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-rw-r--r--assets/final/shaders/render/scene_query.wgsl33
1 files changed, 33 insertions, 0 deletions
diff --git a/assets/final/shaders/render/scene_query.wgsl b/assets/final/shaders/render/scene_query.wgsl
new file mode 100644
index 0000000..b58f28c
--- /dev/null
+++ b/assets/final/shaders/render/scene_query.wgsl
@@ -0,0 +1,33 @@
+#include "math/sdf_shapes"
+
+fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ let count = u32(globals.params.x);
+
+ for (var i = 0u; i < count; i = i + 1u) {
+ if (i == skip_idx) { continue; }
+ let obj = object_data.objects[i];
+ let obj_type = obj.params.x;
+ // Skip rasterized objects (like the floor) in the SDF map
+ if (obj_type <= 0.0) { continue; }
+
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+
+ let scale_x = length(obj.model[0].xyz);
+ let scale_y = length(obj.model[1].xyz);
+ let scale_z = length(obj.model[2].xyz);
+ // Use conservative minimum scale to avoid overstepping the distance field
+ let s = min(scale_x, min(scale_y, scale_z));
+
+ d = min(d, get_dist(q, obj_type) * s);
+ }
+ return d;
+}