diff options
Diffstat (limited to 'assets/final/shaders/render')
| -rw-r--r-- | assets/final/shaders/render/lighting_utils.wgsl | 6 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query.wgsl | 33 | ||||
| -rw-r--r-- | assets/final/shaders/render/shadows.wgsl | 13 |
3 files changed, 52 insertions, 0 deletions
diff --git a/assets/final/shaders/render/lighting_utils.wgsl b/assets/final/shaders/render/lighting_utils.wgsl new file mode 100644 index 0000000..d2fd2e2 --- /dev/null +++ b/assets/final/shaders/render/lighting_utils.wgsl @@ -0,0 +1,6 @@ +fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> { + let light_dir = normalize(vec3<f32>(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/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; +} diff --git a/assets/final/shaders/render/shadows.wgsl b/assets/final/shaders/render/shadows.wgsl new file mode 100644 index 0000000..7cba089 --- /dev/null +++ b/assets/final/shaders/render/shadows.wgsl @@ -0,0 +1,13 @@ +fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, 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); +} |
