diff options
Diffstat (limited to 'common/shaders/math')
| -rw-r--r-- | common/shaders/math/color.wgsl | 27 | ||||
| -rw-r--r-- | common/shaders/math/common_utils.wgsl | 46 | ||||
| -rw-r--r-- | common/shaders/math/noise.wgsl | 147 | ||||
| -rw-r--r-- | common/shaders/math/sdf_shapes.wgsl | 30 | ||||
| -rw-r--r-- | common/shaders/math/sdf_utils.wgsl | 115 | ||||
| -rw-r--r-- | common/shaders/math/utils.wgsl | 14 |
6 files changed, 0 insertions, 379 deletions
diff --git a/common/shaders/math/color.wgsl b/common/shaders/math/color.wgsl deleted file mode 100644 index 9352053..0000000 --- a/common/shaders/math/color.wgsl +++ /dev/null @@ -1,27 +0,0 @@ -// Common color space and tone mapping functions. - -// sRGB to Linear approximation -// Note: Assumes input is in sRGB color space. -fn sRGB(t: vec3f) -> vec3f { - return mix(1.055 * pow(t, vec3f(1.0/2.4)) - 0.055, 12.92 * t, step(t, vec3f(0.0031308))); -} - -// ACES Filmic Tone Mapping (Approximate) -// A common tone mapping algorithm used in games and film. -fn aces_approx(v_in: vec3f) -> vec3f { - var v = max(v_in, vec3f(0.0)); - v *= 0.6; - let a = 2.51; - let b = 0.03; - let c = 2.43; - let d = 0.59; - let e = 0.14; - return clamp((v * (a * v + b)) / (v * (c * v + d) + e), vec3f(0.0), vec3f(1.0)); -} - -// HSV to RGB conversion -const hsv2rgb_K = vec4f(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -fn hsv2rgb(c: vec3f) -> vec3f { - let p = abs(fract(c.xxx + hsv2rgb_K.xyz) * 6.0 - hsv2rgb_K.www); - return c.z * mix(hsv2rgb_K.xxx, clamp(p - hsv2rgb_K.xxx, vec3f(0.0), vec3f(1.0)), c.y); -} diff --git a/common/shaders/math/common_utils.wgsl b/common/shaders/math/common_utils.wgsl deleted file mode 100644 index 6ebc25a..0000000 --- a/common/shaders/math/common_utils.wgsl +++ /dev/null @@ -1,46 +0,0 @@ -// 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: mat4x4f, normal_local: vec3f) -> vec3f { - let normal_matrix = mat3x3f(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: vec3f) -> vec2f { - let u = atan2(p.x, p.z) / TAU + 0.5; - let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI; - return vec2f(u, v); -} - -// Spherical UV from direction vector (for skybox, etc.) -fn spherical_uv_from_dir(dir: vec3f) -> vec2f { - let u = atan2(dir.z, dir.x) / TAU + 0.5; - let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5; - return vec2f(u, v); -} - -// Grid pattern for procedural texturing (checkerboard-like) -fn grid_pattern(uv: vec2f) -> 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. - -// Calculates normalized screen coordinates from fragment position and resolution. -// Input `p` is the fragment's @builtin(position), `resolution` is the screen resolution. -// Returns a vec2f in NDC space, with X adjusted for aspect ratio. -fn getScreenCoord(p: vec4f, resolution: vec2f) -> vec2f { - let q = p.xy / resolution; - var coord = -1.0 + 2.0 * q; - coord.x *= resolution.x / resolution.y; - return coord; -} diff --git a/common/shaders/math/noise.wgsl b/common/shaders/math/noise.wgsl deleted file mode 100644 index dd97e02..0000000 --- a/common/shaders/math/noise.wgsl +++ /dev/null @@ -1,147 +0,0 @@ -// Random number generation and noise functions for WGSL shaders. -// Collection of hash functions and noise generators. - -// ============================================ -// Hash Functions (Float Input) -// ============================================ - -// Hash: f32 -> f32 -// Fast fractional hash for floats -fn hash_1f(x: f32) -> f32 { - var v = fract(x * 0.3351); - v *= v + 33.33; - v *= v + v; - return fract(v); -} - -// Hash: vec2f -> f32 -// 2D coordinate to single hash value -fn hash_2f(p: vec2f) -> f32 { - var h = dot(p, vec2f(127.1, 311.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec2f -> vec2f -// 2D coordinate to 2D hash (from Shadertoy 4djSRW) -fn hash_2f_2f(p: vec2f) -> vec2f { - var p3 = fract(vec3f(p.x, p.y, p.x) * vec3f(0.1021, 0.1013, 0.0977)); - p3 += dot(p3, p3.yzx + 33.33); - return fract((p3.xx + p3.yz) * p3.zy); -} - -// Hash: vec3f -> f32 -// 3D coordinate to single hash value -fn hash_3f(p: vec3f) -> f32 { - var h = dot(p, vec3f(127.1, 311.7, 74.7)); - return fract(sin(h) * 43758.5453123); -} - -// Hash: vec3f -> vec3f -// 3D coordinate to 3D hash -fn hash_3f_3f(p: vec3f) -> vec3f { - var v = fract(p); - v += dot(v, v.yxz + 32.41); - return fract((v.xxy + v.yzz) * v.zyx); -} - -// ============================================ -// Hash Functions (Integer Input) -// ============================================ - -// Hash: u32 -> f32 -// Integer hash with bit operations (high quality) -fn hash_1u(p: u32) -> f32 { - var P = (p << 13u) ^ p; - P = P * (P * P * 15731u + 789221u) + 1376312589u; - return bitcast<f32>((P >> 9u) | 0x3f800000u) - 1.0; -} - -// Hash: u32 -> vec2f -fn hash_1u_2f(p: u32) -> vec2f { - return vec2f(hash_1u(p), hash_1u(p + 1423u)); -} - -// Hash: u32 -> vec3f -fn hash_1u_3f(p: u32) -> vec3f { - return vec3f(hash_1u(p), hash_1u(p + 1423u), hash_1u(p + 124453u)); -} - -// ============================================ -// Noise Functions -// ============================================ - -// Value Noise: 2D -// Interpolated grid noise using smoothstep -fn noise_2d(p: vec2f) -> f32 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n0 = hash_2f(i + vec2f(0.0, 0.0)); - let n1 = hash_2f(i + vec2f(1.0, 0.0)); - let n2 = hash_2f(i + vec2f(0.0, 1.0)); - let n3 = hash_2f(i + vec2f(1.0, 1.0)); - let ix0 = mix(n0, n1, u.x); - let ix1 = mix(n2, n3, u.x); - return mix(ix0, ix1, u.y); -} - -// Value Noise: 3D -fn noise_3d(p: vec3f) -> f32 { - let i = floor(p); - let f = fract(p); - let u = f * f * (3.0 - 2.0 * f); - let n000 = hash_3f(i + vec3f(0.0, 0.0, 0.0)); - let n100 = hash_3f(i + vec3f(1.0, 0.0, 0.0)); - let n010 = hash_3f(i + vec3f(0.0, 1.0, 0.0)); - let n110 = hash_3f(i + vec3f(1.0, 1.0, 0.0)); - let n001 = hash_3f(i + vec3f(0.0, 0.0, 1.0)); - let n101 = hash_3f(i + vec3f(1.0, 0.0, 1.0)); - let n011 = hash_3f(i + vec3f(0.0, 1.0, 1.0)); - let n111 = hash_3f(i + vec3f(1.0, 1.0, 1.0)); - let ix00 = mix(n000, n100, u.x); - let ix10 = mix(n010, n110, u.x); - let ix01 = mix(n001, n101, u.x); - let ix11 = mix(n011, n111, u.x); - let iy0 = mix(ix00, ix10, u.y); - let iy1 = mix(ix01, ix11, u.y); - return mix(iy0, iy1, u.z); -} - -// ============================================ -// Special Functions -// ============================================ - -// Gyroid function (periodic triply-orthogonal minimal surface) -// Useful for procedural patterns and cellular structures -fn gyroid(p: vec3f) -> f32 { - return abs(0.04 + dot(sin(p), cos(p.zxy))); -} - -// Fractional Brownian Motion (FBM) 2D -// Multi-octave noise for natural-looking variation -fn fbm_2d(p: vec2f, octaves: i32) -> f32 { - var value = 0.0; - var amplitude = 0.5; - var frequency = 1.0; - var pos = p; - for (var i = 0; i < octaves; i++) { - value += amplitude * noise_2d(pos * frequency); - frequency *= 2.0; - amplitude *= 0.5; - } - return value; -} - -// Fractional Brownian Motion (FBM) 3D -fn fbm_3d(p: vec3f, octaves: i32) -> f32 { - var value = 0.0; - var amplitude = 0.5; - var frequency = 1.0; - var pos = p; - for (var i = 0; i < octaves; i++) { - value += amplitude * noise_3d(pos * frequency); - frequency *= 2.0; - amplitude *= 0.5; - } - return value; -} diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl deleted file mode 100644 index 2dfae3e..0000000 --- a/common/shaders/math/sdf_shapes.wgsl +++ /dev/null @@ -1,30 +0,0 @@ -// 3D SDF primitives -fn sdSphere(p: vec3f, r: f32) -> f32 { - return length(p) - r; -} - -fn sdBox(p: vec3f, b: vec3f) -> f32 { - let q = abs(p) - b; - return length(max(q, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); -} - -fn sdTorus(p: vec3f, t: vec2f) -> f32 { - let q = vec2f(length(p.xz) - t.x, p.y); - return length(q) - t.y; -} - -fn sdPlane(p: vec3f, n: vec3f, h: f32) -> f32 { - return dot(p, n) + h; -} - -// 2D SDF primitives -fn sdBox2D(p: vec2f, b: vec2f) -> f32 { - let d = abs(p) - b; - return length(max(d, vec2f(0.0))) + min(max(d.x, d.y), 0.0); -} - -// Approximate -fn sdEllipse(p: vec2f, ab: vec2f) -> f32 { - let d = length(p / ab); - return length(p) * (1.0 - 1.0 / d); -} diff --git a/common/shaders/math/sdf_utils.wgsl b/common/shaders/math/sdf_utils.wgsl deleted file mode 100644 index 5a77c7e..0000000 --- a/common/shaders/math/sdf_utils.wgsl +++ /dev/null @@ -1,115 +0,0 @@ -fn get_normal_basic(p: vec3f, obj_params: vec4f) -> vec3f { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let e = vec2f(0.001, 0.0); - return normalize(vec3f( - get_dist(p + e.xyy, obj_params) - get_dist(p - e.xyy, obj_params), - get_dist(p + e.yxy, obj_params) - get_dist(p - e.yxy, obj_params), - get_dist(p + e.yyx, obj_params) - get_dist(p - e.yyx, obj_params) - )); -} - -// Optimized normal estimation using tetrahedron pattern (4 SDF evals instead of 6). -// Slightly less accurate than central differences but faster. -// Uses tetrahedral gradient approximation with corners at (±1, ±1, ±1). -fn get_normal_fast(p: vec3f, obj_params: vec4f) -> vec3f { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return normalize(p); } - let eps = 0.0001; - let k = vec2f(1.0, -1.0); - return normalize( - k.xyy * get_dist(p + k.xyy * eps, obj_params) + - k.yyx * get_dist(p + k.yyx * eps, obj_params) + - k.yxy * get_dist(p + k.yxy * eps, obj_params) + - k.xxx * get_dist(p + k.xxx * eps, obj_params) - ); -} - -// Bump-mapped normal using central differences (6 samples: SDF + texture). -// High quality, suitable for detailed surfaces with displacement mapping. -// Note: Requires spherical_uv() function and get_dist() to be available in calling context. -fn get_normal_bump( - p: vec3f, - obj_params: vec4f, - noise_tex: texture_2d<f32>, - noise_sampler: sampler, - disp_strength: f32 -) -> vec3f { - let e = vec2f(0.005, 0.0); - - let q_x1 = p + e.xyy; - 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 = p - e.xyy; - 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 = p + e.yxy; - 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 = p - e.yxy; - 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 = p + e.yyx; - 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 = p - e.yyx; - 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; - - return normalize(vec3f(d_x1 - d_x2, d_y1 - d_y2, d_z1 - d_z2)); -} - -// Optimized bump-mapped normal using tetrahedron pattern (4 samples instead of 6). -// 33% faster than get_normal_bump(), slightly less accurate. -// Suitable for real-time rendering with displacement mapping. -fn get_normal_bump_fast( - p: vec3f, - obj_params: vec4f, - noise_tex: texture_2d<f32>, - noise_sampler: sampler, - disp_strength: f32 -) -> vec3f { - let eps = 0.0005; - let k = vec2f(1.0, -1.0); - - let q1 = p + k.xyy * eps; - let uv1 = spherical_uv(q1); - let h1 = textureSample(noise_tex, noise_sampler, uv1).r; - let d1 = get_dist(q1, obj_params) - disp_strength * h1; - - let q2 = p + k.yyx * eps; - let uv2 = spherical_uv(q2); - let h2 = textureSample(noise_tex, noise_sampler, uv2).r; - let d2 = get_dist(q2, obj_params) - disp_strength * h2; - - let q3 = p + k.yxy * eps; - let uv3 = spherical_uv(q3); - let h3 = textureSample(noise_tex, noise_sampler, uv3).r; - let d3 = get_dist(q3, obj_params) - disp_strength * h3; - - let q4 = p + k.xxx * eps; - let uv4 = spherical_uv(q4); - let h4 = textureSample(noise_tex, noise_sampler, uv4).r; - let d4 = get_dist(q4, obj_params) - disp_strength * h4; - - return normalize(k.xyy * d1 + k.yyx * d2 + k.yxy * d3 + k.xxx * d4); -} - -// Distance to an Axis-Aligned Bounding Box -fn aabb_sdf(p: vec3f, min_p: vec3f, max_p: vec3f) -> 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, vec3f(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); -} diff --git a/common/shaders/math/utils.wgsl b/common/shaders/math/utils.wgsl deleted file mode 100644 index c75cb66..0000000 --- a/common/shaders/math/utils.wgsl +++ /dev/null @@ -1,14 +0,0 @@ -// General-purpose math utility functions. - -// Returns a 2x2 rotation matrix. -fn rot(a: f32) -> mat2x2f { - let c = cos(a); - let s = sin(a); - return mat2x2f(c, s, -s, c); -} - -// Fast approximation of tanh. -fn tanh_approx(x: f32) -> f32 { - let x2 = x * x; - return clamp(x * (27.0 + x2) / (27.0 + 9.0 * x2), -1.0, 1.0); -} |
