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-rw-r--r--cnn_v3/shaders/gbuf_raster.wgsl39
-rw-r--r--cnn_v3/src/gbuffer_effect.cc5
2 files changed, 35 insertions, 9 deletions
diff --git a/cnn_v3/shaders/gbuf_raster.wgsl b/cnn_v3/shaders/gbuf_raster.wgsl
index 003f501..fa2dfd5 100644
--- a/cnn_v3/shaders/gbuf_raster.wgsl
+++ b/cnn_v3/shaders/gbuf_raster.wgsl
@@ -1,6 +1,7 @@
// G-buffer rasterization shader for CNN v3
// Pass 1: Proxy geometry → MRT (albedo rgba16float, normal_mat rgba16float, depth32)
// Uses GlobalUniforms, ObjectData, ObjectsBuffer from common_uniforms.
+// SPHERE objects use ray-sphere impostor (correct silhouette + normal + depth).
#include "common_uniforms"
#include "math/normal"
@@ -16,7 +17,6 @@ struct VertexOutput {
@location(3) @interpolate(flat) instance_index: u32,
}
-
@vertex
fn vs_main(
@builtin(vertex_index) vertex_index: u32,
@@ -73,20 +73,45 @@ fn vs_main(
}
struct GBufOutput {
- @location(0) albedo: vec4f, // rgba16float: material color
- @location(1) normal_mat: vec4f, // rgba16float: oct-normal XY in RG, mat_id/255 in B
+ @location(0) albedo: vec4f, // rgba16float: material color
+ @location(1) normal_mat: vec4f, // rgba16float: oct-normal XY in RG, mat_id/255 in B
+ @builtin(frag_depth) depth: f32, // corrected depth (sphere impostor)
}
@fragment
fn fs_main(in: VertexOutput) -> GBufOutput {
- let obj = object_data.objects[in.instance_index];
- let mat_id = f32(in.instance_index) / 255.0;
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = u32(obj.params.x);
+ let mat_id = f32(in.instance_index) / 255.0;
+
+ var world_normal = normalize(in.world_normal);
+ var frag_depth = in.position.z; // default: hardware depth
+
+ // Sphere impostor: ray-sphere intersection for correct silhouette and normal.
+ if (obj_type == 1u) {
+ let sphere_center = obj.model[3].xyz;
+ let sphere_radius = length(obj.model[0].xyz); // uniform scale in col0
+ let cam_pos = globals.camera_pos_time.xyz;
+ let rd = normalize(in.world_pos - cam_pos);
+ let oc = cam_pos - sphere_center;
+ let b = dot(oc, rd);
+ let c = dot(oc, oc) - sphere_radius * sphere_radius;
+ let disc = b * b - c;
+ if (disc < 0.0) { discard; }
+ let t = -b - sqrt(disc);
+ if (t < 0.0) { discard; }
+ let hit = cam_pos + rd * t;
+ world_normal = normalize(hit - sphere_center);
+ // Reproject hit point to get correct clip-space depth.
+ let clip_hit = globals.view_proj * vec4f(hit, 1.0);
+ frag_depth = clip_hit.z / clip_hit.w;
+ }
- // Oct-encode world normal, remap [-1,1] → [0,1] for storage
- let oct = oct_encode_unorm(normalize(in.world_normal));
+ let oct = oct_encode_unorm(world_normal);
var out: GBufOutput;
out.albedo = vec4f(in.color.rgb, 1.0);
out.normal_mat = vec4f(oct.x, oct.y, mat_id, 0.0);
+ out.depth = frag_depth;
return out;
}
diff --git a/cnn_v3/src/gbuffer_effect.cc b/cnn_v3/src/gbuffer_effect.cc
index ff78cf8..c49ab88 100644
--- a/cnn_v3/src/gbuffer_effect.cc
+++ b/cnn_v3/src/gbuffer_effect.cc
@@ -552,8 +552,9 @@ void GBufferEffect::create_raster_pipeline() {
pipe_desc.vertex.entryPoint = str_view("vs_main");
pipe_desc.fragment = &frag;
pipe_desc.depthStencil = &ds;
- pipe_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
- pipe_desc.primitive.cullMode = WGPUCullMode_Back;
+ pipe_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ pipe_desc.primitive.cullMode = WGPUCullMode_Back;
+ pipe_desc.primitive.frontFace = WGPUFrontFace_CW; // Y-flipped perspective
pipe_desc.multisample.count = 1;
pipe_desc.multisample.mask = 0xFFFFFFFF;