diff options
Diffstat (limited to 'assets/final/shaders')
| -rw-r--r-- | assets/final/shaders/math/sdf_utils.wgsl | 8 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query_bvh.wgsl | 55 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query_linear.wgsl (renamed from assets/final/shaders/render/scene_query.wgsl) | 9 | ||||
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 13 |
4 files changed, 72 insertions, 13 deletions
diff --git a/assets/final/shaders/math/sdf_utils.wgsl b/assets/final/shaders/math/sdf_utils.wgsl index ce902bf..502ba5b 100644 --- a/assets/final/shaders/math/sdf_utils.wgsl +++ b/assets/final/shaders/math/sdf_utils.wgsl @@ -7,3 +7,11 @@ fn get_normal_basic(p: vec3<f32>, obj_type: f32) -> vec3<f32> { get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) )); } + +// Distance to an Axis-Aligned Bounding Box +fn aabb_sdf(p: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> f32 { + let center = (min_p + max_p) * 0.5; + let extent = (max_p - min_p) * 0.5; + let q = abs(p - center) - extent; + return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} diff --git a/assets/final/shaders/render/scene_query_bvh.wgsl b/assets/final/shaders/render/scene_query_bvh.wgsl new file mode 100644 index 0000000..c7dfdf4 --- /dev/null +++ b/assets/final/shaders/render/scene_query_bvh.wgsl @@ -0,0 +1,55 @@ +#include "math/sdf_shapes" +#include "math/sdf_utils" + +struct BVHNode { + min: vec3<f32>, + left_idx: i32, + max: vec3<f32>, + obj_idx_or_right: i32, +}; + +@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>; + +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; + var stack: array<i32, 32>; + var stack_ptr = 0; + + if (arrayLength(&bvh_nodes) > 0u) { + stack[stack_ptr] = 0; + stack_ptr++; + } + + while (stack_ptr > 0) { + stack_ptr--; + let node_idx = stack[stack_ptr]; + let node = bvh_nodes[node_idx]; + + if (aabb_sdf(p, node.min, node.max) < d) { + if (node.left_idx < 0) { // Leaf + let obj_idx = u32(node.obj_idx_or_right); + if (obj_idx == skip_idx) { continue; } + let obj = object_data.objects[obj_idx]; + let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + d = min(d, get_dist(q, obj.params.x) * s); + } else { // Internal + if (stack_ptr < 31) { + stack[stack_ptr] = node.left_idx; + stack_ptr++; + stack[stack_ptr] = node.obj_idx_or_right; + stack_ptr++; + } + } + } + } + return d; +} diff --git a/assets/final/shaders/render/scene_query.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl index b58f28c..7bcd96f 100644 --- a/assets/final/shaders/render/scene_query.wgsl +++ b/assets/final/shaders/render/scene_query_linear.wgsl @@ -16,17 +16,10 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { 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)); - + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); d = min(d, get_dist(q, obj_type) * s); } return d; diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index b39525d..f855052 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -2,9 +2,12 @@ @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; -@group(0) @binding(4) var sky_tex: texture_2d<f32>; + +// 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>, @@ -56,7 +59,7 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, return out; } -#include "render/scene_query" +#include "render/scene_query_mode" #include "render/shadows" #include "render/lighting_utils" #include "ray_box" @@ -166,4 +169,4 @@ 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); -} +}
\ No newline at end of file |
