diff options
Diffstat (limited to 'common/shaders/render')
| -rw-r--r-- | common/shaders/render/fullscreen_uv_vs.wgsl | 15 | ||||
| -rw-r--r-- | common/shaders/render/fullscreen_vs.wgsl | 10 | ||||
| -rw-r--r-- | common/shaders/render/lighting_utils.wgsl | 6 | ||||
| -rw-r--r-- | common/shaders/render/raymarching.wgsl | 66 | ||||
| -rw-r--r-- | common/shaders/render/raymarching_id.wgsl | 83 | ||||
| -rw-r--r-- | common/shaders/render/scene_query_bvh.wgsl | 67 | ||||
| -rw-r--r-- | common/shaders/render/scene_query_linear.wgsl | 56 | ||||
| -rw-r--r-- | common/shaders/render/shadows.wgsl | 13 |
8 files changed, 0 insertions, 316 deletions
diff --git a/common/shaders/render/fullscreen_uv_vs.wgsl b/common/shaders/render/fullscreen_uv_vs.wgsl deleted file mode 100644 index f9ae427..0000000 --- a/common/shaders/render/fullscreen_uv_vs.wgsl +++ /dev/null @@ -1,15 +0,0 @@ -// Common vertex shader for fullscreen post-processing effects. -// Draws a single triangle that covers the entire screen, with uv -// coordinates in [0..1] -struct VertexOutput { - @builtin(position) position: vec4f, - @location(0) uv: vec2f, -}; - -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VertexOutput { - let pos = array<vec4f, 3>(vec4f(-1, -1, 0, 1.), vec4f(3, -1, 2., 1.), vec4f(-1, 3, 0, -1)); - var out: VertexOutput; - out.position = vec4f(pos[i].xy, 0.0, 1.0); - out.uv = pos[i].zw; - return out; -} diff --git a/common/shaders/render/fullscreen_vs.wgsl b/common/shaders/render/fullscreen_vs.wgsl deleted file mode 100644 index 507b892..0000000 --- a/common/shaders/render/fullscreen_vs.wgsl +++ /dev/null @@ -1,10 +0,0 @@ -// Common vertex shader for fullscreen post-processing effects. -// Draws a single triangle that covers the entire screen. -@vertex fn vs_main(@builtin(vertex_index) i: u32) -> @builtin(position) vec4f { - var pos = array<vec2f, 3>( - vec2f(-1, -1), - vec2f( 3, -1), - vec2f(-1, 3) - ); - return vec4f(pos[i], 0.0, 1.0); -} diff --git a/common/shaders/render/lighting_utils.wgsl b/common/shaders/render/lighting_utils.wgsl deleted file mode 100644 index f805860..0000000 --- a/common/shaders/render/lighting_utils.wgsl +++ /dev/null @@ -1,6 +0,0 @@ -fn calculate_lighting(color: vec3f, normal: vec3f, pos: vec3f, shadow: f32) -> vec3f { - let light_dir = normalize(vec3f(1.0, 1.0, 1.0)); - let diffuse = max(dot(normal, light_dir), 0.0); - let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse - return color * lighting; -} diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl deleted file mode 100644 index 2d6616d..0000000 --- a/common/shaders/render/raymarching.wgsl +++ /dev/null @@ -1,66 +0,0 @@ -// Common functions for Signed Distance Field (SDF) raymarching. -// -// Required user-defined functions: -// - df(vec3f) -> f32 -// Distance field for single-pass rendering (rayMarch, normal, shadow) -// -// For two-pass rendering with object IDs, see raymarching_id.wgsl -// -// Provided constants: -// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF - -const TOLERANCE: f32 = 0.0005; -const MAX_RAY_LENGTH: f32 = 20.0; -const MAX_RAY_MARCHES: i32 = 80; -const NORM_OFF: f32 = 0.005; - -// Computes the surface normal of the distance field at a point `pos`. -fn normal(pos: vec3f) -> vec3f { - let eps = vec2f(NORM_OFF, 0.0); - var nor: vec3f; - nor.x = df(pos + eps.xyy) - df(pos - eps.xyy); - nor.y = df(pos + eps.yxy) - df(pos - eps.yxy); - nor.z = df(pos + eps.yyx) - df(pos - eps.yyx); - return normalize(nor); -} - -// Performs the raymarching operation. -// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit. -fn rayMarch(ro: vec3f, rd: vec3f, tmin: f32) -> f32 { - var t = tmin; - for (var i = 0; i < MAX_RAY_MARCHES; i++) { - if (t > MAX_RAY_LENGTH) { - t = MAX_RAY_LENGTH; - break; - } - let d = df(ro + rd * t); - if (d < TOLERANCE) { - break; - } - t += d; - } - return t; -} - -// Computes a soft shadow for a given point. -fn shadow(lp: vec3f, ld: vec3f, mint: f32, maxt: f32) -> f32 { - let ds = 1.0 - 0.4; - var t = mint; - var nd = 1e6; - let soff = 0.05; - let smul = 1.5; - let MAX_SHD_MARCHES = 20; - - for (var i = 0; i < MAX_SHD_MARCHES; i++) { - let p = lp + ld * t; - let d = df(p); - if (d < TOLERANCE || t >= maxt) { - let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); - return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt); - } - nd = min(nd, d); - t += ds * d; - } - let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); - return sd; -} diff --git a/common/shaders/render/raymarching_id.wgsl b/common/shaders/render/raymarching_id.wgsl deleted file mode 100644 index d9f32b2..0000000 --- a/common/shaders/render/raymarching_id.wgsl +++ /dev/null @@ -1,83 +0,0 @@ -// Common functions for Signed Distance Field (SDF) raymarching with object ID. -// -// Required user-defined functions: -// - dfWithID(vec3f) -> RayMarchResult -// -// Requires constants from raymarching.wgsl: -// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF -#include "render/raymarching" - -// ============================================================================ -// Two-Pass Raymarching Support -// ============================================================================ -// Design note: RayMarchResult is passed/returned by value (not pointer). -// At 12 bytes (3×f32), return value optimization makes this efficient. -// See doc/CODING_STYLE.md for rationale. - -struct RayMarchResult { - distance: f32, // Distance to surface (MAX_RAY_LENGTH if miss) - distance_max: f32, // Total distance marched (for fog/AO) - object_id: f32, // Object identifier (0.0 = background) -} - -// Raymarch with object ID tracking. -fn rayMarchWithID(ro: vec3f, rd: vec3f, init: RayMarchResult) -> RayMarchResult { - var t = init.distance; - var result = init; - - for (var i = 0; i < MAX_RAY_MARCHES; i++) { - if (t > MAX_RAY_LENGTH) { - result.distance = MAX_RAY_LENGTH; - result.distance_max = MAX_RAY_LENGTH; - break; - } - let sample = dfWithID(ro + rd * t); - if (sample.distance < TOLERANCE) { - result.distance = t; - result.distance_max = t; - result.object_id = sample.object_id; - break; - } - t += sample.distance; - } - - return result; -} - -// Reconstruct world position from stored result. -fn reconstructPosition(ray: Ray, result: RayMarchResult) -> vec3f { - return ray.origin + ray.direction * result.distance; -} - -// Normal calculation using dfWithID. -fn normalWithID(pos: vec3f) -> vec3f { - let eps = vec2f(NORM_OFF, 0.0); - var nor: vec3f; - nor.x = dfWithID(pos + eps.xyy).distance - dfWithID(pos - eps.xyy).distance; - nor.y = dfWithID(pos + eps.yxy).distance - dfWithID(pos - eps.yxy).distance; - nor.z = dfWithID(pos + eps.yyx).distance - dfWithID(pos - eps.yyx).distance; - return normalize(nor); -} - -// Shadow using stored intersection distance. -fn shadowWithStoredDistance(lp: vec3f, ld: vec3f, stored_dist: f32) -> f32 { - let ds = 1.0 - 0.4; - var t = 0.01; - var nd = 1e6; - let soff = 0.05; - let smul = 1.5; - let MAX_SHD_MARCHES = 20; - - for (var i = 0; i < MAX_SHD_MARCHES; i++) { - let p = lp + ld * t; - let d = dfWithID(p).distance; - if (d < TOLERANCE || t >= stored_dist) { - let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0)); - return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= stored_dist); - } - nd = min(nd, d); - t += ds * d; - } - let sd = 1.0 - exp(-smul * max(t / stored_dist - soff, 0.0)); - return sd; -} diff --git a/common/shaders/render/scene_query_bvh.wgsl b/common/shaders/render/scene_query_bvh.wgsl deleted file mode 100644 index cf2136b..0000000 --- a/common/shaders/render/scene_query_bvh.wgsl +++ /dev/null @@ -1,67 +0,0 @@ -#include "math/sdf_shapes" -#include "math/sdf_utils" - -struct BVHNode { - min: vec3f, - left_idx: i32, - max: vec3f, - obj_idx_or_right: i32, -}; - -@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>; - -fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } - if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB - return 100.0; -} - -fn map_scene(p: vec3f, skip_idx: u32) -> f32 { - var d = 1000.0; - var stack: array<i32, 32>; - var stack_ptr = 0; - - if (arrayLength(&bvh_nodes) > 0u) { - stack[stack_ptr] = 0; - stack_ptr++; - } - - while (stack_ptr > 0) { - stack_ptr--; - let node_idx = stack[stack_ptr]; - let node = bvh_nodes[node_idx]; - - if (aabb_sdf(p, node.min, node.max) < d) { - if (node.left_idx < 0) { // Leaf - let obj_idx = u32(node.obj_idx_or_right); - if (obj_idx == skip_idx) { continue; } - let obj = object_data.objects[obj_idx]; - let q = (obj.inv_model * vec4f(p, 1.0)).xyz; - - // 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; - stack_ptr++; - stack[stack_ptr] = node.obj_idx_or_right; - stack_ptr++; - } - } - } - } - return d; -} diff --git a/common/shaders/render/scene_query_linear.wgsl b/common/shaders/render/scene_query_linear.wgsl deleted file mode 100644 index 5864b6f..0000000 --- a/common/shaders/render/scene_query_linear.wgsl +++ /dev/null @@ -1,56 +0,0 @@ -#include "math/sdf_shapes" -#include "math/sdf_utils" - -fn get_dist(p: vec3f, obj_params: vec4f) -> f32 { - let obj_type = obj_params.x; - if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3f(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2f(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3f(0.0, 1.0, 0.0), 0.0); } - if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB - return 100.0; -} - -fn map_scene(p: vec3f, 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 * vec4f(p, 1.0)).xyz; - - - - // 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; - -} diff --git a/common/shaders/render/shadows.wgsl b/common/shaders/render/shadows.wgsl deleted file mode 100644 index b71e073..0000000 --- a/common/shaders/render/shadows.wgsl +++ /dev/null @@ -1,13 +0,0 @@ -fn calc_shadow(ro: vec3f, rd: vec3f, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { - var res = 1.0; - var t = tmin; - if (t < 0.05) { t = 0.05; } - for (var i = 0; i < 32; i = i + 1) { - let h = map_scene(ro + rd * t, skip_idx); - if (h < 0.001) { return 0.0; } - res = min(res, 16.0 * h / t); - t = t + clamp(h, 0.02, 0.4); - if (t > tmax) { break; } - } - return clamp(res, 0.0, 1.0); -} |
