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path: root/common/shaders/render/raymarching.wgsl
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// 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.

const TOLERANCE: f32 = 0.0005;
const MAX_RAY_LENGTH: f32 = 20.0;
const MAX_RAY_MARCHES: i32 = 80;
const NORM_OFF: f32 = 0.005;

// Computes the surface normal of the distance field at a point `pos`.
fn normal(pos: vec3<f32>) -> vec3<f32> {
  let eps = vec2<f32>(NORM_OFF, 0.0);
  var nor: vec3<f32>;
  nor.x = df(pos + eps.xyy) - df(pos - eps.xyy);
  nor.y = df(pos + eps.yxy) - df(pos - eps.yxy);
  nor.z = df(pos + eps.yyx) - df(pos - eps.yyx);
  return normalize(nor);
}

// Performs the raymarching operation.
// Returns the distance along the ray to the surface, or MAX_RAY_LENGTH if no surface is hit.
fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, initt: f32) -> f32 {
  var t = initt;
  for (var i = 0; i < MAX_RAY_MARCHES; i++) {
    if (t > MAX_RAY_LENGTH) {
      t = MAX_RAY_LENGTH;
      break;
    }
    let d = df(ro + rd * t);
    if (d < TOLERANCE) {
      break;
    }
    t += d;
  }
  return t;
}

// Computes a soft shadow for a given point.
fn shadow(lp: vec3<f32>, ld: vec3<f32>, mint: f32, maxt: f32) -> f32 {
  let ds = 1.0 - 0.4;
  var t = mint;
  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 = df(p);
    if (d < TOLERANCE || t >= maxt) {
      let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
      return select(mix(sd, 1.0, smoothstep(0.0, 0.025, nd)), sd, t >= maxt);
    }
    nd = min(nd, d);
    t += ds * d;
  }
  let sd = 1.0 - exp(-smul * max(t / maxt - soff, 0.0));
  return sd;
}