enable wgpu_ray_query;
/*
The contents of the RayQuery struct are roughly as follows
let RAY_FLAG_NONE = 0x00u;
let RAY_FLAG_OPAQUE = 0x01u;
let RAY_FLAG_NO_OPAQUE = 0x02u;
let RAY_FLAG_TERMINATE_ON_FIRST_HIT = 0x04u;
let RAY_FLAG_SKIP_CLOSEST_HIT_SHADER = 0x08u;
let RAY_FLAG_CULL_BACK_FACING = 0x10u;
let RAY_FLAG_CULL_FRONT_FACING = 0x20u;
let RAY_FLAG_CULL_OPAQUE = 0x40u;
let RAY_FLAG_CULL_NO_OPAQUE = 0x80u;
let RAY_FLAG_SKIP_TRIANGLES = 0x100u;
let RAY_FLAG_SKIP_AABBS = 0x200u;
let RAY_QUERY_INTERSECTION_NONE = 0u;
let RAY_QUERY_INTERSECTION_TRIANGLE = 1u;
let RAY_QUERY_INTERSECTION_GENERATED = 2u;
let RAY_QUERY_INTERSECTION_AABB = 3u;
struct RayDesc {
flags: u32,
cull_mask: u32,
t_min: f32,
t_max: f32,
origin: vec3<f32>,
dir: vec3<f32>,
}
struct RayIntersection {
kind: u32,
t: f32,
instance_custom_index: u32,
instance_id: u32,
sbt_record_offset: u32,
geometry_index: u32,
primitive_index: u32,
barycentrics: vec2<f32>,
front_face: bool,
object_to_world: mat4x3<f32>,
world_to_object: mat4x3<f32>,
}
*/
struct Uniforms {
view_inv: mat4x4<f32>,
proj_inv: mat4x4<f32>,
width: u32,
height: u32,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var acc_struct: acceleration_structure;
@group(0) @binding(2)
var<storage, read_write> raw_buf: array<f32>;
@compute @workgroup_size(8, 8)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
let target_size = vec2<u32>(uniforms.width, uniforms.height);
let pixel_center = vec2<f32>(global_id.xy) + vec2<f32>(0.5);
let in_uv = pixel_center/vec2<f32>(target_size.xy);
let d = in_uv * 2.0 - 1.0;
let origin = (uniforms.view_inv * vec4<f32>(0.0,0.0,0.0,1.0)).xyz;
let temp = uniforms.proj_inv * vec4<f32>(d.x, d.y, 1.0, 1.0);
let direction = (uniforms.view_inv * vec4<f32>(normalize(temp.xyz), 0.0)).xyz;
var rq: ray_query;
rayQueryInitialize(&rq, acc_struct, RayDesc(0u, 0xFFu, 0.1, 200.0, origin, direction));
rayQueryProceed(&rq);
let intersection = rayQueryGetCommittedIntersection(&rq);
if (intersection.kind != RAY_QUERY_INTERSECTION_NONE) {
raw_buf[global_id.x * target_size.y + global_id.y] = intersection.t;
}
else
{
raw_buf[global_id.x * target_size.y + global_id.y] = 99999.0;
}
}