I have no idea what i'm doing

This commit is contained in:
2025-09-14 12:35:20 -04:00
parent a160d4d068
commit faa18bbd8c
3 changed files with 33 additions and 28 deletions

View File

@@ -39,16 +39,22 @@ 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 = createCameraRay(ndc);
var result = vec3<f32>(0.0, 0.0, 0.0);
var ray = createCameraRay2(ndc);
var result = vec3<f32>(0.0);
var hit = trace(ray);
result += ray.energy * shade(&ray, hit);
for (var i: i32 = 0; i < 8; 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);
@@ -84,7 +90,7 @@ struct Sphere
fn createRayHit() -> RayHit {
var hit: RayHit;
hit.position = vec3<f32>(0.0, 0.0, 0.0);
hit.distance = 9999999.0f;
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);
@@ -141,7 +147,7 @@ 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), 2.0f);
var sphere = createSphere(vec3<f32>(0.0f, 0.0f, 0.0f), 1.0f);
var d = ray.origin - sphere.position;
@@ -184,15 +190,15 @@ fn intersectGroundPlane(ray: Ray, bestHit: ptr<function,RayHit>)
fn trace(ray: Ray) -> RayHit
{
var bestHit = createRayHit();
intersectGroundPlane(ray, &bestHit);
intersectSphere(ray, &bestHit, 0);
intersectGroundPlane(ray, &bestHit);
return bestHit;
}
fn shade(ray: ptr<function, Ray>, hit: RayHit) -> vec3<f32>
{
if hit.distance < 9999999.0f
if hit.distance < 999999999999.0f
{
(*ray).origin = hit.position + hit.normal * 0.001f;
(*ray).direction = reflect((*ray).direction, hit.normal);