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-rw-r--r--assets/final/demo_assets.txt3
-rw-r--r--assets/final/shaders/math/sdf_utils.wgsl8
-rw-r--r--assets/final/shaders/render/scene_query_bvh.wgsl55
-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.wgsl13
5 files changed, 74 insertions, 14 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 5ba2ec2..c38da51 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -44,5 +44,6 @@ SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet"
-SHADER_RENDER_SCENE_QUERY, NONE, shaders/render/scene_query.wgsl, "Scene Query Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" \ No newline at end of file
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