i stil have no idea what i'm doing
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@@ -7,27 +7,27 @@
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struct View {
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view_proj: mat4x4<f32>,
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view: mat4x4<f32>,
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projection: mat4x4<f32>,
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inv_view_proj: mat4x4<f32>,
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inv_view: mat4x4<f32>, // equiv to Unity's _CameraToWorld
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inv_projection: mat4x4<f32>, // equic to Unity's _CameraInverseProjection
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view_proj: mat4x4<f32>,
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view: mat4x4<f32>,
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projection: mat4x4<f32>,
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inv_view_proj: mat4x4<f32>,
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inv_view: mat4x4<f32>, // equiv to Unity's _CameraToWorld
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inv_projection: mat4x4<f32>, // equic to Unity's _CameraInverseProjection
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};
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struct TracerUniforms {
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sky_color: vec4<f32>,
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world_from_clip: mat4x4<f32>,
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world_position: vec3<f32>,
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sky_color: vec4<f32>,
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world_from_clip: mat4x4<f32>,
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world_position: vec3<f32>,
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}
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@compute @workgroup_size(8, 8, 1)
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fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) {
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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let color = vec4(0.0);
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let color = vec4(0.0);
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textureStore(output, location, color);
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textureStore(output, location, color);
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}
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@@ -39,35 +39,37 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
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let loc = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y)) / vec2<f32>(size.xy);
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let ndc = loc * 2.0f - 1.0f;
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var ray = createCameraRay2(ndc);
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var result = vec3<f32>(0.0);
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var ray = createCameraRay2(ndc);
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var result = vec3<f32>(0.0);
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for (var i: i32 = 0; i < 8; i++){
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var hit = trace(ray);
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result += ray.energy * shade(&ray, hit);
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for (var i: i32 = 0; i < 1; i++){
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var hit = trace(ray);
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result += ray.energy * shade(&ray, hit);
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if !any(ray.energy != vec3<f32>(0.0))
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{
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break;
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}
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}
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}
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// let clip = vec4<f32>(ndc, 0.0, 1.0);
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// let world = config.world_from_clip * clip;
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// let world_pos = world.xyz / world.w;
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// let dir = normalize(world_pos - config.world_position);
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let clip = vec4<f32>(ndc, 0.0, 1.0);
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let world = config.world_from_clip * clip;
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let world_pos = world.xyz / world.w;
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let dir = normalize(world_pos - config.world_position);
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// let color = vec4<f32>((ray.direction * 0.5) + vec3<f32>(0.5), 1.0);
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let color = vec4<f32>((ray.direction * 0.1), 1.0);
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// let color = vec4<f32>(ray.direction, 1.0);
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// let color = vec4<f32>((ray.direction * 0.1) + vec3<f32>(0.5), 1.0);
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let color = vec4<f32>(result, 1.0);
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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// let color = vec4<f32>(result, 1.0);
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let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
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textureStore(output, location, color);
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textureStore(output, location, color);
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}
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struct Ray {
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origin: vec3<f32>,
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direction: vec3<f32>,
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energy: vec3<f32>,
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origin: vec3<f32>,
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direction: vec3<f32>,
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energy: vec3<f32>,
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}
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@@ -88,13 +90,13 @@ struct Sphere
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}
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fn createRayHit() -> RayHit {
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var hit: RayHit;
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hit.position = vec3<f32>(0.0, 0.0, 0.0);
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hit.distance = 999999999999.0f;
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hit.normal = vec3<f32>(0.0, 0.0, 0.0);
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hit.albedo = vec3<f32>(0.0, 0.0, 0.0);
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hit.specular = vec3<f32>(0.0, 0.0, 0.0);
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return hit;
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var hit: RayHit;
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hit.position = vec3<f32>(0.0, 0.0, 0.0);
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hit.distance = -999999999.0f;
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hit.normal = vec3<f32>(0.0, 0.0, 0.0);
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hit.albedo = vec3<f32>(0.0, 0.0, 0.0);
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hit.specular = vec3<f32>(0.0, 0.0, 0.0);
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return hit;
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}
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fn createRay(origin: vec3<f32>, direction: vec3<f32>) -> Ray
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@@ -108,30 +110,30 @@ fn createRay(origin: vec3<f32>, direction: vec3<f32>) -> Ray
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fn createCameraRay(ndc: vec2<f32>) -> Ray {
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let target_point = config.world_from_clip * vec4<f32>(ndc, 0.0, 1.0);
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let direction_point = target_point.xyz / target_point.w;
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let direction = normalize(direction_point - config.world_position);
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let target_point = config.world_from_clip * vec4<f32>(ndc, 0.0, 1.0);
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let direction_point = target_point.xyz / target_point.w;
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let direction = normalize(direction_point - config.world_position);
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return createRay(config.world_position, direction);
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return createRay(config.world_position, direction);
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}
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fn createCameraRay2(ndc: vec2<f32>) -> Ray {
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// clip points at near and far
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let near_clip = vec4<f32>(ndc, 0.0, 1.0);
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let far_clip = vec4<f32>(ndc, 1.0, 1.0);
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// clip points at near and far
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let near_clip = vec4<f32>(ndc, 0.0, 1.0);
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let far_clip = vec4<f32>(ndc, 1.0, 1.0);
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// project into world space
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let near_world4 = config.world_from_clip * near_clip;
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let far_world4 = config.world_from_clip * far_clip;
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// project into world space
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let near_world4 = config.world_from_clip * near_clip;
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let far_world4 = config.world_from_clip * far_clip;
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let near_world = near_world4.xyz / near_world4.w;
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let far_world = far_world4.xyz / far_world4.w;
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let near_world = near_world4.xyz / near_world4.w;
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let far_world = far_world4.xyz / far_world4.w;
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// ray starts at near plane, points toward far plane
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let origin = near_world;
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let direction = normalize(far_world - near_world);
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// ray starts at near plane, points toward far plane
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let origin = near_world + config.world_position;
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let direction = normalize(origin - near_world);
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return createRay(origin, direction);
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return createRay(origin, direction);
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}
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fn createSphere(position: vec3<f32>, radius: f32) -> Sphere
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@@ -147,7 +149,7 @@ fn createSphere(position: vec3<f32>, radius: f32) -> Sphere
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fn intersectSphere(ray: Ray, bestHit: ptr<function, RayHit>, sphereIndex: u32)
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{
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//Sphere sphere = _Spheres[sphereIndex];
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var sphere = createSphere(vec3<f32>(0.0f, 0.0f, 0.0f), 1.0f);
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var sphere = createSphere(vec3<f32>(0.0f, 2.0f, 0.0f), 2.0f);
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var d = ray.origin - sphere.position;
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@@ -198,7 +200,7 @@ fn trace(ray: Ray) -> RayHit
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fn shade(ray: ptr<function, Ray>, hit: RayHit) -> vec3<f32>
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{
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if hit.distance < 999999999999.0f
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if hit.distance > -999999999.0f
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{
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(*ray).origin = hit.position + hit.normal * 0.001f;
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(*ray).direction = reflect((*ray).direction, hit.normal);
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