diff options
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 167 |
1 files changed, 0 insertions, 167 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl deleted file mode 100644 index d3b0bae..0000000 --- a/assets/final/shaders/renderer_3d.wgsl +++ /dev/null @@ -1,167 +0,0 @@ -#include "common_uniforms" -#include "math/common_utils" -#include "math/sdf_utils" - -@group(0) @binding(0) var<uniform> globals: GlobalUniforms; -@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; - -// Binding 2 is reserved for BVH buffer when enabled - -@group(0) @binding(3) var noise_tex: texture_2d<f32>; -@group(0) @binding(4) var noise_sampler: sampler; -@group(0) @binding(5) var sky_tex: texture_2d<f32>; - -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>, - @location(4) transformed_normal: 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; - - 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, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline. - return out; - } - - // 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; - - // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader. - // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline. - out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder - - return out; -} - -#include "render/scene_query_mode" -#include "render/shadows" -#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) -> FragmentOutput { - 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 (legacy or generic) - p = in.world_pos; - // 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; - let grid_val = grid_pattern(uv); - 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) - // MESHES use obj.params.yzw for extent - var extent = vec3<f32>(1.0); - 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); - - 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.params); - 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 (using utility function) - let disp_strength = 0.05; - let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength); - normal = transform_normal(obj.inv_model, 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_val = grid_pattern(uv_grid); - base_color = base_color * (0.5 + 0.5 * grid_val); - } else { - let uv_hit = spherical_uv(q_hit); - 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 lit_color = calculate_lighting(base_color, normal, p, shadow); - - 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; -}
\ No newline at end of file |
