bestHit).specular = vec3(0.3f);
}
}
fn trace(ray: Ray) -> RayHit
{
var bestHit = createRayHit();
intersectGroundPlane(ray, &bestHit);
intersectSphere(ray, &bestHit, 0);
return bestHit;
}
fn shade(ray: ptr<function, Ray>, hit: RayHit) -> vec3<f32>
{
if hit.distance > -1.0f
{
(*ray).origin = hit.position + hit.normal * 0.001f;
(*ray).direction = reflect((*ray).direction, hit.normal);
(*ray).energy *= hit.specular;
//Shadows
// var shadow = false;
// Ray shadowRay = createRay(hit.position + hit.normal * 0.001f, -1 * _DirectionalLight.xyz);
// RayHit shadowHit = Trace(shadowRay);
// if (shadowHit.distance != 1.#INF)
// {
// return float3(0.0f, 0.0f, 0.0f);
// }
// return saturate(dot(hit.normal, _DirectionalLight.xyz) * -1) * _DirectionalLight.w * hit.albedo;
return hit.albedo;
}
else
{
(*ray).energy = vec3(0.0f);
return vec3<f32>(0.1f);
// var theta = acos(ray.direction.y) / -PI;
// var phi = atan2(ray.direction.x, -ray.direction.z) / -PI * .5f;
// return _SkyboxTexture.SampleLevel(sampler_SkyboxTexture, float2(phi, theta), 0).xyz;
}
}

View File

@@ -15,6 +15,7 @@ use bevy::{
},
renderer::{RenderDevice, RenderQueue},
texture::GpuImage,
view::{ViewUniform, ViewUniforms},
},
};
@@ -85,6 +86,7 @@ impl FromWorld for TracerPipeline {
texture_storage_2d(TextureFormat::Rgba32Float, StorageTextureAccess::ReadOnly),
texture_storage_2d(TextureFormat::Rgba32Float, StorageTextureAccess::WriteOnly),
uniform_buffer::<TracerUniforms>(false),
uniform_buffer::<ViewUniform>(false),
),
),
);
@@ -133,6 +135,7 @@ fn init_pipeline(
texture_storage_2d(TextureFormat::Rgba32Float, StorageTextureAccess::ReadOnly),
texture_storage_2d(TextureFormat::Rgba32Float, StorageTextureAccess::WriteOnly),
uniform_buffer::<TracerUniforms>(false),
uniform_buffer::<ViewUniform>(false),
),
),
);
@@ -175,10 +178,13 @@ fn prepare_bind_groups(
tracer_uniforms: Res<TracerUniforms>,
render_device: Res<RenderDevice>,
queue: Res<RenderQueue>,
view_uniforms: Res<ViewUniforms>,
) {
let view_a = gpu_images.get(&tracer_images.0).unwrap();
let view_b = gpu_images.get(&tracer_images.1).unwrap();
//Todo: Insert View Uniforms
// Uniform buffer is used here to demonstrate how to set up a uniform in a compute shader
// Alternatives such as storage buffers or push constants may be more suitable for your use case
let mut uniform_buffer = UniformBuffer::from(tracer_uniforms.into_inner());