summaryrefslogtreecommitdiff
path: root/cnn_v3/shaders/gbuf_shadow.wgsl
diff options
context:
space:
mode:
Diffstat (limited to 'cnn_v3/shaders/gbuf_shadow.wgsl')
-rw-r--r--cnn_v3/shaders/gbuf_shadow.wgsl55
1 files changed, 46 insertions, 9 deletions
diff --git a/cnn_v3/shaders/gbuf_shadow.wgsl b/cnn_v3/shaders/gbuf_shadow.wgsl
index 0f5f8b4..65ae1fa 100644
--- a/cnn_v3/shaders/gbuf_shadow.wgsl
+++ b/cnn_v3/shaders/gbuf_shadow.wgsl
@@ -5,11 +5,13 @@
#include "common_uniforms"
#include "camera_common"
#include "math/sdf_shapes"
+#include "math/normal"
#include "render/raymarching_id"
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
@group(0) @binding(2) var depth_tex: texture_depth_2d;
+@group(0) @binding(4) var normal_mat_tex: texture_2d<f32>;
struct GBufLight {
direction: vec4f, // xyz = toward light (world space, normalized)
@@ -26,7 +28,9 @@ struct GBufLightsUniforms {
// Stub required by render/raymarching (shadow() / rayMarch() call df()).
fn df(p: vec3f) -> f32 { return MAX_RAY_LENGTH; }
-// SDF of the full scene: proxy box for each object transformed to local space.
+// SDF of the full scene.
+// Sphere: direct world-space formula (exact, no matrix multiply).
+// Box/Torus/Plane: local-space transform + uniform-scale correction.
fn dfWithID(p: vec3f) -> RayMarchResult {
var res: RayMarchResult;
res.distance = MAX_RAY_LENGTH;
@@ -36,14 +40,32 @@ fn dfWithID(p: vec3f) -> RayMarchResult {
let n = u32(globals.params.x);
for (var i = 0u; i < n; i++) {
let obj = object_data.objects[i];
- let lp = (obj.inv_model * vec4f(p, 1.0)).xyz;
let obj_type = u32(obj.params.x);
var d: f32;
switch obj_type {
- case 1u: { d = sdSphere(lp, 1.0); } // SPHERE
- case 2u: { d = sdPlane(lp, vec3f(0.0, 1.0, 0.0), obj.params.y); } // PLANE
- case 3u: { d = sdTorus(lp, vec2f(0.8, 0.2)); } // TORUS
- default: { d = sdBox(lp, vec3f(1.0)); } // CUBE (0) + fallback
+ case 1u: {
+ // SPHERE: direct world-space SDF — avoids matrix multiply, exact.
+ let c = obj.model[3].xyz;
+ let r = length(obj.model[0].xyz);
+ d = length(p - c) - r;
+ }
+ case 2u: {
+ // PLANE
+ let lp = (obj.inv_model * vec4f(p, 1.0)).xyz;
+ d = sdPlane(lp, vec3f(0.0, 1.0, 0.0), obj.params.y);
+ }
+ case 3u: {
+ // TORUS
+ let lp = (obj.inv_model * vec4f(p, 1.0)).xyz;
+ let scale = length(obj.model[0].xyz);
+ d = sdTorus(lp, vec2f(0.8, 0.2)) * scale;
+ }
+ default: {
+ // CUBE (0) + fallback — uniform scale assumed.
+ let lp = (obj.inv_model * vec4f(p, 1.0)).xyz;
+ let scale = length(obj.model[0].xyz);
+ d = sdBox(lp, vec3f(1.0)) * scale;
+ }
}
if (d < res.distance) {
res.distance = d;
@@ -53,6 +75,20 @@ fn dfWithID(p: vec3f) -> RayMarchResult {
return res;
}
+// Soft shadow march (IQ formula). Returns 1=lit, 0=shadow.
+// No dmin/dmax bounds: in open space d grows large so 8*d/t >> 1, res stays 1 naturally.
+fn soft_shadow(ro: vec3f, rd: vec3f) -> f32 {
+ var t = 0.001;
+ var res = 1.0;
+ for (var i = 0; i < 64; i++) {
+ let d = dfWithID(ro + rd * t).distance;
+ if (d < 0.0005) { return 0.0; }
+ res = min(res, 8.0 * d / t);
+ t += d;
+ }
+ return clamp(res, 0.0, 1.0);
+}
+
// ---- Vertex: fullscreen triangle ----
@vertex
@@ -82,8 +118,9 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
let clip = globals.inv_view_proj * vec4f(ndc, depth, 1.0);
let world = clip.xyz / clip.w;
- // Surface normal estimated from SDF gradient.
- let nor = normalWithID(world);
+ // Use rasterized surface normal for bias — correct for sphere impostors.
+ let nm = textureLoad(normal_mat_tex, vec2i(pos.xy), 0);
+ let nor = oct_decode_unorm(nm.rg);
let bias_pos = world + nor * 0.02;
// March shadow rays toward each light; take the darkest value.
@@ -91,7 +128,7 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
let num_lights = u32(lights.params.x);
for (var i = 0u; i < num_lights; i++) {
let ld = lights.lights[i].direction.xyz;
- let s = shadowWithStoredDistance(bias_pos, ld, MAX_RAY_LENGTH);
+ let s = soft_shadow(bias_pos, ld);
shadow_val = min(shadow_val, s);
}