diff options
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 66 |
1 files changed, 50 insertions, 16 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index e7cb810..2f4f79c 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -15,6 +15,7 @@ struct VertexOutput { @location(1) color: vec4<f32>, @location(2) @interpolate(flat) instance_index: u32, @location(3) world_pos: vec3<f32>, + @location(4) transformed_normal: vec3<f32>, }; @vertex @@ -41,8 +42,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, let obj_type = obj.params.x; if (obj_type == 5.0) { // MESH + // For meshes, we use the actual vertex data, not proxy geometry. + // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_. var out: VertexOutput; - out.position = vec4<f32>(0.0, 0.0, 0.0, 0.0); + out.position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline. return out; } @@ -62,6 +65,22 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, out.color = obj.color; out.instance_index = instance_index; out.world_pos = world_pos.xyz; + + // Correct normal transformation for meshes: transpose of inverse of model matrix + // For non-uniform scaling, this is necessary. For other primitives, we use their analytical normals. + if (obj_type == 5.0) { + // Calculate inverse transpose of the model matrix (upper 3x3 part) + let model_matrix = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz); + let normal_matrix = transpose(inverse(model_matrix)); + out.transformed_normal = normalize(normal_matrix * in.normal); + } else { + // For SDF primitives, we don't use vertex normals directly here; they are computed in the fragment shader. + // However, we still need to output a normal for the fragment shader to use if it were a rasterized primitive. + // The transformed_normal is not used by the SDF fragment shader, but for correctness, we'll pass it. + // If this were a rasterized mesh, it would be used. + out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder for non-mesh types + } + return out; } @@ -70,8 +89,13 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, #include "render/lighting_utils" #include "ray_box" +struct FragmentOutput { + @location(0) color: vec4<f32>, + @builtin(frag_depth) depth: f32, +}; + @fragment -fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { +fn fs_main(in: VertexOutput) -> FragmentOutput { let obj = object_data.objects[in.instance_index]; let obj_type = obj.params.x; @@ -80,11 +104,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<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 + if (obj_type <= 0.0) { // Raster path (legacy or generic) 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); + // Use the transformed normal passed from the vertex shader for rasterized objects + normal = normalize(in.transformed_normal); // Apply grid pattern to floor let uv = p.xz * 0.5; @@ -100,8 +123,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz); // Proxy box extent (matches vs_main) + // MESHES use obj.params.yzw for extent var extent = vec3<f32>(1.0); - if (obj_type == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } + if (obj.params.x == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } // Torus + else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent let bounds = ray_box_intersection(ro_local, rd_local, extent); @@ -111,7 +136,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { 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); + let d_local = get_dist(q, obj.params); if (d_local < 0.0005) { hit = true; break; } t = t + d_local; if (t > bounds.t_exit) { break; } @@ -128,36 +153,37 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { 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 d_x1 = get_dist(q_x1, obj.params) - 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 d_x2 = get_dist(q_x2, obj.params) - 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 d_y1 = get_dist(q_y1, obj.params) - 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 d_y2 = get_dist(q_y2, obj.params) - 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 d_z1 = get_dist(q_z1, obj.params) - 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 d_z2 = get_dist(q_z2, obj.params) - disp_strength * h_z2; let n_local = normalize(vec3<f32>(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); + // Note: mat3x3 constructor takes columns, so passing rows gives us transpose 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); + normal = normalize(normal_matrix * n_local); // Apply texture to SDF color if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE @@ -174,5 +200,13 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index); let lit_color = calculate_lighting(base_color, normal, p, shadow); - return vec4<f32>(lit_color, 1.0); + + var out: FragmentOutput; + out.color = vec4<f32>(lit_color, 1.0); + + // Calculate and write correct depth + let clip_pos = globals.view_proj * vec4<f32>(p, 1.0); + out.depth = clip_pos.z / clip_pos.w; + + return out; }
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