summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--common/shaders/render/raymarching.wgsl79
-rw-r--r--common/shaders/render/raymarching_id.wgsl83
-rw-r--r--src/effects/shaders.cc3
-rw-r--r--src/tests/gpu/test_effect_base.cc2
-rw-r--r--workspaces/main/assets.txt1
-rw-r--r--workspaces/main/shaders/scene1.wgsl32
-rw-r--r--workspaces/main/shaders/sdf_test.wgsl9
-rw-r--r--workspaces/test/assets.txt1
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"