Add raymarched fog

This commit is contained in:
Lauri Räsänen 2023-11-08 21:35:53 +02:00
parent ca9ed36c37
commit 9acbec9a6a
6 changed files with 124 additions and 45 deletions

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@ -5,3 +5,7 @@ const INV_SQRT_3 = 0.57735026918962576451; // 1 / sqrt(3)
// total = (2n + 1)^2 // total = (2n + 1)^2
const SHADOW_SAMPLES = 2; const SHADOW_SAMPLES = 2;
const INV_SHADOW_SAMPLES = 1.0 / 25.0; const INV_SHADOW_SAMPLES = 1.0 / 25.0;
const FOG_MAX_STEPS = 20;
const FOG_MAX_DIST = 300.0;
const FOG_SCALE = 0.01;
const FOG_DENSITY = 1.0;

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@ -1,46 +1,72 @@
#include globals.wgsl #include globals.wgsl
#include constants.wgsl
#include noise.wgsl
struct FogVertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) light_world_position: vec3<f32>,
}
@vertex @vertex
fn vs_main( fn vs_main(
model: VertexInput, model: VertexInput,
instance: InstanceInput, instance: InstanceInput,
) -> VertexOutput { ) -> FogVertexOutput {
let model_matrix = mat4x4<f32>( let model_matrix = mat4x4<f32>(
instance.model_matrix_0, instance.model_matrix_0,
instance.model_matrix_1, instance.model_matrix_1,
instance.model_matrix_2, instance.model_matrix_2,
instance.model_matrix_3, instance.model_matrix_3,
); );
let normal_matrix = mat3x3<f32>(
instance.normal_matrix_0,
instance.normal_matrix_1,
instance.normal_matrix_2,
);
let world_normal = normalize(normal_matrix * model.normal);
let world_tangent = normalize(normal_matrix * model.tangent);
let world_bitangent = normalize(normal_matrix * model.bitangent);
let tangent_matrix = transpose(mat3x3<f32>(
world_tangent,
world_bitangent,
world_normal,
));
let world_position = model_matrix * vec4<f32>(model.position, 1.0); let world_position = model_matrix * vec4<f32>(model.position, 1.0);
var out: VertexOutput; var out: FogVertexOutput;
out.clip_position = camera.proj * camera.view * world_position; out.clip_position = camera.proj * camera.view * world_position;
out.tex_coords = model.tex_coords; out.world_position = world_position.xyz / world_position.w;
out.tangent_position = tangent_matrix * world_position.xyz; out.light_world_position = light.position;
out.tangent_light_position = tangent_matrix * light.position;
out.tangent_view_position = tangent_matrix * camera.position.xyz;
out.world_position = world_position;
return out; return out;
} }
@fragment fn fog_noise(pos: vec3<f32>) -> f32 {
fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> { var p = pos * FOG_SCALE;
return vec4<f32>(0.5, 0.5, 0.5, 0.1); p.x += global_uniforms.time * 0.01;
p.y += global_uniforms.time * 0.1;
p.z += sin(global_uniforms.time * 0.1) * 0.1;
return fbm(p);
}
fn ray_march(origin: vec3<f32>, direction: vec3<f32>, scene_depth: f32) -> f32 {
var density = 0.0;
var depth = 0.0;
for (var i = 0; i < FOG_MAX_STEPS; i++)
{
depth += FOG_MAX_DIST / f32(FOG_MAX_STEPS);
let p = origin + direction * depth;
density += fog_noise(p) * FOG_DENSITY / f32(FOG_MAX_STEPS);
if (density >= 1.0)
{
density = 1.0;
break;
}
if (depth >= scene_depth)
{
break;
}
}
return density;
}
@fragment
fn fs_main(vert: FogVertexOutput) -> @location(0) vec4<f32> {
var color = vec4<f32>(0.5, 0.5, 0.5, 1.0);
let direction = normalize(vert.world_position.xyz - camera.position.xyz);
let scene_depth = FOG_MAX_DIST; // TODO: sample geometry pass depth buffer
let density = ray_march(vert.world_position.xyz, direction, scene_depth);
color.a *= density;
return color;
} }

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@ -3,6 +3,7 @@
struct CameraUniform { struct CameraUniform {
view: mat4x4<f32>, view: mat4x4<f32>,
proj: mat4x4<f32>, proj: mat4x4<f32>,
inv_view_proj: mat4x4<f32>,
position: vec4<f32>, position: vec4<f32>,
} }
@group(0) @binding(0) @group(0) @binding(0)
@ -16,12 +17,11 @@ struct Light {
@group(1) @binding(0) @group(1) @binding(0)
var<uniform> light: Light; var<uniform> light: Light;
// Needs to be 16 bytes in WebGL
struct GlobalUniforms { struct GlobalUniforms {
time: f32,
light_matrix_index: u32, light_matrix_index: u32,
use_shadowmaps: u32, use_shadowmaps: u32,
_padding1: u32, _padding: u32,
_padding2: u32,
} }
@group(1) @binding(1) @group(1) @binding(1)
var<uniform> global_uniforms: GlobalUniforms; var<uniform> global_uniforms: GlobalUniforms;

40
res/shaders/noise.wgsl Normal file
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@ -0,0 +1,40 @@
// Noise functions from 42yeah:
// https://blog.42yeah.is/rendering/2023/02/11/clouds.html
fn rand(p: vec3<f32>) -> f32 {
return fract(sin(dot(p, vec3<f32>(12.345, 67.89, 412.12))) * 42123.45) * 2.0 - 1.0;
}
fn value_noise(p: vec3<f32>) -> f32 {
let u = floor(p);
let v = fract(p);
let s = smoothstep(vec3<f32>(0.0), vec3<f32>(1.0), v);
let a = rand(u);
let b = rand(u + vec3<f32>(1.0, 0.0, 0.0));
let c = rand(u + vec3<f32>(0.0, 1.0, 0.0));
let d = rand(u + vec3<f32>(1.0, 1.0, 0.0));
let e = rand(u + vec3<f32>(0.0, 0.0, 1.0));
let f = rand(u + vec3<f32>(1.0, 0.0, 1.0));
let g = rand(u + vec3<f32>(0.0, 1.0, 1.0));
let h = rand(u + vec3<f32>(1.0, 1.0, 1.0));
return mix(mix(mix(a, b, s.x), mix(c, d, s.x), s.y),
mix(mix(e, f, s.x), mix(g, h, s.x), s.y),
s.z);
}
fn fbm(p: vec3<f32>) -> f32 {
let num_octaves = 8;
var weight = 0.5;
var q = p;
var ret = 0.0;
for (var i = 0; i < num_octaves; i++)
{
ret += weight * value_noise(q);
q *= 2.0;
weight *= 0.5;
}
return saturate(ret);
}

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@ -1,6 +1,7 @@
use std::time::Duration; use std::time::Duration;
use cgmath::num_traits::clamp; use cgmath::num_traits::clamp;
use cgmath::SquareMatrix;
use winit::{dpi::PhysicalPosition, event::*}; use winit::{dpi::PhysicalPosition, event::*};
use winit::keyboard::{PhysicalKey, KeyCode}; use winit::keyboard::{PhysicalKey, KeyCode};
@ -105,22 +106,27 @@ impl Camera {
pub struct CameraUniform { pub struct CameraUniform {
pub view: [[f32; 4]; 4], pub view: [[f32; 4]; 4],
pub proj: [[f32; 4]; 4], pub proj: [[f32; 4]; 4],
pub inv_view_proj: [[f32; 4]; 4],
pub position: [f32; 4], pub position: [f32; 4],
} }
impl CameraUniform { impl CameraUniform {
pub fn new() -> Self { pub fn new() -> Self {
use cgmath::SquareMatrix;
Self { Self {
view: cgmath::Matrix4::identity().into(), view: cgmath::Matrix4::identity().into(),
proj: cgmath::Matrix4::identity().into(), proj: cgmath::Matrix4::identity().into(),
inv_view_proj: cgmath::Matrix4::identity().into(),
position: [0.0; 4], position: [0.0; 4],
} }
} }
pub fn update(&mut self, camera: &Camera) { pub fn update(&mut self, camera: &Camera) {
self.view = camera.get_view_matrix().into(); let view = camera.get_view_matrix();
self.proj = camera.projection.get_matrix().into(); let proj = camera.projection.get_matrix();
self.view = view.into();
self.proj = proj.into();
let inv_view_proj = (proj * view).invert().unwrap();
self.inv_view_proj = inv_view_proj.into();
self.position = camera.position.to_homogeneous().into(); self.position = camera.position.to_homogeneous().into();
} }
} }

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@ -21,10 +21,10 @@ const SHADOW_MAP_LAYERS: u32 = 6;
#[repr(C)] #[repr(C)]
#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] #[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct GlobalUniforms { pub struct GlobalUniforms {
pub time: f32,
pub light_matrix_index: u32, pub light_matrix_index: u32,
// No DownlevelFlags::BUFFER_BINDINGS_NOT_16_BYTE_ALIGNED in WebGL
pub use_shadowmaps: u32, pub use_shadowmaps: u32,
_padding: [u32; 2], pub _padding: u32,
} }
pub struct State { pub struct State {
@ -56,8 +56,8 @@ pub struct State {
light_depth_bind_group: wgpu::BindGroup, light_depth_bind_group: wgpu::BindGroup,
light_depth_pass: RenderPass, light_depth_pass: RenderPass,
light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize], light_depth_texture_target_views: [TextureView; SHADOW_MAP_LAYERS as usize],
light_matrix_uniform: GlobalUniforms, global_uniforms: GlobalUniforms,
light_matrix_buffer: wgpu::Buffer, global_uniforms_buffer: wgpu::Buffer,
} }
impl State { impl State {
@ -198,10 +198,10 @@ impl State {
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
}); });
let light_matrix_uniform = GlobalUniforms::default(); let global_uniforms = GlobalUniforms::default();
let light_matrix_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let global_uniforms_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light Matrix UB"), label: Some("Light Matrix UB"),
contents: bytemuck::cast_slice(&[light_matrix_uniform]), contents: bytemuck::cast_slice(&[global_uniforms]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
}); });
@ -248,7 +248,7 @@ impl State {
// matrix index // matrix index
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 1, binding: 1,
resource: light_matrix_buffer.as_entire_binding(), resource: global_uniforms_buffer.as_entire_binding(),
}, },
], ],
label: Some("Light Bind Group"), label: Some("Light Bind Group"),
@ -499,8 +499,8 @@ impl State {
light_depth_bind_group, light_depth_bind_group,
light_depth_pass, light_depth_pass,
light_depth_texture_target_views, light_depth_texture_target_views,
light_matrix_uniform, global_uniforms,
light_matrix_buffer, global_uniforms_buffer,
} }
} }
@ -560,18 +560,21 @@ impl State {
0, 0,
bytemuck::cast_slice(&[self.light_uniform]), bytemuck::cast_slice(&[self.light_uniform]),
); );
// Global uniforms
self.global_uniforms.time = time.as_secs_f32();
self.global_uniforms.use_shadowmaps = if cfg!(target_arch = "wasm32") { 0u32 } else { 1u32 };
} }
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> { pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
// render light to depth textures // render light to depth textures
for i in 0..SHADOW_MAP_LAYERS as usize { for i in 0..SHADOW_MAP_LAYERS as usize {
self.light_matrix_uniform.light_matrix_index = i as u32; self.global_uniforms.light_matrix_index = i as u32;
self.light_matrix_uniform.use_shadowmaps = if cfg!(target_arch = "wasm32") { 0u32 } else { 1u32 };
self.queue.write_buffer( self.queue.write_buffer(
&self.light_matrix_buffer, &self.global_uniforms_buffer,
0, 0,
bytemuck::cast_slice(&[self.light_matrix_uniform]), bytemuck::cast_slice(&[self.global_uniforms]),
); );
let mut depth_encoder = self let mut depth_encoder = self