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Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 194 |
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); +}
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