diff options
| -rw-r--r-- | common/shaders/render/raymarching.wgsl | 79 | ||||
| -rw-r--r-- | common/shaders/render/raymarching_id.wgsl | 83 | ||||
| -rw-r--r-- | src/effects/shaders.cc | 3 | ||||
| -rw-r--r-- | src/tests/gpu/test_effect_base.cc | 2 | ||||
| -rw-r--r-- | workspaces/main/assets.txt | 1 | ||||
| -rw-r--r-- | workspaces/main/shaders/scene1.wgsl | 32 | ||||
| -rw-r--r-- | workspaces/main/shaders/sdf_test.wgsl | 9 | ||||
| -rw-r--r-- | workspaces/test/assets.txt | 1 |
8 files changed, 99 insertions, 111 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; +} diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc index c62b6a8..3ba00bc 100644 --- a/src/effects/shaders.cc +++ b/src/effects/shaders.cc @@ -57,7 +57,8 @@ void InitShaderComposer() { register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS); register_if_exists("render/raymarching", AssetId::ASSET_SHADER_RENDER_RAYMARCHING); - + register_if_exists("render/raymarching_id", + AssetId::ASSET_SHADER_RENDER_RAYMARCHING_ID); // CNN shaders (workspace-specific) // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); diff --git a/src/tests/gpu/test_effect_base.cc b/src/tests/gpu/test_effect_base.cc index 29d3348..3f1c6e2 100644 --- a/src/tests/gpu/test_effect_base.cc +++ b/src/tests/gpu/test_effect_base.cc @@ -249,7 +249,7 @@ int main() { test_offscreen_render_target(); test_effect_construction(); test_effect_in_sequence(); - // test_sequence_render(); // TODO: Fix SIGTRAP + test_sequence_render(); test_sequence_time_params(); test_pixel_helpers(); diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index 8c62ea4..61d65d0 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -71,6 +71,7 @@ SHADER_RENDER_FULLSCREEN_VS, NONE, ../../common/shaders/render/fullscreen_vs.wgs SHADER_MATH_COLOR, NONE, ../../common/shaders/math/color.wgsl, "Color Functions" SHADER_MATH_UTILS, NONE, ../../common/shaders/math/utils.wgsl, "Math Utilities" SHADER_RENDER_RAYMARCHING, NONE, ../../common/shaders/render/raymarching.wgsl, "Raymarching Functions" +SHADER_RENDER_RAYMARCHING_ID, NONE, ../../common/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader" SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl index f6a6c38..87949fa 100644 --- a/workspaces/main/shaders/scene1.wgsl +++ b/workspaces/main/shaders/scene1.wgsl @@ -7,7 +7,7 @@ #include "math/utils" #include "math/sdf_shapes" #include "math/common_utils" -#include "render/raymarching" +#include "render/raymarching_id" @group(0) @binding(2) var<uniform> uniforms: UniformsSequenceParams; @group(0) @binding(3) var<uniform> camera: CameraParams; @@ -24,18 +24,18 @@ const lightPos1 = vec3<f32>(10.0, 10.0, 10.0); const lightPos2 = vec3<f32>(-10.0, 10.0, -10.0); fn rayPlane(ray: Ray, plane: vec4<f32>) -> f32 { - return -(dot(ray.origin, plane.xyz) + plane.w) / dot(ray.direction, plane.xyz); + return (dot(ray.origin, plane.xyz) - plane.w) / dot(ray.direction, plane.xyz); } fn render0(ray: Ray) -> vec3<f32> { var col = vec3<f32>(0.0); let y = abs(ray.direction.y); - var sf = 1.0001 - max(dot(sunDir1, ray.direction), 0.0); + let sf = 1.0001 - max(dot(sunDir1, ray.direction), 0.0); col += skyCol * pow(y, 8.0); - col += clamp(vec3<f32>(mix(0.0025, 0.125, tanh_approx(0.005 / sf)) / y) * skylineCol, vec3<f32>(0.0), vec3<f32>(10.0)); - sf *= sf; - col += sunCol * 0.00005 / sf; + col += skylineCol * (mix(0.0025, 0.125, tanh_approx(0.005 / sf)) / y); + col += sunCol * 0.00005 / (sf * sf); +/* let tp1 = rayPlane(ray, vec4<f32>(0.0, -1.0, 0.0, 6.0)); if (tp1 > 0.0) { let pos = ray.origin + tp1 * ray.direction; @@ -44,7 +44,7 @@ fn render0(ray: Ray) -> vec3<f32> { col += vec3<f32>(4.0) * skyCol * y * y * smoothstep(0.25, 0.0, db); col += vec3<f32>(0.8) * skyCol * exp(-0.5 * max(db, 0.0)); } - +*/ return clamp(col, vec3<f32>(0.0), vec3<f32>(10.0)); } @@ -53,23 +53,9 @@ const OBJ_CUBE: f32 = 1.0; const OBJ_SPHERE: f32 = 2.0; const OBJ_PLANE: f32 = 3.0; +// TODO: remove! (issue with #include macros) fn df(p: vec3<f32>) -> f32 { - // Cube - var pc = p - vec3<f32>(-1.9, 0.0, 0.0); - let dCube = sdBox(pc, vec3<f32>(1.6)); - - // Sphere - var ps = p - vec3<f32>(1.3, 0.0, 0.0); - let dSphere = sdSphere(ps, 1.2); - - // Ground plane - let dPlane = p.y + 1.0; - - // Union - var d = min(dCube, dSphere); - d = min(d, dPlane); - - return d; + return 0.; } fn dfWithID(p: vec3<f32>) -> RayMarchResult { diff --git a/workspaces/main/shaders/sdf_test.wgsl b/workspaces/main/shaders/sdf_test.wgsl index 71310f2..3c97613 100644 --- a/workspaces/main/shaders/sdf_test.wgsl +++ b/workspaces/main/shaders/sdf_test.wgsl @@ -22,15 +22,6 @@ fn df(p: vec3<f32>) -> f32 { return min(d_sphere, d_box); } -// Two-pass distance function (required by raymarching.wgsl) -fn dfWithID(p: vec3<f32>) -> RayMarchResult { - var result: RayMarchResult; - result.distance = df(p); - result.distance_max = result.distance; - result.object_id = 0.0; - return result; -} - // Simple lighting fn shade(pos: vec3<f32>, rd: vec3<f32>) -> vec3<f32> { let n = normal(pos); diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt index 79f5e43..a2d3002 100644 --- a/workspaces/test/assets.txt +++ b/workspaces/test/assets.txt @@ -58,6 +58,7 @@ SHADER_RENDER_FULLSCREEN_VS, NONE, ../../common/shaders/render/fullscreen_vs.wgs SHADER_MATH_COLOR, NONE, ../../common/shaders/math/color.wgsl, "Color Functions" SHADER_MATH_UTILS, NONE, ../../common/shaders/math/utils.wgsl, "Math Utilities" SHADER_RENDER_RAYMARCHING, NONE, ../../common/shaders/render/raymarching.wgsl, "Raymarching Functions" +SHADER_RENDER_RAYMARCHING_ID, NONE, ../../common/shaders/render/raymarching_id.wgsl, "Raymarching-ID Functions" SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader" SHADER_COMPUTE_GEN_NOISE, NONE, ../../common/shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" SHADER_COMPUTE_GEN_PERLIN, NONE, ../../common/shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" |
