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-rw-r--r--workspaces/test/shaders/renderer_3d.wgsl167
1 files changed, 167 insertions, 0 deletions
diff --git a/workspaces/test/shaders/renderer_3d.wgsl b/workspaces/test/shaders/renderer_3d.wgsl
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+++ b/workspaces/test/shaders/renderer_3d.wgsl
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+#include "common_uniforms"
+#include "math/common_utils"
+#include "math/sdf_utils"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH buffer when enabled
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexOutput {
+ @builtin(position) position: vec4<f32>,
+ @location(0) local_pos: vec3<f32>,
+ @location(1) color: vec4<f32>,
+ @location(2) @interpolate(flat) instance_index: u32,
+ @location(3) world_pos: vec3<f32>,
+ @location(4) transformed_normal: vec3<f32>,
+};
+
+@vertex
+fn vs_main(@builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32) -> VertexOutput {
+
+ var pos = array<vec3<f32>, 36>(
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0),
+ vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0),
+ vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0),
+ vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0),
+ vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0)
+ );
+
+ var p = pos[vertex_index];
+ let obj = object_data.objects[instance_index];
+ let obj_type = obj.params.x;
+
+ if (obj_type == 5.0) { // MESH
+ // For meshes, we use the actual vertex data, not proxy geometry.
+ // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_.
+ var out: VertexOutput;
+ out.position = vec4<f32>(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline.
+ return out;
+ }
+
+ // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
+ if (obj_type == 3.0) {
+ p.x = p.x * 1.5;
+ p.z = p.z * 1.5;
+ p.y = p.y * 0.5;
+ }
+
+ let world_pos = obj.model * vec4<f32>(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.local_pos = p;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ out.world_pos = world_pos.xyz;
+
+ // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader.
+ // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline.
+ out.transformed_normal = normalize(vec3<f32>(0.0, 1.0, 0.0)); // Placeholder
+
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+#include "ray_box"
+
+struct FragmentOutput {
+ @location(0) color: vec4<f32>,
+ @builtin(frag_depth) depth: f32,
+};
+
+@fragment
+fn fs_main(in: VertexOutput) -> FragmentOutput {
+ let obj = object_data.objects[in.instance_index];
+ let obj_type = obj.params.x;
+
+ var p: vec3<f32>;
+ var normal: vec3<f32>;
+ var base_color = in.color.rgb;
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ if (obj_type <= 0.0) { // Raster path (legacy or generic)
+ p = in.world_pos;
+ // Use the transformed normal passed from the vertex shader for rasterized objects
+ normal = normalize(in.transformed_normal);
+
+ // Apply grid pattern to floor
+ let uv = p.xz * 0.5;
+ let grid_val = grid_pattern(uv);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else { // SDF path
+ let ro_world = globals.camera_pos_time.xyz;
+ let rd_world = normalize(in.world_pos - ro_world);
+
+ // Ray-Box Intersection in local space to find tight bounds
+ let ro_local = (obj.inv_model * vec4<f32>(ro_world, 1.0)).xyz;
+ let rd_local = normalize((obj.inv_model * vec4<f32>(rd_world, 0.0)).xyz);
+
+ // Proxy box extent (matches vs_main)
+ // MESHES use obj.params.yzw for extent
+ var extent = vec3<f32>(1.0);
+ if (obj.params.x == 3.0) { extent = vec3<f32>(1.5, 0.5, 1.5); } // Torus
+ else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent
+
+ let bounds = ray_box_intersection(ro_local, rd_local, extent);
+
+ if (!bounds.hit) { discard; }
+
+ var t = bounds.t_entry;
+ var hit = false;
+ for (var i = 0; i < 64; i = i + 1) {
+ let q = ro_local + rd_local * t;
+ let d_local = get_dist(q, obj.params);
+ if (d_local < 0.0005) { hit = true; break; }
+ t = t + d_local;
+ if (t > bounds.t_exit) { break; }
+ }
+ if (!hit) { discard; }
+
+ let q_hit = ro_local + rd_local * t;
+ p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position
+
+ // Calculate normal with bump mapping (using utility function)
+ let disp_strength = 0.05;
+ let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength);
+ normal = transform_normal(obj.inv_model, n_local);
+
+ // Apply texture to SDF color
+ if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE
+ let uv_grid = p.xz * 0.5;
+ let grid_val = grid_pattern(uv_grid);
+ base_color = base_color * (0.5 + 0.5 * grid_val);
+ } else {
+ let uv_hit = spherical_uv(q_hit);
+ let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r;
+ base_color = base_color * (0.7 + 0.3 * tex_val);
+ }
+ }
+
+ let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(base_color, normal, p, shadow);
+
+ var out: FragmentOutput;
+ out.color = vec4<f32>(lit_color, 1.0);
+
+ // Calculate and write correct depth
+ let clip_pos = globals.view_proj * vec4<f32>(p, 1.0);
+ out.depth = clip_pos.z / clip_pos.w;
+
+ return out;
+} \ No newline at end of file