summaryrefslogtreecommitdiff
path: root/src/shaders/render/raymarching_id.wgsl
diff options
context:
space:
mode:
Diffstat (limited to 'src/shaders/render/raymarching_id.wgsl')
-rw-r--r--src/shaders/render/raymarching_id.wgsl83
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;
+}