diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-21 09:33:40 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-21 09:33:40 +0100 |
| commit | 1dad17db104f671aa0e913143a95826078892ed5 (patch) | |
| tree | 6625feccf9d08cf22a438a9027a81d913bb4798a /common | |
| parent | 25dc87528915fb0fd89181333324b215d77ad014 (diff) | |
split raymarching.wgsl in two: with id, or without id.
Diffstat (limited to 'common')
| -rw-r--r-- | common/shaders/render/raymarching.wgsl | 79 | ||||
| -rw-r--r-- | common/shaders/render/raymarching_id.wgsl | 83 |
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; +} |
