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effectcraft/crates/gpu/src/adv3d.rs
T
Brandon ThomasandClaude Opus 5.5 dec091e575 M7.5: advanced 3D renderer
Advanced 3D comps render their 3D runs as one scene of world-space triangles: model and
primitive layers (meshes, skinning, animation clips by layer time), extruded text/shape
layers, and textured cards for every other layer with their Material Options. Shading is
physically based in linear light: Cook-Torrance GGX + Lambert for parallel/spot/point lights
(AE falloff and cone), ambient lights, image-based light from an Environment light's layer
(equirectangular; cosine irradiance map + roughness mip chain + split-sum BRDF fit), and
PCF shadow maps (spot/parallel/point cube faces). 2x2 SSAA, depth of field as a gather blur
by circle of confusion, back to the working encoding.

The software rasteriser (depth buffer, top-left rule, perspective-correct, opaque visibility
then sorted transparent blending) is the reference and CI path; effectcraft-gpu implements
Accelerator::raster_3d with a wgpu render pipeline (advanced3d.wgsl) and matches it within
tolerance. Environment layers are hidden from both renderers.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 21:27:59 -04:00

319 lines
14 KiB
Rust

//! The Advanced 3D rasteriser on wgpu: a render pipeline with a reversed-Z depth buffer
//! (`Depth32Float`, Greater), the scene's materials, textures, lights and shadow maps in
//! storage buffers, and `advanced3d.wgsl`'s physically based fragment shader. Opaque triangles
//! are drawn with depth writes, then the sorted transparent ones blended over (premultiplied).
//! Colour (`Rgba16Float`) and camera depth (`R32Float`) are read back for the CPU's resolve,
//! depth of field and encoding.
use effectcraft_render::three_d::adv::{Scene, Target};
use wgpu::util::DeviceExt;
use crate::context::{Enc, GpuContext};
/// Pipelines (built on first use).
pub(crate) struct Pipes {
bgl: wgpu::BindGroupLayout,
opaque: wgpu::RenderPipeline,
transparent: wgpu::RenderPipeline,
}
const COLOR: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
const DEPTH_OUT: wgpu::TextureFormat = wgpu::TextureFormat::R32Float;
const DEPTH: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const VERTEX_SIZE: u64 = 52;
fn storage(binding: u32) -> wgpu::BindGroupLayoutEntry {
wgpu::BindGroupLayoutEntry {
binding,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Storage { read_only: true }, has_dynamic_offset: false, min_binding_size: None },
count: None,
}
}
impl Pipes {
fn new(device: &wgpu::Device) -> Pipes {
let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("effectcraft advanced 3d"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/advanced3d.wgsl").into()),
});
let mut entries = vec![wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None },
count: None,
}];
entries.extend((1..=6).map(storage));
let bgl = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("advanced 3d"), entries: &entries });
let layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("advanced 3d"), bind_group_layouts: &[Some(&bgl)], immediate_size: 0 });
let attrs = [
wgpu::VertexAttribute { format: wgpu::VertexFormat::Float32x3, offset: 0, shader_location: 0 },
wgpu::VertexAttribute { format: wgpu::VertexFormat::Float32x3, offset: 12, shader_location: 1 },
wgpu::VertexAttribute { format: wgpu::VertexFormat::Float32x2, offset: 24, shader_location: 2 },
wgpu::VertexAttribute { format: wgpu::VertexFormat::Float32x4, offset: 32, shader_location: 3 },
wgpu::VertexAttribute { format: wgpu::VertexFormat::Uint32, offset: 48, shader_location: 4 },
];
let make = |transparent: bool| {
let blend = transparent.then_some(wgpu::BlendState::PREMULTIPLIED_ALPHA_BLENDING);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(if transparent { "advanced 3d transparent" } else { "advanced 3d opaque" }),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &module,
entry_point: Some("vs"),
compilation_options: Default::default(),
buffers: &[Some(wgpu::VertexBufferLayout { array_stride: VERTEX_SIZE, step_mode: wgpu::VertexStepMode::Vertex, attributes: &attrs })],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: DEPTH,
depth_write_enabled: Some(!transparent),
depth_compare: Some(wgpu::CompareFunction::Greater),
stencil: Default::default(),
bias: Default::default(),
}),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &module,
entry_point: Some("fs"),
compilation_options: Default::default(),
targets: &[
Some(wgpu::ColorTargetState { format: COLOR, blend, write_mask: wgpu::ColorWrites::ALL }),
Some(wgpu::ColorTargetState {
format: DEPTH_OUT,
blend: None,
write_mask: if transparent { wgpu::ColorWrites::empty() } else { wgpu::ColorWrites::ALL },
}),
],
}),
multiview_mask: None,
cache: None,
})
};
Pipes { opaque: make(false), transparent: make(true), bgl }
}
}
fn f32s(v: impl IntoIterator<Item = f32>) -> Vec<u8> {
let mut b: Vec<u8> = v.into_iter().flat_map(f32::to_le_bytes).collect();
while b.len() < 16 {
b.push(0);
}
b
}
/// Pack the scene's arrays as the shader's storage buffers.
fn pack(s: &Scene) -> [Vec<u8>; 7] {
let mut globals: Vec<f32> = vec![];
// Column-major clip matrix.
for c in 0..4 {
for r in 0..4 {
globals.push(s.clip[r][c]);
}
}
globals.extend(s.view[2]);
globals.extend([s.eye[0], s.eye[1], s.eye[2], s.ortho as u32 as f32]);
globals.extend([s.cam_fwd[0], s.cam_fwd[1], s.cam_fwd[2], s.lights.len() as f32]);
globals.extend([s.ambient[0], s.ambient[1], s.ambient[2], s.env.is_some() as u32 as f32]);
let e = s.env.unwrap_or(effectcraft_render::three_d::adv::EnvInfo { radiance: 0, mips: 1, irradiance: 0, intensity: 0.0, rotation: 0.0 });
globals.extend([e.radiance as f32, e.mips as f32, e.irradiance as f32, e.intensity]);
let lit = !(s.lights.is_empty() && s.env.is_none() && s.ambient == [0.0; 3]);
globals.extend([e.rotation, lit as u32 as f32, 0.0, 0.0]);
let mats = s.materials.iter().flat_map(|m| {
let flags = (m.double_sided as u32) | (m.unlit as u32) << 1 | (m.accepts_lights as u32) << 2 | (m.receives_shadows as u32) << 3 | (m.alpha_mode << 8);
[
m.base[0],
m.base[1],
m.base[2],
m.base[3],
m.emissive[0],
m.emissive[1],
m.emissive[2],
m.metallic,
m.roughness,
m.normal_scale,
m.occlusion_strength,
m.alpha_cutoff,
m.tex_base as f32,
m.tex_mr as f32,
m.tex_normal as f32,
m.tex_occlusion as f32,
m.tex_emissive as f32,
flags as f32,
m.diffuse_k,
m.specular_k,
m.ambient_k,
m.opacity,
0.0,
0.0,
]
});
let mut tex: Vec<u8> = s.textures.iter().flat_map(|t| [t.offset, t.width, t.height, t.wrap_u | t.wrap_v << 8]).flat_map(u32::to_le_bytes).collect();
while tex.len() < 16 {
tex.push(0);
}
let texels = f32s(s.texels.iter().flatten().copied());
let lights = s.lights.iter().flat_map(|l| {
[
l.pos[0],
l.pos[1],
l.pos[2],
l.kind as f32,
l.dir[0],
l.dir[1],
l.dir[2],
l.cos_outer,
l.color[0],
l.color[1],
l.color[2],
l.cos_inner,
l.falloff as f32,
l.radius,
l.falloff_distance,
l.shadow as f32,
l.shadow_darkness,
0.0,
0.0,
0.0,
]
});
let shadows = s.shadows.iter().flat_map(|m| {
let mut v: Vec<f32> = m.view.iter().flatten().copied().collect();
v.extend([m.focal, m.ortho as u32 as f32, f32::from_bits(m.size), f32::from_bits(m.offset), m.bias, m.radius, 0.0, 0.0]);
v
});
[f32s(globals), f32s(mats), tex, texels, f32s(lights), f32s(shadows), f32s(s.shadow_texels.iter().copied())]
}
fn half_to_f32(h: u16) -> f32 {
let s = if h & 0x8000 != 0 { -1.0 } else { 1.0 };
let e = ((h >> 10) & 0x1f) as i32;
let m = (h & 0x3ff) as f32;
match e {
0 => s * m * 2f32.powi(-24),
31 => {
if m == 0.0 {
s * f32::INFINITY
} else {
f32::NAN
}
}
_ => s * (1.0 + m / 1024.0) * 2f32.powi(e - 15),
}
}
/// Rasterise a scene. `None` when the device can't (no readback, size or buffer limits).
pub(crate) fn render(g: &GpuContext, s: &Scene) -> Option<Target> {
if !g.can_readback() || !g.fits(s.width, s.height) || s.indices.is_empty() {
return None;
}
let limits = g.device.limits();
let bufs = pack(s);
if bufs.iter().any(|b| b.len() as u64 > limits.max_storage_buffer_binding_size) {
return None;
}
let p = g.adv3d.get_or_init(|| Pipes::new(&g.device));
let dev = &g.device;
let vb: Vec<u8> = s
.vertices
.iter()
.flat_map(|v| {
let mut b = Vec::with_capacity(VERTEX_SIZE as usize);
for x in v.pos.iter().chain(&v.normal).chain(&v.uv).chain(&v.tangent) {
b.extend_from_slice(&x.to_le_bytes());
}
b.extend_from_slice(&v.material.to_le_bytes());
b
})
.collect();
let vbuf = dev.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("adv3d vertices"), contents: &vb, usage: wgpu::BufferUsages::VERTEX });
let ib: Vec<u8> = s.indices.iter().flat_map(|i| i.to_le_bytes()).collect();
let ibuf = dev.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("adv3d indices"), contents: &ib, usage: wgpu::BufferUsages::INDEX });
let ub = dev.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("adv3d globals"), contents: &bufs[0], usage: wgpu::BufferUsages::UNIFORM });
let sbs: Vec<wgpu::Buffer> = bufs[1..]
.iter()
.map(|b| dev.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("adv3d data"), contents: b, usage: wgpu::BufferUsages::STORAGE }))
.collect();
let mut entries = vec![wgpu::BindGroupEntry { binding: 0, resource: ub.as_entire_binding() }];
for (i, b) in sbs.iter().enumerate() {
entries.push(wgpu::BindGroupEntry { binding: i as u32 + 1, resource: b.as_entire_binding() });
}
let bg = dev.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("adv3d"), layout: &p.bgl, entries: &entries });
let tex = |format: wgpu::TextureFormat, usage: wgpu::TextureUsages| {
dev.create_texture(&wgpu::TextureDescriptor {
label: Some("adv3d target"),
size: wgpu::Extent3d { width: s.width, height: s.height, depth_or_array_layers: 1 },
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage,
view_formats: &[],
})
};
let rt = wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC;
let color = tex(COLOR, rt);
let zout = tex(DEPTH_OUT, rt);
let depth = tex(DEPTH, wgpu::TextureUsages::RENDER_ATTACHMENT);
let (cv, zv, dv) = (color.create_view(&Default::default()), zout.create_view(&Default::default()), depth.create_view(&Default::default()));
let mut enc = dev.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("adv3d") });
{
let mut pass = enc.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("adv3d"),
color_attachments: &[
Some(wgpu::RenderPassColorAttachment {
view: &cv,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
}),
Some(wgpu::RenderPassColorAttachment {
view: &zv,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: -1.0, g: 0.0, b: 0.0, a: 0.0 }), store: wgpu::StoreOp::Store },
}),
],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &dv,
depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(0.0), store: wgpu::StoreOp::Store }),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
multiview_mask: None,
});
pass.set_bind_group(0, &bg, &[]);
pass.set_vertex_buffer(0, vbuf.slice(..));
pass.set_index_buffer(ibuf.slice(..), wgpu::IndexFormat::Uint32);
let n = s.indices.len() as u32;
if s.opaque_count > 0 {
pass.set_pipeline(&p.opaque);
pass.draw_indexed(0..s.opaque_count, 0, 0..1);
}
if n > s.opaque_count {
pass.set_pipeline(&p.transparent);
pass.draw_indexed(s.opaque_count..n, 0, 0..1);
}
}
g.queue.submit([enc.finish()]);
let mut e = Enc::new(g);
let cb = e.read_texture(&color, s.width, s.height, 8)?;
let zb = e.read_texture(&zout, s.width, s.height, 4)?;
let color = cb.chunks_exact(8).map(|c| [0, 1, 2, 3].map(|k| half_to_f32(u16::from_le_bytes([c[2 * k], c[2 * k + 1]])))).collect();
let depth = zb
.chunks_exact(4)
.map(|c| {
let z = f32::from_le_bytes([c[0], c[1], c[2], c[3]]);
if z < 0.0 { f32::INFINITY } else { z }
})
.collect();
Some(Target { width: s.width, height: s.height, color, depth })
}