Basic fog lighting, refactoring
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5a8dec8d02
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10 changed files with 203 additions and 124 deletions
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@ -1,10 +1,11 @@
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#include globals.wgsl
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#include constants.wgsl
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#include globals.wgsl
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#include light.wgsl
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#include noise.wgsl
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struct FogVertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) world_position: vec3<f32>,
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@location(0) world_position: vec4<f32>,
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@location(1) light_world_position: vec3<f32>,
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}
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@ -26,7 +27,7 @@ fn vs_main(
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var out: FogVertexOutput;
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out.clip_position = camera.proj * camera.view * world_position;
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out.world_position = world_position.xyz / world_position.w;
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out.world_position = world_position;
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out.light_world_position = light.position;
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return out;
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@ -72,9 +73,11 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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var depth = 0.0;
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for (var i = 0; i < FOG_MAX_STEPS; i++)
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{
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let noise = fog_noise(origin + direction * depth);
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depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS);
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let p = origin + direction * depth;
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density += fog_noise(p) * FOG_DENSITY / f32(FOG_MAX_STEPS);
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let blend = min(depth / FOG_BLEND_DIST, 1.0);
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let contribution = FOG_DENSITY / f32(FOG_MAX_STEPS);
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density += blend * noise * contribution;
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if (density >= 1.0)
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{
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density = 1.0;
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@ -88,7 +91,6 @@ fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
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return density;
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}
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// FIXME: always 0???
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fn scene_depth(clip_position: vec4<f32>) -> f32 {
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if (clip_position.w <= 0.0) {
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return 0.0;
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@ -96,24 +98,76 @@ fn scene_depth(clip_position: vec4<f32>) -> f32 {
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let ndc = clip_position.xy / clip_position.w;
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let uv = ndc * vec2<f32>(0.5, -0.5) + vec2<f32>(0.5, 0.5);
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return textureSample(t_geometry_depth, s_geometry_depth, uv);
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let depth = textureSample(t_geometry_depth, s_geometry_depth, uv);
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// convert to linear [near, far] range
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let z_near = camera.planes.x;
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let z_far = camera.planes.y;
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return z_near * z_far / (z_far + depth * (z_near - z_far));
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}
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@fragment
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fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
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var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
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let cam_to_volume = vert.world_position.xyz - camera.position.xyz;
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let distance_to_volume = length(cam_to_volume);
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let direction = cam_to_volume / distance_to_volume;
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// TODO: pass near and far plane in uniforms
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let geometry_depth = scene_depth(vert.clip_position) * (3000.0 - 1.0) + 1.0 - distance_to_volume;
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if (geometry_depth <= 0.0)
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{
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return vec4<f32>(0.0);
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}
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// FIXME: t_geometry_depth is 0
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// let geometry_depth = scene_depth(vert.clip_position) - distance_to_volume;
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// if (geometry_depth <= 0.0)
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// {
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// return vec4<f32>(0.0);
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// }
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let geometry_depth = 3000.0;
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let density = ray_march(vert.world_position.xyz, direction, geometry_depth);
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color.a *= density;
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return color;
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var in_light = 0.0;
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if (global_uniforms.use_shadowmaps > 0u) {
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for (var i: i32 = 0; i < 6; i++) {
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let light_coords = light.matrices[i] * vert.world_position;
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let light_dir = normalize(light_coords.xyz);
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let bias = 0.01;
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// z can never be smaller than this inside 90 degree frustum
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if (light_dir.z < INV_SQRT_3 - bias) {
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continue;
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}
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// x and y can never be larger than this inside frustum
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if (abs(light_dir.y) > INV_SQRT_2 + bias) {
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continue;
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}
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if (abs(light_dir.x) > INV_SQRT_2 + bias) {
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continue;
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}
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in_light = sample_direct_light(i, light_coords);
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// TODO should break even if 0 since we're inside frustum.
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// See if causes issues with bias overlap between directions.
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if (in_light > 0.0) {
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break;
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}
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}
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} else {
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in_light = 1.0;
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}
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var color = vec3<f32>(0.5, 0.5, 0.5);
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let ambient_strength = 0.02;
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let ambient_color = color * ambient_strength;
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var radiance = vec3<f32>(0.0);
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if (in_light > 0.0) {
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// attenuation
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let light_dist = length(light.position - vert.world_position.xyz);
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let coef_a = 0.0;
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let coef_b = 1.0;
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let light_attenuation = 1.0 / (1.0 + coef_a * light_dist + coef_b * light_dist * light_dist);
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radiance = light.color.rgb * light.color.a * light_attenuation * in_light;
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}
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var result = ambient_color + radiance;
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// tonemap
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result = result / (result + vec3(1.0));
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return vec4(result, density * FOG_ALPHA);
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}
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