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path: root/cnn_v3/shaders/gbuf_raster.wgsl
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// G-buffer rasterization shader for CNN v3
// Pass 1: Proxy geometry → MRT (albedo rgba16float, normal_mat rgba16float, depth32)
// Uses GlobalUniforms, ObjectData, ObjectsBuffer from common_uniforms.

#include "common_uniforms"

@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;

struct VertexOutput {
    @builtin(position)              position:       vec4f,
    @location(0)                    world_pos:      vec3f,
    @location(1)                    world_normal:   vec3f,
    @location(2)                    color:          vec4f,
    @location(3) @interpolate(flat) instance_index: u32,
}

// Octahedral encoding: maps unit normal to [-1,1]^2
fn oct_encode(n: vec3f) -> vec2f {
    let inv_l1 = 1.0 / (abs(n.x) + abs(n.y) + abs(n.z));
    var p = n.xy * inv_l1;
    // Fold lower hemisphere
    if (n.z < 0.0) {
        let s = vec2f(
            select(-1.0, 1.0, p.x >= 0.0),
            select(-1.0, 1.0, p.y >= 0.0)
        );
        p = (1.0 - abs(p.yx)) * s;
    }
    return p; // in [-1, 1]
}

@vertex
fn vs_main(
    @builtin(vertex_index)   vertex_index:   u32,
    @builtin(instance_index) instance_index: u32
) -> VertexOutput {
    // Proxy box vertices (same as renderer_3d.wgsl)
    var pos = array<vec3f, 36>(
        vec3f(-1.0, -1.0,  1.0), vec3f( 1.0, -1.0,  1.0), vec3f( 1.0,  1.0,  1.0),
        vec3f(-1.0, -1.0,  1.0), vec3f( 1.0,  1.0,  1.0), vec3f(-1.0,  1.0,  1.0),
        vec3f(-1.0, -1.0, -1.0), vec3f(-1.0,  1.0, -1.0), vec3f( 1.0,  1.0, -1.0),
        vec3f(-1.0, -1.0, -1.0), vec3f( 1.0,  1.0, -1.0), vec3f( 1.0, -1.0, -1.0),
        vec3f(-1.0,  1.0, -1.0), vec3f(-1.0,  1.0,  1.0), vec3f( 1.0,  1.0,  1.0),
        vec3f(-1.0,  1.0, -1.0), vec3f( 1.0,  1.0,  1.0), vec3f( 1.0,  1.0, -1.0),
        vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, -1.0,  1.0),
        vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, -1.0,  1.0), vec3f(-1.0, -1.0,  1.0),
        vec3f( 1.0, -1.0, -1.0), vec3f( 1.0,  1.0, -1.0), vec3f( 1.0,  1.0,  1.0),
        vec3f( 1.0, -1.0, -1.0), vec3f( 1.0,  1.0,  1.0), vec3f( 1.0, -1.0,  1.0),
        vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, -1.0,  1.0), vec3f(-1.0,  1.0,  1.0),
        vec3f(-1.0, -1.0, -1.0), vec3f(-1.0,  1.0,  1.0), vec3f(-1.0,  1.0, -1.0)
    );

    // Proxy face normals (one per 2 triangles = 6 faces × 6 verts = 36)
    var nrm = array<vec3f, 36>(
        vec3f(0,0,1), vec3f(0,0,1), vec3f(0,0,1),
        vec3f(0,0,1), vec3f(0,0,1), vec3f(0,0,1),
        vec3f(0,0,-1), vec3f(0,0,-1), vec3f(0,0,-1),
        vec3f(0,0,-1), vec3f(0,0,-1), vec3f(0,0,-1),
        vec3f(0,1,0), vec3f(0,1,0), vec3f(0,1,0),
        vec3f(0,1,0), vec3f(0,1,0), vec3f(0,1,0),
        vec3f(0,-1,0), vec3f(0,-1,0), vec3f(0,-1,0),
        vec3f(0,-1,0), vec3f(0,-1,0), vec3f(0,-1,0),
        vec3f(1,0,0), vec3f(1,0,0), vec3f(1,0,0),
        vec3f(1,0,0), vec3f(1,0,0), vec3f(1,0,0),
        vec3f(-1,0,0), vec3f(-1,0,0), vec3f(-1,0,0),
        vec3f(-1,0,0), vec3f(-1,0,0), vec3f(-1,0,0)
    );

    let obj = object_data.objects[instance_index];
    let p = pos[vertex_index];
    let n = nrm[vertex_index];

    let world_pos    = obj.model * vec4f(p, 1.0);
    let clip_pos     = globals.view_proj * world_pos;
    // Transform normal by inverse-transpose (upper-left 3×3 of inv_model^T)
    let world_normal = normalize((obj.inv_model * vec4f(n, 0.0)).xyz);

    var out: VertexOutput;
    out.position       = clip_pos;
    out.world_pos      = world_pos.xyz;
    out.world_normal   = world_normal;
    out.color          = obj.color;
    out.instance_index = instance_index;
    return out;
}

struct GBufOutput {
    @location(0) albedo:     vec4f,  // rgba16float: material color
    @location(1) normal_mat: vec4f,  // rgba16float: oct-normal XY in RG, mat_id/255 in B
}

@fragment
fn fs_main(in: VertexOutput) -> GBufOutput {
    let obj    = object_data.objects[in.instance_index];
    let mat_id = f32(in.instance_index) / 255.0;

    // Oct-encode world normal, remap [-1,1] → [0,1] for storage
    let oct = oct_encode(normalize(in.world_normal)) * 0.5 + vec2f(0.5);

    var out: GBufOutput;
    out.albedo     = vec4f(in.color.rgb, 1.0);
    out.normal_mat = vec4f(oct.x, oct.y, mat_id, 0.0);
    return out;
}