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authorskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
committerskal <pascal.massimino@gmail.com>2026-02-28 09:08:57 +0100
commit9ee410594a52cbc699b13de2bde4860d70c959a3 (patch)
treed56adf5931d488abcf3ac8e24a828d2d5b02e8cc /src/shaders/render
parent6599a428cd69be6c66c5179e1f0fce42f561f935 (diff)
refactor: move common/shaders/ to src/shaders/
Relocates shared WGSL shaders under src/ where all source code lives, eliminating the top-level common/ directory. - Update asset references in workspaces/main/assets.txt and workspaces/test/assets.txt - Update docs: PROJECT_CONTEXT.md, ARCHITECTURE.md, WORKSPACE_SYSTEM.md, SHADER_REUSE_INVESTIGATION.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/shaders/render')
-rw-r--r--src/shaders/render/fullscreen_uv_vs.wgsl15
-rw-r--r--src/shaders/render/fullscreen_vs.wgsl10
-rw-r--r--src/shaders/render/lighting_utils.wgsl6
-rw-r--r--src/shaders/render/raymarching.wgsl66
-rw-r--r--src/shaders/render/raymarching_id.wgsl83
-rw-r--r--src/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--src/shaders/render/scene_query_linear.wgsl56
-rw-r--r--src/shaders/render/shadows.wgsl13
8 files changed, 316 insertions, 0 deletions
diff --git a/src/shaders/render/fullscreen_uv_vs.wgsl b/src/shaders/render/fullscreen_uv_vs.wgsl
new file mode 100644
index 0000000..f9ae427
--- /dev/null
+++ b/src/shaders/render/fullscreen_uv_vs.wgsl
@@ -0,0 +1,15 @@
+// Common vertex shader for fullscreen post-processing effects.
+// Draws a single triangle that covers the entire screen, with uv
+// coordinates in [0..1]
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) uv: vec2f,
+};
+
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput {
+ let pos = array<vec4f, 3>(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1));
+ var out: VertexOutput;
+ out.position = vec4f(pos[i].xy, 0.0, 1.0);
+ out.uv = pos[i].zw;
+ return out;
+}
diff --git a/src/shaders/render/fullscreen_vs.wgsl b/src/shaders/render/fullscreen_vs.wgsl
new file mode 100644
index 0000000..507b892
--- /dev/null
+++ b/src/shaders/render/fullscreen_vs.wgsl
@@ -0,0 +1,10 @@
+// Common vertex shader for fullscreen post-processing effects.
+// Draws a single triangle that covers the entire screen.
+@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f {
+ var pos = array<vec2f, 3>(
+ vec2f(-1, -1),
+ vec2f( 3, -1),
+ vec2f(-1, 3)
+ );
+ return vec4f(pos[i], 0.0, 1.0);
+}
diff --git a/src/shaders/render/lighting_utils.wgsl b/src/shaders/render/lighting_utils.wgsl
new file mode 100644
index 0000000..f805860
--- /dev/null
+++ b/src/shaders/render/lighting_utils.wgsl
@@ -0,0 +1,6 @@
+fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f {
+ let light_dir = normalize(vec3f(1.0, 1.0, 1.0));
+ let diffuse = max(dot(normal, light_dir), 0.0);
+ let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
+ return color * lighting;
+}
diff --git a/src/shaders/render/raymarching.wgsl b/src/shaders/render/raymarching.wgsl
new file mode 100644
index 0000000..2d6616d
--- /dev/null
+++ b/src/shaders/render/raymarching.wgsl
@@ -0,0 +1,66 @@
+// Common functions for Signed Distance Field (SDF) raymarching.
+//
+// Required user-defined functions:
+// - df(vec3f) -> f32
+// Distance field for single-pass rendering (rayMarch, normal, shadow)
+//
+// For two-pass rendering with object IDs, see raymarching_id.wgsl
+//
+// Provided constants:
+// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF
+
+const TOLERANCE: f32 = 0.0005;
+const MAX_RAY_LENGTH: f32 = 20.0;
+const MAX_RAY_MARCHES: i32 = 80;
+const NORM_OFF: f32 = 0.005;
+
+// Computes the surface normal of the distance field at a point `pos`.
+fn normal(pos: vec3f) -> vec3f {
+ let eps = vec2f(NORM_OFF, 0.0);
+ var nor: vec3f;
+ nor.x = df(pos + eps.xyy) - df(pos - eps.xyy);
+ nor.y = df(pos + eps.yxy) - df(pos - eps.yxy);
+ nor.z = df(pos + eps.yyx) - df(pos - eps.yyx);
+ return normalize(nor);
+}
+
+// Performs the raymarching operation.
+// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit.
+fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 {
+ var t = tmin;
+ for (var i = 0; i < MAX_RAY_MARCHES; i++) {
+ if (t > MAX_RAY_LENGTH) {
+ t = MAX_RAY_LENGTH;
+ break;
+ }
+ let d = df(ro + rd * t);
+ if (d < TOLERANCE) {
+ break;
+ }
+ t += d;
+ }
+ return t;
+}
+
+// Computes a soft shadow for a given point.
+fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 {
+ let ds = 1.0 - 0.4;
+ var t = mint;
+ 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 = df(p);
+ if (d < TOLERANCE || t >= maxt) {
+ let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
+ return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt);
+ }
+ nd = min(nd, d);
+ t += ds * d;
+ }
+ let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
+ return sd;
+}
diff --git a/src/shaders/render/raymarching_id.wgsl b/src/shaders/render/raymarching_id.wgsl
new file mode 100644
index 0000000..d9f32b2
--- /dev/null
+++ b/src/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(vec3f) -> 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: vec3f, rd: vec3f, 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) -> vec3f {
+ return ray.origin + ray.direction * result.distance;
+}
+
+// Normal calculation using dfWithID.
+fn normalWithID(pos: vec3f) -> vec3f {
+ let eps = vec2f(NORM_OFF, 0.0);
+ var nor: vec3f;
+ 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: vec3f, ld: vec3f, 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/src/shaders/render/scene_query_bvh.wgsl b/src/shaders/render/scene_query_bvh.wgsl
new file mode 100644
index 0000000..cf2136b
--- /dev/null
+++ b/src/shaders/render/scene_query_bvh.wgsl
@@ -0,0 +1,67 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+struct BVHNode {
+ min: vec3f,
+ left_idx: i32,
+ max: vec3f,
+ obj_idx_or_right: i32,
+};
+
+@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+
+fn get_dist(p: vec3f, obj_params: vec4f) -> f32 {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
+ return 100.0;
+}
+
+fn map_scene(p: vec3f, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ var stack: array<i32, 32>;
+ var stack_ptr = 0;
+
+ if (arrayLength(&bvh_nodes) > 0u) {
+ stack[stack_ptr] = 0;
+ stack_ptr++;
+ }
+
+ while (stack_ptr > 0) {
+ stack_ptr--;
+ let node_idx = stack[stack_ptr];
+ let node = bvh_nodes[node_idx];
+
+ if (aabb_sdf(p, node.min, node.max) < d) {
+ if (node.left_idx < 0) { // Leaf
+ let obj_idx = u32(node.obj_idx_or_right);
+ if (obj_idx == skip_idx) { continue; }
+ let obj = object_data.objects[obj_idx];
+ let q = (obj.inv_model * vec4f(p, 1.0)).xyz;
+
+ // Extract scale factors from the model matrix
+ let sx = length(obj.model[0].xyz);
+ let sy = length(obj.model[1].xyz);
+ let sz = length(obj.model[2].xyz);
+
+ var s = min(sx, min(sy, sz));
+ if (obj.params.x == 4.0) {
+ s = sy; // Plane normal is (0,1,0) in local space
+ }
+
+ d = min(d, get_dist(q, obj.params) * s);
+ } else { // Internal
+ if (stack_ptr < 31) {
+ stack[stack_ptr] = node.left_idx;
+ stack_ptr++;
+ stack[stack_ptr] = node.obj_idx_or_right;
+ stack_ptr++;
+ }
+ }
+ }
+ }
+ return d;
+}
diff --git a/src/shaders/render/scene_query_linear.wgsl b/src/shaders/render/scene_query_linear.wgsl
new file mode 100644
index 0000000..5864b6f
--- /dev/null
+++ b/src/shaders/render/scene_query_linear.wgsl
@@ -0,0 +1,56 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+fn get_dist(p: vec3f, obj_params: vec4f) -> f32 {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
+ return 100.0;
+}
+
+fn map_scene(p: vec3f, skip_idx: u32) -> f32 {
+
+ var d = 1000.0;
+
+ let num_objects = arrayLength(&object_data.objects);
+
+ for (var i = 0u; i < num_objects; i++) {
+
+ if (i == skip_idx) { continue; }
+
+ let obj = object_data.objects[i];
+
+ let q = (obj.inv_model * vec4f(p, 1.0)).xyz;
+
+
+
+ // Extract scale factors from the model matrix
+
+ let sx = length(obj.model[0].xyz);
+
+ let sy = length(obj.model[1].xyz);
+
+ let sz = length(obj.model[2].xyz);
+
+
+
+ var s = min(sx, min(sy, sz));
+
+ if (obj.params.x == 4.0) {
+
+ s = sy; // Plane normal is (0,1,0) in local space
+
+ }
+
+
+
+ d = min(d, get_dist(q, obj.params) * s);
+
+ }
+
+ return d;
+
+}
diff --git a/src/shaders/render/shadows.wgsl b/src/shaders/render/shadows.wgsl
new file mode 100644
index 0000000..b71e073
--- /dev/null
+++ b/src/shaders/render/shadows.wgsl
@@ -0,0 +1,13 @@
+fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 {
+ var res = 1.0;
+ var t = tmin;
+ if (t < 0.05) { t = 0.05; }
+ for (var i = 0; i < 32; i = i + 1) {
+ let h = map_scene(ro + rd * t, skip_idx);
+ if (h < 0.001) { return 0.0; }
+ res = min(res, 16.0 * h / t);
+ t = t + clamp(h, 0.02, 0.4);
+ if (t > tmax) { break; }
+ }
+ return clamp(res, 0.0, 1.0);
+}