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Diffstat (limited to 'src/shaders/render/raymarching_id.wgsl')
| -rw-r--r-- | src/shaders/render/raymarching_id.wgsl | 83 |
1 files changed, 83 insertions, 0 deletions
diff --git a/src/shaders/render/raymarching_id.wgsl b/src/shaders/render/raymarching_id.wgsl new file mode 100644 index 0000000..d9f32b2 --- /dev/null +++ b/src/shaders/render/raymarching_id.wgsl @@ -0,0 +1,83 @@ +// 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; +} |
