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authorskal <pascal.massimino@gmail.com>2026-02-21 09:33:40 +0100
committerskal <pascal.massimino@gmail.com>2026-02-21 09:33:40 +0100
commit1dad17db104f671aa0e913143a95826078892ed5 (patch)
tree6625feccf9d08cf22a438a9027a81d913bb4798a /common/shaders/render
parent25dc87528915fb0fd89181333324b215d77ad014 (diff)
split raymarching.wgsl in two: with id, or without id.
Diffstat (limited to 'common/shaders/render')
-rw-r--r--common/shaders/render/raymarching.wgsl79
-rw-r--r--common/shaders/render/raymarching_id.wgsl83
2 files changed, 85 insertions, 77 deletions
diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl
index 7d05528..fb96348 100644
--- a/common/shaders/render/raymarching.wgsl
+++ b/common/shaders/render/raymarching.wgsl
@@ -3,8 +3,8 @@
// Required user-defined functions:
// - df(vec3<f32>) -> f32
// Distance field for single-pass rendering (rayMarch, normal, shadow)
-// - dfWithID(vec3<f32>) -> RayMarchResult
-// Distance field with object ID for two-pass rendering (rayMarchWithID, normalWithID, shadowWithStoredDistance)
+//
+// For two-pass rendering with object IDs, see raymarching_id.wgsl
//
// Provided constants:
// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF
@@ -64,78 +64,3 @@ fn shadow(lp: vec3<f32>, ld: vec3<f32>, mint: f32, maxt: f32) -> f32 {
let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
return sd;
}
-
-// ============================================================================
-// Two-Pass Raymarching Support
-// ============================================================================
-// Design note: RayMarchResult is passed/returned by value (not pointer).
-// At 12 bytes (3×f32), return value optimization makes this efficient.
-// See doc/CODING_STYLE.md for rationale.
-
-struct RayMarchResult {
- distance: f32, // Distance to surface (MAX_RAY_LENGTH if miss)
- distance_max: f32, // Total distance marched (for fog/AO)
- object_id: f32, // Object identifier (0.0 = background)
-}
-
-// Raymarch with object ID tracking.
-fn rayMarchWithID(ro: vec3<f32>, rd: vec3<f32>, init: RayMarchResult) -> RayMarchResult {
- var t = init.distance;
- var result = init;
-
- for (var i = 0; i < MAX_RAY_MARCHES; i++) {
- if (t > MAX_RAY_LENGTH) {
- result.distance = MAX_RAY_LENGTH;
- result.distance_max = MAX_RAY_LENGTH;
- break;
- }
- let sample = dfWithID(ro + rd * t);
- if (sample.distance < TOLERANCE) {
- result.distance = t;
- result.distance_max = t;
- result.object_id = sample.object_id;
- break;
- }
- t += sample.distance;
- }
-
- return result;
-}
-
-// Reconstruct world position from stored result.
-fn reconstructPosition(ray_origin: vec3<f32>, ray_dir: vec3<f32>, result: RayMarchResult) -> vec3<f32> {
- return ray_origin + ray_dir * result.distance;
-}
-
-// Normal calculation using dfWithID.
-fn normalWithID(pos: vec3<f32>) -> vec3<f32> {
- let eps = vec2<f32>(NORM_OFF, 0.0);
- var nor: vec3<f32>;
- nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance;
- nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance;
- nor.z = dfWithID(pos + eps.yyx).distance - dfWithID(pos - eps.yyx).distance;
- return normalize(nor);
-}
-
-// Shadow using stored intersection distance.
-fn shadowWithStoredDistance(lp: vec3<f32>, ld: vec3<f32>, stored_dist: f32) -> f32 {
- let ds = 1.0 - 0.4;
- var t = 0.01;
- var nd = 1e6;
- let soff = 0.05;
- let smul = 1.5;
- let MAX_SHD_MARCHES = 20;
-
- for (var i = 0; i < MAX_SHD_MARCHES; i++) {
- let p = lp + ld * t;
- let d = dfWithID(p).distance;
- if (d < TOLERANCE || t >= stored_dist) {
- let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0));
- return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= stored_dist);
- }
- nd = min(nd, d);
- t += ds * d;
- }
- let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0));
- return sd;
-}
diff --git a/common/shaders/render/raymarching_id.wgsl b/common/shaders/render/raymarching_id.wgsl
new file mode 100644
index 0000000..d16445e
--- /dev/null
+++ b/common/shaders/render/raymarching_id.wgsl
@@ -0,0 +1,83 @@
+// Common functions for Signed Distance Field (SDF) raymarching with object ID.
+//
+// Required user-defined functions:
+// - dfWithID(vec3<f32>) -> RayMarchResult
+//
+// Requires constants from raymarching.wgsl:
+// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF
+#include "render/raymarching"
+
+// ============================================================================
+// Two-Pass Raymarching Support
+// ============================================================================
+// Design note: RayMarchResult is passed/returned by value (not pointer).
+// At 12 bytes (3×f32), return value optimization makes this efficient.
+// See doc/CODING_STYLE.md for rationale.
+
+struct RayMarchResult {
+ distance: f32, // Distance to surface (MAX_RAY_LENGTH if miss)
+ distance_max: f32, // Total distance marched (for fog/AO)
+ object_id: f32, // Object identifier (0.0 = background)
+}
+
+// Raymarch with object ID tracking.
+fn rayMarchWithID(ro: vec3<f32>, rd: vec3<f32>, init: RayMarchResult) -> RayMarchResult {
+ var t = init.distance;
+ var result = init;
+
+ for (var i = 0; i < MAX_RAY_MARCHES; i++) {
+ if (t > MAX_RAY_LENGTH) {
+ result.distance = MAX_RAY_LENGTH;
+ result.distance_max = MAX_RAY_LENGTH;
+ break;
+ }
+ let sample = dfWithID(ro + rd * t);
+ if (sample.distance < TOLERANCE) {
+ result.distance = t;
+ result.distance_max = t;
+ result.object_id = sample.object_id;
+ break;
+ }
+ t += sample.distance;
+ }
+
+ return result;
+}
+
+// Reconstruct world position from stored result.
+fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3<f32> {
+ return ray.origin + ray.direction * result.distance;
+}
+
+// Normal calculation using dfWithID.
+fn normalWithID(pos: vec3<f32>) -> vec3<f32> {
+ let eps = vec2<f32>(NORM_OFF, 0.0);
+ var nor: vec3<f32>;
+ nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance;
+ nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance;
+ nor.z = dfWithID(pos + eps.yyx).distance - dfWithID(pos - eps.yyx).distance;
+ return normalize(nor);
+}
+
+// Shadow using stored intersection distance.
+fn shadowWithStoredDistance(lp: vec3<f32>, ld: vec3<f32>, stored_dist: f32) -> f32 {
+ let ds = 1.0 - 0.4;
+ var t = 0.01;
+ var nd = 1e6;
+ let soff = 0.05;
+ let smul = 1.5;
+ let MAX_SHD_MARCHES = 20;
+
+ for (var i = 0; i < MAX_SHD_MARCHES; i++) {
+ let p = lp + ld * t;
+ let d = dfWithID(p).distance;
+ if (d < TOLERANCE || t >= stored_dist) {
+ let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0));
+ return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= stored_dist);
+ }
+ nd = min(nd, d);
+ t += ds * d;
+ }
+ let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0));
+ return sd;
+}