minitracing/src/trace.wgsl
2025-03-29 11:02:57 +03:00

188 lines
4.3 KiB
WebGPU Shading Language

struct Params {
max_reflections: i32,
min_strength: f32,
sphere_count: i32,
seed: u32,
right: vec3f,
width: f32,
up: vec3f,
height: f32,
forward: vec3f,
aperture: f32,
eye: vec3f,
antifocal: f32,
}
struct Sphere {
center: vec3f,
radius: f32,
emit_color: vec3f,
reflect_color: vec3f,
glossiness: f32,
}
struct Vertex {
@location(0) screen: vec2f,
}
struct Varying {
@location(0) dir: vec3f,
@builtin(position) screen: vec4f,
}
var<push_constant> params: Params;
@group(0) @binding(1) var<storage, read> spheres: array<Sphere>;
@vertex
fn on_vertex(in: Vertex) -> Varying {
let m = mat3x3(params.width * params.right, params.height * params.up, params.forward);
return Varying(m * vec3(in.screen, 1.0), vec4(in.screen, 0.0, 1.0));
}
@fragment
fn on_fragment(in: Varying) -> @location(0) vec4f {
return vec4(trace_fragment(in), 1.);
}
fn sqr(v: vec3f) -> f32 {
return dot(v, v);
}
var<private> pos: vec3f;
var<private> ray: vec3f;
fn to_sphere(center: vec3f, radius: f32, t: ptr<function, f32>) -> bool {
let c = sqr(pos - center) - radius * radius;
let b = 2 * dot(pos - center, ray);
let a = sqr(ray);
let D = b * b - 4 * a * c;
if (D <= 0) {
return false;
}
*t = (- b - sqrt(D)) / (2 * a);
if (*t < 0) {
return false;
}
return true;
}
fn trace_fragment(in: Varying) -> vec3f {
seed(in.screen);
var result = vec3(0.);
var color = vec3(1.);
let view_mtx = mat3x3(params.right, params.up, params.forward);
let aperture_offset_rel = params.aperture * rand_disc();
let aperture_offset_abs = view_mtx * vec3(aperture_offset_rel, 0.);
pos = params.eye + aperture_offset_abs;
let off_px = vec2(rand_float(), rand_float()) - .5;
let off_w = mat2x3(dpdx(in.dir), dpdy(in.dir));
let dir = in.dir + off_w * off_px;
ray = normalize(dir - params.antifocal * aperture_offset_abs);
for (var k = 0; k < params.max_reflections; k++) {
var sphere = -1;
var t = 1.0e9;
for (var k = 0; k < params.sphere_count; k++) {
var t1: f32;
if (to_sphere(spheres[k].center, spheres[k].radius, &t1) && t1 < t) {
sphere = k;
t = t1;
}
}
if (sphere == -1) {
let theta = dot(ray, normalize(vec3(1., 2., 1.)));
var env: vec3f; // in kilonits
const ILLUMINANCE_LUX = 1e5;
const ANGULAR_DIAMETER_DEG = 20.0; // Sun: 0.5°
const PI = 3.141592653589793;
const ANGULAR_DIAMETER_RAD = PI / 180.0 * ANGULAR_DIAMETER_DEG;
const THETA = 0.5 * ANGULAR_DIAMETER_RAD;
const COS_THETA = 1.0 - 0.5 * THETA * THETA; // approximately
const SOLID_ANGLE_SR = PI * THETA * THETA; // approximately
const LUMINANCE_NIT = ILLUMINANCE_LUX / SOLID_ANGLE_SR;
const LUMINANCE_KNIT = 1e-3 * LUMINANCE_NIT;
if (theta > COS_THETA) {
env = vec3(1.0, 0.9, 0.6) * LUMINANCE_KNIT;
} else {
env = mix(vec3(0.5, 1.0, 2.0), vec3(2.0, 3.0, 4.0), 0.5 * theta + 0.5);
}
result += color * env.xyz;
break;
}
let s = spheres[sphere];
pos += t * ray;
let normal = (pos - s.center) / s.radius;
if (all(s.emit_color == vec3(0.))) {
color *= s.reflect_color;
let sp = rand_sphere();
let diffuse = sign(dot(sp, normal)) * sp;
let specular = reflect(ray, normal);
ray = normalize(mix(diffuse, specular, s.glossiness));
} else {
let d = dot(-ray, normal);
let strength = d * d; // it would be 1 for surface emission, but this models volume emission
result += color * s.emit_color * strength;
color *= (1. - strength);
pos += 1e-3 * ray;
}
if (length(color) < params.min_strength) {
break;
}
}
return result;
}
fn hash(key : u32) -> u32 {
var v = key;
v *= 0xb384af1bu;
v ^= v >> 15u;
return v;
}
var<private> rand_state: u32;
fn seed(key: vec4f) {
let x = bitcast<u32>(key.x);
let y = bitcast<u32>(key.y);
rand_state = hash(hash(hash(params.seed) ^ x) ^ y);
}
fn rand_next() -> u32 {
rand_state = hash(rand_state);
return rand_state;
}
fn rand_float() -> f32 {
return f32(rand_next()) / 0x1p32;
}
fn rand_disc() -> vec2f {
for (var k = 0; k < 16; k++) {
let v = vec2f(rand_float(), rand_float()) - 0.5;
if (length(v) <= 0.5) {
return 2. * v;
}
}
return vec2f(0.0); // safeguard
}
fn rand_sphere() -> vec3f {
for (var k = 0; k < 16; k++) {
let v = vec3f(rand_float(), rand_float(), rand_float()) - 0.5;
let l = length(v);
if (length(v) <= 0.5) {
return v / l;
}
}
return vec3f(0.0); // safeguard
}