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authorskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 08:18:13 +0100
commitf32afcbeffa0e8b947457c67c73566da4ebf33cc (patch)
tree8860e7c319b687871e6b9692dc0053eb4b1d583d /assets/final/shaders/renderer_3d.wgsl
parent7cbebea3a0cce82f3a756c26ab0e1323bbf1d169 (diff)
refactor: Shader Asset Integration (Task #24)
Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
-rw-r--r--assets/final/shaders/renderer_3d.wgsl194
1 files changed, 194 insertions, 0 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
new file mode 100644
index 0000000..0b2c38b
--- /dev/null
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -0,0 +1,194 @@
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+@group(0) @binding(2) var noise_tex: texture_2d<f32>;
+@group(0) @binding(3) var noise_sampler: sampler;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let obj_type = obj.params.x;
+
+ // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
+ if (obj_type == 3.0) {
+ p.x = p.x * 1.5;
+ p.z = p.z * 1.5;
+ p.y = p.y * 0.5;
+ }
+
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+ return out;
+}
+
+fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ let count = u32(globals.params.x);
+
+ for (var i = 0u; i < count; i = i + 1u) {
+ if (i == skip_idx) { continue; }
+ let obj = object_data.objects[i];
+ let obj_type = obj.params.x;
+ // Skip rasterized objects (like the floor) in the SDF map
+ if (obj_type <= 0.0) { continue; }
+
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+
+ let scale_x = length(obj.model[0].xyz);
+ let scale_y = length(obj.model[1].xyz);
+ let scale_z = length(obj.model[2].xyz);
+ // Use conservative minimum scale to avoid overstepping the distance field
+ let s = min(scale_x, min(scale_y, scale_z));
+
+ d = min(d, get_dist(q, obj_type) * s);
+ }
+ return d;
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ if (obj_type <= 0.0) { // Raster path
+ p = in.world_pos;
+ let local_normal = normalize(cross(dpdx(in.local_pos), dpdy(in.local_pos)));
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ normal = normalize(transpose(normal_matrix) * local_normal);
+
+ // Apply grid pattern to floor
+ let uv = p.xz * 0.5;
+ let grid = 0.5 + 0.5 * sin(uv.x * 3.14) * sin(uv.y * 3.14);
+ let grid_val = smoothstep(0.45, 0.55, grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else { // SDF path
+ let ro_world = globals.camera_pos_time.xyz;
+ let rd_world = normalize(in.world_pos - ro_world);
+
+ // Ray-Box Intersection in local space to find tight bounds
+ let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
+ let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
+
+ // Proxy box extent (matches vs_main)
+ var extent = vec3<f32>(1.0);
+ if (obj_type == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); }
+
+ let bounds = ray_box_intersection(ro_local, rd_local, extent);
+
+ if (!bounds.hit) { discard; }
+
+ var t = bounds.t_entry;
+ var hit = false;
+ for (var i = 0; i < 64; i = i + 1) {
+ let q = ro_local + rd_local * t;
+ let d_local = get_dist(q, obj_type);
+ if (d_local < 0.0005) { hit = true; break; }
+ t = t + d_local;
+ if (t > bounds.t_exit) { break; }
+ }
+ if (!hit) { discard; }
+
+ let q_hit = ro_local + rd_local * t;
+ p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
+
+ // Calculate normal with bump mapping
+ let e = vec2<f32>(0.005, 0.0);
+ let disp_strength = 0.05;
+
+ let q_x1 = q_hit + e.xyy;
+ let uv_x1 = vec2<f32>(atan2(q_x1.x, q_x1.z) / 6.28 + 0.5, acos(clamp(q_x1.y / length(q_x1), -1.0, 1.0)) / 3.14);
+ let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
+ let d_x1 = get_dist(q_x1, obj_type) - disp_strength * h_x1;
+
+ let q_x2 = q_hit - e.xyy;
+ let uv_x2 = vec2<f32>(atan2(q_x2.x, q_x2.z) / 6.28 + 0.5, acos(clamp(q_x2.y / length(q_x2), -1.0, 1.0)) / 3.14);
+ let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
+ let d_x2 = get_dist(q_x2, obj_type) - disp_strength * h_x2;
+
+ let q_y1 = q_hit + e.yxy;
+ let uv_y1 = vec2<f32>(atan2(q_y1.x, q_y1.z) / 6.28 + 0.5, acos(clamp(q_y1.y / length(q_y1), -1.0, 1.0)) / 3.14);
+ let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
+ let d_y1 = get_dist(q_y1, obj_type) - disp_strength * h_y1;
+
+ let q_y2 = q_hit - e.yxy;
+ let uv_y2 = vec2<f32>(atan2(q_y2.x, q_y2.z) / 6.28 + 0.5, acos(clamp(q_y2.y / length(q_y2), -1.0, 1.0)) / 3.14);
+ let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
+ let d_y2 = get_dist(q_y2, obj_type) - disp_strength * h_y2;
+
+ let q_z1 = q_hit + e.yyx;
+ let uv_z1 = vec2<f32>(atan2(q_z1.x, q_z1.z) / 6.28 + 0.5, acos(clamp(q_z1.y / length(q_z1), -1.0, 1.0)) / 3.14);
+ let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
+ let d_z1 = get_dist(q_z1, obj_type) - disp_strength * h_z1;
+
+ let q_z2 = q_hit - e.yyx;
+ let uv_z2 = vec2<f32>(atan2(q_z2.x, q_z2.z) / 6.28 + 0.5, acos(clamp(q_z2.y / length(q_z2), -1.0, 1.0)) / 3.14);
+ let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
+ let d_z2 = get_dist(q_z2, obj_type) - disp_strength * h_z2;
+
+ let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ normal = normalize(transpose(normal_matrix) * n_local);
+
+ // Apply texture to SDF color
+ if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
+ let uv_grid = p.xz * 0.5;
+ let grid = 0.5 + 0.5 * sin(uv_grid.x * 3.14) * sin(uv_grid.y * 3.14);
+ let grid_val = smoothstep(0.45, 0.55, grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else {
+ let uv_hit = vec2<f32>(atan2(q_hit.x, q_hit.z) / 6.28 + 0.5, acos(clamp(q_hit.y / length(q_hit), -1.0, 1.0)) / 3.14);
+ let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
+ base_color = base_color * (0.7 + 0.3 * tex_val);
+ }
+ }
+
+ let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
+ let diffuse = max(dot(normal, light_dir), 0.0);
+ let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
+ return vec4<f32>(base_color * lighting, 1.0);
+} \ No newline at end of file