diff options
Diffstat (limited to 'common/shaders/camera_common.wgsl')
| -rw-r--r-- | common/shaders/camera_common.wgsl | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl new file mode 100644 index 0000000..bd29775 --- /dev/null +++ b/common/shaders/camera_common.wgsl @@ -0,0 +1,52 @@ +// Camera parameters and helpers for SDF raymarching effects + +struct CameraParams { + inv_view: mat4x4<f32>, + fov: f32, + near_plane: f32, + far_plane: f32, + aspect_ratio: f32, +} + +struct Ray { + origin: vec3<f32>, + direction: vec3<f32>, +} + +// Generate camera ray for given UV coordinates (-1 to 1) +fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray { + let cam_pos = vec3<f32>(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); + + // Compute ray direction from FOV and aspect ratio + let tan_fov = tan(cam.fov * 0.5); + let ndc = vec3<f32>(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0); + + // Transform direction by inverse view matrix (rotation only) + let dir = normalize( + cam.inv_view[0].xyz * ndc.x + + cam.inv_view[1].xyz * ndc.y + + cam.inv_view[2].xyz * ndc.z + ); + + return Ray(cam_pos, dir); +} + +// Extract camera position from inverse view matrix +fn getCameraPosition(cam: CameraParams) -> vec3<f32> { + return vec3<f32>(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); +} + +// Extract camera forward vector (view direction) +fn getCameraForward(cam: CameraParams) -> vec3<f32> { + return -normalize(vec3<f32>(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z)); +} + +// Extract camera up vector +fn getCameraUp(cam: CameraParams) -> vec3<f32> { + return normalize(vec3<f32>(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z)); +} + +// Extract camera right vector +fn getCameraRight(cam: CameraParams) -> vec3<f32> { + return normalize(vec3<f32>(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z)); +} |
