diff options
Diffstat (limited to 'cnn_v3/shaders')
| -rw-r--r-- | cnn_v3/shaders/gbuf_shadow.wgsl | 35 | ||||
| -rw-r--r-- | cnn_v3/shaders/gbuf_view.wgsl | 32 |
2 files changed, 58 insertions, 9 deletions
diff --git a/cnn_v3/shaders/gbuf_shadow.wgsl b/cnn_v3/shaders/gbuf_shadow.wgsl index 0f5f8b4..735e47c 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) @@ -38,12 +40,14 @@ fn dfWithID(p: vec3f) -> RayMarchResult { let obj = object_data.objects[i]; let lp = (obj.inv_model * vec4f(p, 1.0)).xyz; let obj_type = u32(obj.params.x); + // Scale factor: convert local-space SDF to world-space distance. + let scale = length(obj.model[0].xyz); 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: { d = sdSphere(lp, 1.0) * scale; } // 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)) * scale; } // TORUS + default: { d = sdBox(lp, vec3f(1.0)) * scale; } // CUBE (0) + fallback } if (d < res.distance) { res.distance = d; @@ -53,6 +57,20 @@ 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 @@ -82,16 +100,17 @@ 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); - let bias_pos = world + nor * 0.02; + // 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 * 0.05; // March shadow rays toward each light; take the darkest value. var shadow_val = 1.0; 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); } diff --git a/cnn_v3/shaders/gbuf_view.wgsl b/cnn_v3/shaders/gbuf_view.wgsl index a5e6c91..3e7d1ff 100644 --- a/cnn_v3/shaders/gbuf_view.wgsl +++ b/cnn_v3/shaders/gbuf_view.wgsl @@ -9,6 +9,8 @@ // Row 3: ch12(m1.r) ch13(m1.g) ch14(m1.b) ch15(m2.r) // Row 4: ch16(m2.g) ch17(m2.b) ch18(shdw) ch19(trns) +#include "debug/debug_print" + struct GBufViewUniforms { resolution: vec2f } @group(0) @binding(0) var feat0: texture_2d<u32>; @@ -93,5 +95,33 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f { disp = clamp(v, 0.0, 1.0); } - return vec4f(disp, disp, disp, 1.0); + var out = vec4f(disp, disp, disp, 1.0); + + // Label at top-left of each tile + let tile_w = u.resolution.x / 4.0; + let tile_h = u.resolution.y / 5.0; + let origin = vec2f(f32(col) * tile_w + 4.0, f32(row) * tile_h + 4.0); + switch ch { + case 0u: { out = debug_str(out, pos.xy, origin, vec4u(0x616C622Eu, 0x72000000u, 0u, 0u), 5u); } // alb.r + case 1u: { out = debug_str(out, pos.xy, origin, vec4u(0x616C622Eu, 0x67000000u, 0u, 0u), 5u); } // alb.g + case 2u: { out = debug_str(out, pos.xy, origin, vec4u(0x616C622Eu, 0x62000000u, 0u, 0u), 5u); } // alb.b + case 3u: { out = debug_str(out, pos.xy, origin, vec4u(0x6E726D2Eu, 0x78000000u, 0u, 0u), 5u); } // nrm.x + case 4u: { out = debug_str(out, pos.xy, origin, vec4u(0x6E726D2Eu, 0x79000000u, 0u, 0u), 5u); } // nrm.y + case 5u: { out = debug_str(out, pos.xy, origin, vec4u(0x64657074u, 0x68000000u, 0u, 0u), 5u); } // depth + case 6u: { out = debug_str(out, pos.xy, origin, vec4u(0x647A6478u, 0u, 0u, 0u), 4u); } // dzdx + case 7u: { out = debug_str(out, pos.xy, origin, vec4u(0x647A6479u, 0u, 0u, 0u), 4u); } // dzdy + case 8u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D617469u, 0x64000000u, 0u, 0u), 5u); } // matid + case 9u: { out = debug_str(out, pos.xy, origin, vec4u(0x7072762Eu, 0x72000000u, 0u, 0u), 5u); } // prv.r + case 10u: { out = debug_str(out, pos.xy, origin, vec4u(0x7072762Eu, 0x67000000u, 0u, 0u), 5u); } // prv.g + case 11u: { out = debug_str(out, pos.xy, origin, vec4u(0x7072762Eu, 0x62000000u, 0u, 0u), 5u); } // prv.b + case 12u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D312E72u, 0u, 0u, 0u), 4u); } // m1.r + case 13u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D312E67u, 0u, 0u, 0u), 4u); } // m1.g + case 14u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D312E62u, 0u, 0u, 0u), 4u); } // m1.b + case 15u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D322E72u, 0u, 0u, 0u), 4u); } // m2.r + case 16u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D322E67u, 0u, 0u, 0u), 4u); } // m2.g + case 17u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D322E62u, 0u, 0u, 0u), 4u); } // m2.b + case 18u: { out = debug_str(out, pos.xy, origin, vec4u(0x73686477u, 0u, 0u, 0u), 4u); } // shdw + default: { out = debug_str(out, pos.xy, origin, vec4u(0x74726E73u, 0u, 0u, 0u), 4u); } // trns + } + return out; } |
