diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-14 15:26:55 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-14 15:26:55 +0100 |
| commit | 0127c747a41f972fd68e3e6e6b472859bfdb80dd (patch) | |
| tree | 85d7277dbce1581f583a259368471e874b372a19 /common/shaders/math/sdf_shapes.wgsl | |
| parent | de7514e6b9ff9c0b9320975ba7d44754b5115b54 (diff) | |
refactor(wgsl): consolidate SDF shapes into single common file
Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate
duplication and establish single source of truth for all SDF functions.
Changes:
- Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl)
- Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl
- Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes"
- Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives
- Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES
- Update shader registration and tests
Impact:
- ~60 lines eliminated from ellipse shaders
- Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse)
- Consistent include path across codebase
All tests passing (34/34).
handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/math/sdf_shapes.wgsl')
| -rw-r--r-- | common/shaders/math/sdf_shapes.wgsl | 44 |
1 files changed, 43 insertions, 1 deletions
diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl index 31bbe2d..64df4fc 100644 --- a/common/shaders/math/sdf_shapes.wgsl +++ b/common/shaders/math/sdf_shapes.wgsl @@ -1,14 +1,56 @@ +// 3D SDF primitives fn sdSphere(p: vec3<f32>, r: f32) -> f32 { return length(p) - r; } + fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 { let q = abs(p) - b; return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); } + fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 { let q = vec2<f32>(length(p.xz) - t.x, p.y); return length(q) - t.y; } + fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 { - return dot(p, n) + h; + return dot(p, n) + h; +} + +// 2D SDF primitives +fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 { + let d = abs(p) - b; + return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0); +} + +fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { + var p_abs = abs(p); + if (p_abs.x > p_abs.y) { + p_abs = vec2<f32>(p_abs.y, p_abs.x); + } + let l = ab.y * ab.y - ab.x * ab.x; + let m = ab.x * p_abs.x / l; + let n = ab.y * p_abs.y / l; + let m2 = m * m; + let n2 = n * n; + let c = (m2 + n2 - 1.0) / 3.0; + let c3 = c * c * c; + let d = c3 + m2 * n2; + let g = m + m * n2; + var co: f32; + if (d < 0.0) { + let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; + let s = cos(h); + let t = sin(h) * sqrt(3.0); + co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; + } else { + let h = 2.0 * m * n * sqrt(d); + let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); + let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); + let rx = -s - u + m2 * 2.0; + let ry = (s - u) * sqrt(3.0); + co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; + } + let si = sqrt(max(0.0, 1.0 - co * co)); + return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); } |
