i stil have no idea what i'm doing

This commit is contained in:
2025-10-18 14:31:15 -04:00
parent 8f4bd37e1e
commit 58ae477bca
2 changed files with 58 additions and 56 deletions

View File

@@ -7,27 +7,27 @@
struct View {
view_proj: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
inv_view_proj: mat4x4<f32>,
inv_view: mat4x4<f32>, // equiv to Unity's _CameraToWorld
inv_projection: mat4x4<f32>, // equic to Unity's _CameraInverseProjection
view_proj: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
inv_view_proj: mat4x4<f32>,
inv_view: mat4x4<f32>, // equiv to Unity's _CameraToWorld
inv_projection: mat4x4<f32>, // equic to Unity's _CameraInverseProjection
};
struct TracerUniforms {
sky_color: vec4<f32>,
world_from_clip: mat4x4<f32>,
world_position: vec3<f32>,
sky_color: vec4<f32>,
world_from_clip: mat4x4<f32>,
world_position: vec3<f32>,
}
@compute @workgroup_size(8, 8, 1)
fn init(@builtin(global_invocation_id) invocation_id: vec3<u32>, @builtin(num_workgroups) num_workgroups: vec3<u32>) {
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
let color = vec4(0.0);
let color = vec4(0.0);
textureStore(output, location, color);
textureStore(output, location, color);
}
@@ -39,35 +39,37 @@ fn update(@builtin(global_invocation_id) invocation_id: vec3<u32>) {
let loc = vec2<f32>(f32(invocation_id.x), f32(invocation_id.y)) / vec2<f32>(size.xy);
let ndc = loc * 2.0f - 1.0f;
var ray = createCameraRay2(ndc);
var result = vec3<f32>(0.0);
var ray = createCameraRay2(ndc);
var result = vec3<f32>(0.0);
for (var i: i32 = 0; i < 8; i++){
var hit = trace(ray);
result += ray.energy * shade(&ray, hit);
for (var i: i32 = 0; i < 1; i++){
var hit = trace(ray);
result += ray.energy * shade(&ray, hit);
if !any(ray.energy != vec3<f32>(0.0))
{
break;
}
}
}
// let clip = vec4<f32>(ndc, 0.0, 1.0);
// let world = config.world_from_clip * clip;
// let world_pos = world.xyz / world.w;
// let dir = normalize(world_pos - config.world_position);
let clip = vec4<f32>(ndc, 0.0, 1.0);
let world = config.world_from_clip * clip;
let world_pos = world.xyz / world.w;
let dir = normalize(world_pos - config.world_position);
// let color = vec4<f32>((ray.direction * 0.5) + vec3<f32>(0.5), 1.0);
let color = vec4<f32>((ray.direction * 0.1), 1.0);
// let color = vec4<f32>(ray.direction, 1.0);
// let color = vec4<f32>((ray.direction * 0.1) + vec3<f32>(0.5), 1.0);
let color = vec4<f32>(result, 1.0);
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
// let color = vec4<f32>(result, 1.0);
let location = vec2<i32>(i32(invocation_id.x), i32(invocation_id.y));
textureStore(output, location, color);
textureStore(output, location, color);
}
struct Ray {
origin: vec3<f32>,
direction: vec3<f32>,
energy: vec3<f32>,
origin: vec3<f32>,
direction: vec3<f32>,
energy: vec3<f32>,
}
@@ -88,13 +90,13 @@ struct Sphere
}
fn createRayHit() -> RayHit {
var hit: RayHit;
hit.position = vec3<f32>(0.0, 0.0, 0.0);
hit.distance = 999999999999.0f;
hit.normal = vec3<f32>(0.0, 0.0, 0.0);
hit.albedo = vec3<f32>(0.0, 0.0, 0.0);
hit.specular = vec3<f32>(0.0, 0.0, 0.0);
return hit;
var hit: RayHit;
hit.position = vec3<f32>(0.0, 0.0, 0.0);
hit.distance = -999999999.0f;
hit.normal = vec3<f32>(0.0, 0.0, 0.0);
hit.albedo = vec3<f32>(0.0, 0.0, 0.0);
hit.specular = vec3<f32>(0.0, 0.0, 0.0);
return hit;
}
fn createRay(origin: vec3<f32>, direction: vec3<f32>) -> Ray
@@ -108,30 +110,30 @@ fn createRay(origin: vec3<f32>, direction: vec3<f32>) -> Ray
fn createCameraRay(ndc: vec2<f32>) -> Ray {
let target_point = config.world_from_clip * vec4<f32>(ndc, 0.0, 1.0);
let direction_point = target_point.xyz / target_point.w;
let direction = normalize(direction_point - config.world_position);
let target_point = config.world_from_clip * vec4<f32>(ndc, 0.0, 1.0);
let direction_point = target_point.xyz / target_point.w;
let direction = normalize(direction_point - config.world_position);
return createRay(config.world_position, direction);
return createRay(config.world_position, direction);
}
fn createCameraRay2(ndc: vec2<f32>) -> Ray {
// clip points at near and far
let near_clip = vec4<f32>(ndc, 0.0, 1.0);
let far_clip = vec4<f32>(ndc, 1.0, 1.0);
// clip points at near and far
let near_clip = vec4<f32>(ndc, 0.0, 1.0);
let far_clip = vec4<f32>(ndc, 1.0, 1.0);
// project into world space
let near_world4 = config.world_from_clip * near_clip;
let far_world4 = config.world_from_clip * far_clip;
// project into world space
let near_world4 = config.world_from_clip * near_clip;
let far_world4 = config.world_from_clip * far_clip;
let near_world = near_world4.xyz / near_world4.w;
let far_world = far_world4.xyz / far_world4.w;
let near_world = near_world4.xyz / near_world4.w;
let far_world = far_world4.xyz / far_world4.w;
// ray starts at near plane, points toward far plane
let origin = near_world;
let direction = normalize(far_world - near_world);
// ray starts at near plane, points toward far plane
let origin = near_world + config.world_position;
let direction = normalize(origin - near_world);
return createRay(origin, direction);
return createRay(origin, direction);
}
fn createSphere(position: vec3<f32>, radius: f32) -> Sphere
@@ -147,7 +149,7 @@ fn createSphere(position: vec3<f32>, radius: f32) -> Sphere
fn intersectSphere(ray: Ray, bestHit: ptr<function, RayHit>, sphereIndex: u32)
{
//Sphere sphere = _Spheres[sphereIndex];
var sphere = createSphere(vec3<f32>(0.0f, 0.0f, 0.0f), 1.0f);
var sphere = createSphere(vec3<f32>(0.0f, 2.0f, 0.0f), 2.0f);
var d = ray.origin - sphere.position;
@@ -198,7 +200,7 @@ fn trace(ray: Ray) -> RayHit
fn shade(ray: ptr<function, Ray>, hit: RayHit) -> vec3<f32>
{
if hit.distance < 999999999999.0f
if hit.distance > -999999999.0f
{
(*ray).origin = hit.position + hit.normal * 0.001f;
(*ray).direction = reflect((*ray).direction, hit.normal);