diff options
Diffstat (limited to 'common')
| -rw-r--r-- | common/shaders/camera_common.wgsl | 52 | ||||
| -rw-r--r-- | common/shaders/render/raymarching.wgsl | 86 |
2 files changed, 136 insertions, 2 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)); +} diff --git a/common/shaders/render/raymarching.wgsl b/common/shaders/render/raymarching.wgsl index 5a86840..3adec8d 100644 --- a/common/shaders/render/raymarching.wgsl +++ b/common/shaders/render/raymarching.wgsl @@ -1,6 +1,13 @@ // Common functions for Signed Distance Field (SDF) raymarching. -// These functions require the user to define a `df(vec3<f32>) -> f32` function -// which represents the scene's distance field. +// +// Required user-defined functions: +// - df(vec3<f32>) -> f32 +// Distance field for single-pass rendering (rayMarch, normal, shadow) +// - dfWithID(vec3<f32>) -> RayMarchResult +// Distance field with object ID for two-pass rendering (rayMarchWithID, normalWithID, shadowWithStoredDistance) +// +// Provided constants: +// TOLERANCE, MAX_RAY_LENGTH, MAX_RAY_MARCHES, NORM_OFF const TOLERANCE: f32 = 0.0005; const MAX_RAY_LENGTH: f32 = 20.0; @@ -57,3 +64,78 @@ fn shadow(lp: vec3<f32>, ld: vec3<f32>, mint: f32, maxt: f32) -> f32 { let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0)); return sd; } + +// ============================================================================ +// 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: vec3<f32>, rd: vec3<f32>, 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_origin: vec3<f32>, ray_dir: vec3<f32>, result: RayMarchResult) -> vec3<f32> { + return ray_origin + ray_dir * result.distance; +} + +// Normal calculation using dfWithID. +fn normalWithID(pos: vec3<f32>) -> vec3<f32> { + let eps = vec2<f32>(NORM_OFF, 0.0); + var nor: vec3<f32>; + 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: vec3<f32>, ld: vec3<f32>, 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; +} |
