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-rw-r--r--assets/final/shaders/renderer_3d.wgsl194
1 files changed, 194 insertions, 0 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
new file mode 100644
index 0000000..0b2c38b
--- /dev/null
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -0,0 +1,194 @@
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+@group(0) @binding(2) var noise_tex: texture_2d<f32>;
+@group(0) @binding(3) var noise_sampler: sampler;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let obj_type = obj.params.x;
+
+ // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
+ if (obj_type == 3.0) {
+ p.x = p.x * 1.5;
+ p.z = p.z * 1.5;
+ p.y = p.y * 0.5;
+ }
+
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+ return out;
+}
+
+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;
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ if (obj_type <= 0.0) { // Raster path
+ p = in.world_pos;
+ let local_normal = normalize(cross(dpdx(in.local_pos), dpdy(in.local_pos)));
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ normal = normalize(transpose(normal_matrix) * local_normal);
+
+ // Apply grid pattern to floor
+ let uv = p.xz * 0.5;
+ let grid = 0.5 + 0.5 * sin(uv.x * 3.14) * sin(uv.y * 3.14);
+ let grid_val = smoothstep(0.45, 0.55, grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else { // SDF path
+ let ro_world = globals.camera_pos_time.xyz;
+ let rd_world = normalize(in.world_pos - ro_world);
+
+ // Ray-Box Intersection in local space to find tight bounds
+ let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
+ let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
+
+ // Proxy box extent (matches vs_main)
+ var extent = vec3<f32>(1.0);
+ if (obj_type == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); }
+
+ let bounds = ray_box_intersection(ro_local, rd_local, extent);
+
+ if (!bounds.hit) { discard; }
+
+ var t = bounds.t_entry;
+ var hit = false;
+ for (var i = 0; i < 64; i = i + 1) {
+ let q = ro_local + rd_local * t;
+ let d_local = get_dist(q, obj_type);
+ if (d_local < 0.0005) { hit = true; break; }
+ t = t + d_local;
+ if (t > bounds.t_exit) { break; }
+ }
+ if (!hit) { discard; }
+
+ let q_hit = ro_local + rd_local * t;
+ p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
+
+ // Calculate normal with bump mapping
+ let e = vec2<f32>(0.005, 0.0);
+ let disp_strength = 0.05;
+
+ let q_x1 = q_hit + e.xyy;
+ let uv_x1 = vec2<f32>(atan2(q_x1.x, q_x1.z) / 6.28 + 0.5, acos(clamp(q_x1.y / length(q_x1), -1.0, 1.0)) / 3.14);
+ let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
+ let d_x1 = get_dist(q_x1, obj_type) - disp_strength * h_x1;
+
+ let q_x2 = q_hit - e.xyy;
+ let uv_x2 = vec2<f32>(atan2(q_x2.x, q_x2.z) / 6.28 + 0.5, acos(clamp(q_x2.y / length(q_x2), -1.0, 1.0)) / 3.14);
+ let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
+ let d_x2 = get_dist(q_x2, obj_type) - disp_strength * h_x2;
+
+ let q_y1 = q_hit + e.yxy;
+ let uv_y1 = vec2<f32>(atan2(q_y1.x, q_y1.z) / 6.28 + 0.5, acos(clamp(q_y1.y / length(q_y1), -1.0, 1.0)) / 3.14);
+ let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
+ let d_y1 = get_dist(q_y1, obj_type) - disp_strength * h_y1;
+
+ let q_y2 = q_hit - e.yxy;
+ let uv_y2 = vec2<f32>(atan2(q_y2.x, q_y2.z) / 6.28 + 0.5, acos(clamp(q_y2.y / length(q_y2), -1.0, 1.0)) / 3.14);
+ let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
+ let d_y2 = get_dist(q_y2, obj_type) - disp_strength * h_y2;
+
+ let q_z1 = q_hit + e.yyx;
+ let uv_z1 = vec2<f32>(atan2(q_z1.x, q_z1.z) / 6.28 + 0.5, acos(clamp(q_z1.y / length(q_z1), -1.0, 1.0)) / 3.14);
+ let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
+ let d_z1 = get_dist(q_z1, obj_type) - disp_strength * h_z1;
+
+ let q_z2 = q_hit - e.yyx;
+ let uv_z2 = vec2<f32>(atan2(q_z2.x, q_z2.z) / 6.28 + 0.5, acos(clamp(q_z2.y / length(q_z2), -1.0, 1.0)) / 3.14);
+ let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
+ let d_z2 = get_dist(q_z2, obj_type) - disp_strength * h_z2;
+
+ let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2));
+ let normal_matrix = mat3x3<f32>(obj.inv_model[0].xyz, obj.inv_model[1].xyz, obj.inv_model[2].xyz);
+ normal = normalize(transpose(normal_matrix) * n_local);
+
+ // Apply texture to SDF color
+ if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
+ let uv_grid = p.xz * 0.5;
+ let grid = 0.5 + 0.5 * sin(uv_grid.x * 3.14) * sin(uv_grid.y * 3.14);
+ let grid_val = smoothstep(0.45, 0.55, grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else {
+ let uv_hit = vec2<f32>(atan2(q_hit.x, q_hit.z) / 6.28 + 0.5, acos(clamp(q_hit.y / length(q_hit), -1.0, 1.0)) / 3.14);
+ let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
+ base_color = base_color * (0.7 + 0.3 * tex_val);
+ }
+ }
+
+ let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
+ let diffuse = max(dot(normal, light_dir), 0.0);
+ let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
+ return vec4<f32>(base_color * lighting, 1.0);
+} \ No newline at end of file