diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-14 19:21:05 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-14 19:21:05 +0100 |
| commit | c98286860885d1f025cd8cf9da699f174118ccba (patch) | |
| tree | bafb73833ae62e2c8b04b211d4f473f3e97c3db7 /common/shaders/render | |
| parent | b8d4a815453acac752c6fb3c56d047e39a76fd05 (diff) | |
feat(gpu): add two-pass raymarching infrastructure
Add RayMarchResult struct and functions for deferred SDF rendering:
- rayMarchWithID() tracks object ID and distance_max
- reconstructPosition(), normalWithID(), shadowWithStoredDistance()
- Pass 1: store geometry data, Pass 2: reuse for shading
Add WGSL style rule: prefer return values over pointers for small structs (≤16 bytes).
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'common/shaders/render')
| -rw-r--r-- | common/shaders/render/raymarching.wgsl | 86 |
1 files changed, 84 insertions, 2 deletions
diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl index 5a86840..3adec8d 100644 --- a/common/shaders/render/raymarching.wgsl +++ b/common/shaders/render/raymarching.wgsl @@ -1,6 +1,13 @@ // Common functions for Signed Distance Field (SDF) raymarching. -// These functions require the user to define a `df(vec3<f32>) -> f32` function -// which represents the scene's distance field. +// +// 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) +// +// Provided constants: +// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF const TOLERANCE: f32 = 0.0005; const MAX_RAY_LENGTH: f32 = 20.0; @@ -57,3 +64,78 @@ 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; +} |
