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-rw-r--r--assets/final/demo_assets.txt1
-rw-r--r--assets/final/shaders/math/common_utils.wgsl36
-rw-r--r--assets/final/shaders/mesh_render.wgsl7
-rw-r--r--assets/final/shaders/render/scene_query_bvh.wgsl19
-rw-r--r--assets/final/shaders/render/scene_query_linear.wgsl42
-rw-r--r--assets/final/shaders/renderer_3d.wgsl25
-rw-r--r--assets/final/shaders/skybox.wgsl9
7 files changed, 98 insertions, 41 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 6293696..256f246 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -41,6 +41,7 @@ SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
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_MATH_COMMON_UTILS, NONE, shaders/math/common_utils.wgsl, "Common Math Utils"
SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows 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)"
diff --git a/assets/final/shaders/math/common_utils.wgsl b/assets/final/shaders/math/common_utils.wgsl
new file mode 100644
index 0000000..7131216
--- /dev/null
+++ b/assets/final/shaders/math/common_utils.wgsl
@@ -0,0 +1,36 @@
+// Common utility functions for WGSL shaders.
+// Reduces duplication across renderer_3d, mesh_render, etc.
+
+// Constants
+const PI: f32 = 3.14159265359;
+const TAU: f32 = 6.28318530718;
+
+// Transform normal from local to world space using inverse model matrix
+fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
+ let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
+ return normalize(normal_matrix * normal_local);
+}
+
+// Spherical UV mapping (sphere or any radial surface)
+// Returns UV in [0,1] range
+fn spherical_uv(p: vec3<f32>) -> vec2<f32> {
+ let u = atan2(p.x, p.z) / TAU + 0.5;
+ let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
+ return vec2<f32>(u, v);
+}
+
+// Spherical UV from direction vector (for skybox, etc.)
+fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
+ let u = atan2(dir.z, dir.x) / TAU + 0.5;
+ let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
+ return vec2<f32>(u, v);
+}
+
+// Grid pattern for procedural texturing (checkerboard-like)
+fn grid_pattern(uv: vec2<f32>) -> f32 {
+ let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
+ return smoothstep(0.45, 0.55, grid);
+}
+
+// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist()
+// from scene_query snippets. Keep bump mapping code inline in shaders that use it.
diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl
index 068efbc..7390b06 100644
--- a/assets/final/shaders/mesh_render.wgsl
+++ b/assets/final/shaders/mesh_render.wgsl
@@ -1,4 +1,5 @@
#include "common_uniforms"
+#include "math/common_utils"
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
@@ -33,10 +34,8 @@ fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> Ver
out.clip_pos = globals.view_proj * world_pos;
out.world_pos = world_pos.xyz;
- // Use transpose of inverse for normals
- // 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);
- out.normal = normalize(normal_matrix * in.normal);
+ // Transform normal from local to world space
+ out.normal = transform_normal(obj.inv_model, in.normal);
out.uv = in.uv;
out.color = obj.color;
diff --git a/assets/final/shaders/render/scene_query_bvh.wgsl b/assets/final/shaders/render/scene_query_bvh.wgsl
index 61efe49..3e6f895 100644
--- a/assets/final/shaders/render/scene_query_bvh.wgsl
+++ b/assets/final/shaders/render/scene_query_bvh.wgsl
@@ -41,15 +41,18 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
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)));
- // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'.
- // The 's' factor is meant for unit primitives (sphere, box, torus) that are
- // scaled by the model matrix. Meshes already have correct local-space extents.
- if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh
- d = min(d, get_dist(q, obj.params) * s);
- } else {
- d = min(d, get_dist(q, obj.params));
+
+ // Extract scale factors from the model matrix
+ let sx = length(obj.model[0].xyz);
+ let sy = length(obj.model[1].xyz);
+ let sz = length(obj.model[2].xyz);
+
+ var s = min(sx, min(sy, sz));
+ if (obj.params.x == 4.0) {
+ s = sy; // Plane normal is (0,1,0) in local space
}
+
+ d = min(d, get_dist(q, obj.params) * s);
} else { // Internal
if (stack_ptr < 31) {
stack[stack_ptr] = node.left_idx;
diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl
index b61a7e4..0497a40 100644
--- a/assets/final/shaders/render/scene_query_linear.wgsl
+++ b/assets/final/shaders/render/scene_query_linear.wgsl
@@ -12,21 +12,45 @@ fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
}
fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+
var d = 1000.0;
+
let num_objects = arrayLength(&object_data.objects);
+
for (var i = 0u; i < num_objects; i++) {
+
if (i == skip_idx) { continue; }
+
let obj = object_data.objects[i];
+
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)));
- // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'.
- // The 's' factor is meant for unit primitives (sphere, box, torus) that are
- // scaled by the model matrix. Meshes already have correct local-space extents.
- if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh
- d = min(d, get_dist(q, obj.params) * s);
- } else {
- d = min(d, get_dist(q, obj.params));
+
+
+
+ // Extract scale factors from the model matrix
+
+ let sx = length(obj.model[0].xyz);
+
+ let sy = length(obj.model[1].xyz);
+
+ let sz = length(obj.model[2].xyz);
+
+
+
+ var s = min(sx, min(sy, sz));
+
+ if (obj.params.x == 4.0) {
+
+ s = sy; // Plane normal is (0,1,0) in local space
+
}
+
+
+
+ d = min(d, get_dist(q, obj.params) * s);
+
}
+
return d;
-} \ No newline at end of file
+
+}
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index c290df8..1183e3c 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -1,4 +1,5 @@
#include "common_uniforms"
+#include "math/common_utils"
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
@@ -100,8 +101,7 @@ fn fs_main(in: VertexOutput) -> FragmentOutput {
// 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);
+ 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;
@@ -140,48 +140,45 @@ fn fs_main(in: VertexOutput) -> FragmentOutput {
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 uv_x1 = spherical_uv(q_x1);
let h_x1 = textureSample(noise_tex, noise_sampler, uv_x1).r;
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 uv_x2 = spherical_uv(q_x2);
let h_x2 = textureSample(noise_tex, noise_sampler, uv_x2).r;
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 uv_y1 = spherical_uv(q_y1);
let h_y1 = textureSample(noise_tex, noise_sampler, uv_y1).r;
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 uv_y2 = spherical_uv(q_y2);
let h_y2 = textureSample(noise_tex, noise_sampler, uv_y2).r;
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 uv_z1 = spherical_uv(q_z1);
let h_z1 = textureSample(noise_tex, noise_sampler, uv_z1).r;
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 uv_z2 = spherical_uv(q_z2);
let h_z2 = textureSample(noise_tex, noise_sampler, uv_z2).r;
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(normal_matrix * n_local);
+ 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 = 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);
+ let grid_val = grid_pattern(uv_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 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);
}
diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl
index d7f252e..31bea3b 100644
--- a/assets/final/shaders/skybox.wgsl
+++ b/assets/final/shaders/skybox.wgsl
@@ -1,4 +1,5 @@
#include "common_uniforms"
+#include "math/common_utils"
@group(0) @binding(0) var sky_tex: texture_2d<f32>;
@group(0) @binding(1) var sky_sampler: sampler;
@@ -36,10 +37,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let world_pos = world_pos_h.xyz / world_pos_h.w;
let ray_dir = normalize(world_pos - globals.camera_pos_time.xyz);
-
- // Spherical Mapping
- let u = atan2(ray_dir.z, ray_dir.x) / 6.28318 + 0.5;
- let v = asin(clamp(ray_dir.y, -1.0, 1.0)) / 3.14159 + 0.5;
-
- return textureSample(sky_tex, sky_sampler, vec2<f32>(u, v));
+ let uv = spherical_uv_from_dir(ray_dir);
+ return textureSample(sky_tex, sky_sampler, uv);
} \ No newline at end of file