Files
OneCAD-Draft/src/shaders/mesh.wgsl
T

622 lines
22 KiB
WebGPU Shading Language

// Triangle-mesh surfaces and feature edges.
struct Uniforms {
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
flat_shade: f32,
transparency_enable: f32,
_pad: vec2<f32>,
// Relative-to-eye (double-single): see wire.wgsl.
view_rot: mat4x4<f32>,
eye_high: vec3<f32>,
_pad_eh: f32,
eye_low: vec3<f32>,
_pad_el: f32,
light_position_type: array<vec4<f32>, 4>,
light_direction_intensity: array<vec4<f32>, 4>,
light_color_hotspot: array<vec4<f32>, 4>,
light_attenuation: array<vec4<f32>, 4>,
lighting: vec4<f32>,
visual_style: vec4<f32>,
visual_style_color: vec4<f32>,
viewport_background: vec4<f32>,
view_tone: vec4<f32>,
background_top: vec4<f32>,
background_middle: vec4<f32>,
background_bottom: vec4<f32>,
background_aux0: vec4<f32>,
background_aux1: vec4<f32>,
background_params: vec4<f32>,
background_image_params: vec4<f32>,
background_image_transform: vec4<f32>,
environment_params: vec4<f32>,
environment_view: mat4x4<f32>,
shadow_view_proj: mat4x4<f32>,
shadow_params: vec4<f32>,
fog_color: vec4<f32>,
fog_params: vec4<f32>,
fog_distances: vec4<f32>,
light_web_profile_a: array<vec4<f32>, 4>,
light_web_profile_b: array<vec4<f32>, 4>,
light_web_rotation: array<vec4<f32>, 4>,
};
@group(0) @binding(0)
var<uniform> u: Uniforms;
@group(0) @binding(3) var environment_texture: texture_2d<f32>;
@group(0) @binding(4) var environment_sampler: sampler;
@group(0) @binding(5) var shadow_texture: texture_depth_2d;
@group(0) @binding(6) var shadow_sampler: sampler_comparison;
struct MaterialMaps {
blends0: vec4<f32>,
present0: vec4<u32>,
blends1: vec4<f32>,
present1: vec4<u32>,
tiling0: vec4<u32>,
tiling1: vec4<u32>,
render_modes: vec4<u32>,
source_state: vec4<u32>,
indirect: vec4<f32>,
};
@group(1) @binding(0) var diffuse_map: texture_2d<f32>;
@group(1) @binding(1) var specular_map: texture_2d<f32>;
@group(1) @binding(2) var reflection_map: texture_2d<f32>;
@group(1) @binding(3) var opacity_map: texture_2d<f32>;
@group(1) @binding(4) var bump_map: texture_2d<f32>;
@group(1) @binding(5) var refraction_map: texture_2d<f32>;
@group(1) @binding(6) var normal_map: texture_2d<f32>;
@group(1) @binding(7) var diffuse_sampler: sampler;
@group(1) @binding(8) var specular_sampler: sampler;
@group(1) @binding(9) var reflection_sampler: sampler;
@group(1) @binding(10) var opacity_sampler: sampler;
@group(1) @binding(11) var bump_sampler: sampler;
@group(1) @binding(12) var refraction_sampler: sampler;
@group(1) @binding(13) var normal_sampler: sampler;
@group(1) @binding(14) var<uniform> maps: MaterialMaps;
struct MeshSurface {
face_color: vec4<f32>,
material: vec4<f32>,
specular: vec4<f32>,
ambient: vec4<f32>,
advanced: vec4<f32>,
flags: vec4<u32>,
};
@group(1) @binding(16) var<uniform> surface: MeshSurface;
struct MeshInstance {
model_row_0: vec4<f32>,
model_row_1: vec4<f32>,
model_row_2: vec4<f32>,
translation_low: vec4<f32>,
normal_row_0: vec4<f32>,
normal_row_1: vec4<f32>,
normal_row_2: vec4<f32>,
};
struct VertexIn {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(3) position_low: vec3<f32>,
@location(6) uv_diffuse: vec2<f32>,
@location(10) uv_specular_reflection: vec4<f32>,
@location(11) uv_opacity_bump: vec4<f32>,
@location(12) uv_refraction_normal: vec4<f32>,
};
struct PlainVertexIn {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(3) position_low: vec3<f32>,
};
struct InstanceIn {
@location(4) model_row_0: vec4<f32>,
@location(5) model_row_1: vec4<f32>,
@location(7) model_row_2: vec4<f32>,
@location(8) translation_low: vec4<f32>,
@location(9) normal_row_0: vec4<f32>,
@location(13) normal_row_1: vec4<f32>,
@location(14) normal_row_2: vec4<f32>,
};
struct VertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) normal: vec3<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) uv_diffuse: vec2<f32>,
@location(3) uv_specular: vec2<f32>,
@location(4) uv_reflection: vec2<f32>,
@location(5) uv_opacity: vec2<f32>,
@location(6) uv_bump: vec2<f32>,
@location(7) uv_refraction: vec2<f32>,
@location(8) uv_normal: vec2<f32>,
};
struct EdgeVertexIn {
@location(0) position: vec3<f32>,
@location(2) color: vec4<f32>,
@location(3) position_low: vec3<f32>,
};
struct EdgeVertexOut {
@builtin(position) clip_pos: vec4<f32>,
@location(0) color: vec4<f32>,
};
fn relative_position(
position: vec3<f32>,
position_low: vec3<f32>,
instance: MeshInstance,
) -> vec3<f32> {
let world_high = vec3<f32>(
dot(instance.model_row_0.xyz, position) + instance.model_row_0.w,
dot(instance.model_row_1.xyz, position) + instance.model_row_1.w,
dot(instance.model_row_2.xyz, position) + instance.model_row_2.w,
);
let world_low = vec3<f32>(
dot(instance.model_row_0.xyz, position_low),
dot(instance.model_row_1.xyz, position_low),
dot(instance.model_row_2.xyz, position_low),
) + instance.translation_low.xyz;
return (world_high - u.eye_high) + (world_low - u.eye_low);
}
fn mesh_instance(input: InstanceIn) -> MeshInstance {
return MeshInstance(
input.model_row_0,
input.model_row_1,
input.model_row_2,
input.translation_low,
input.normal_row_0,
input.normal_row_1,
input.normal_row_2,
);
}
@vertex
fn vs_main(
v: VertexIn,
i: InstanceIn,
) -> VertexOut {
var out: VertexOut;
let instance = mesh_instance(i);
let rel = relative_position(v.position, v.position_low, instance);
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
out.normal = normalize(vec3<f32>(
dot(instance.normal_row_0.xyz, v.normal),
dot(instance.normal_row_1.xyz, v.normal),
dot(instance.normal_row_2.xyz, v.normal),
));
out.world_pos = rel;
out.uv_diffuse = v.uv_diffuse;
out.uv_specular = v.uv_specular_reflection.xy;
out.uv_reflection = v.uv_specular_reflection.zw;
out.uv_opacity = v.uv_opacity_bump.xy;
out.uv_bump = v.uv_opacity_bump.zw;
out.uv_refraction = v.uv_refraction_normal.xy;
out.uv_normal = v.uv_refraction_normal.zw;
return out;
}
@vertex
fn vs_main_plain(
v: PlainVertexIn,
i: InstanceIn,
) -> VertexOut {
var out: VertexOut;
let instance = mesh_instance(i);
let rel = relative_position(v.position, v.position_low, instance);
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
out.normal = normalize(vec3<f32>(
dot(instance.normal_row_0.xyz, v.normal),
dot(instance.normal_row_1.xyz, v.normal),
dot(instance.normal_row_2.xyz, v.normal),
));
out.world_pos = rel;
out.uv_diffuse = vec2<f32>(0.0);
out.uv_specular = vec2<f32>(0.0);
out.uv_reflection = vec2<f32>(0.0);
out.uv_opacity = vec2<f32>(0.0);
out.uv_bump = vec2<f32>(0.0);
out.uv_refraction = vec2<f32>(0.0);
out.uv_normal = vec2<f32>(0.0);
return out;
}
@vertex
fn vs_edge(
v: EdgeVertexIn,
i: InstanceIn,
) -> EdgeVertexOut {
var out: EdgeVertexOut;
let instance = mesh_instance(i);
let rel = relative_position(v.position, v.position_low, instance);
out.clip_pos = u.view_rot * vec4<f32>(rel, 1.0);
out.color = v.color;
return out;
}
fn map_weight(uv: vec2<f32>, tiling: u32) -> f32 {
if (tiling == 2u) {
return select(
0.0,
1.0,
all(uv >= vec2<f32>(0.0)) && all(uv <= vec2<f32>(1.0)),
);
}
return 1.0;
}
fn environment_uv(direction: vec3<f32>) -> vec2<f32> {
let d = normalize(direction);
let longitude = atan2(d.x, -d.z) + u.environment_params.y;
let latitude = asin(clamp(d.y, -1.0, 1.0));
return vec2<f32>(
fract(longitude / (2.0 * 3.14159265359) + 0.5),
0.5 - latitude / 3.14159265359,
);
}
fn shadow_visibility(position: vec3<f32>) -> f32 {
if u.shadow_params.x < 0.5 {
return 1.0;
}
let clip = u.shadow_view_proj * vec4<f32>(position, 1.0);
let ndc = clip.xyz / max(abs(clip.w), 1e-6);
if ndc.z <= 0.0 || ndc.z >= 1.0 || any(abs(ndc.xy) > vec2<f32>(1.0)) {
return 1.0;
}
let uv = vec2<f32>(ndc.x * 0.5 + 0.5, 0.5 - ndc.y * 0.5);
let dimensions = vec2<f32>(textureDimensions(shadow_texture));
let texel = 1.0 / max(dimensions, vec2<f32>(1.0));
let radius = i32(clamp(ceil(u.shadow_params.z * 2.0), 0.0, 2.0));
var visibility = 0.0;
var samples = 0.0;
for (var y = -2; y <= 2; y = y + 1) {
for (var x = -2; x <= 2; x = x + 1) {
if abs(x) <= radius && abs(y) <= radius {
visibility += textureSampleCompare(
shadow_texture,
shadow_sampler,
uv + vec2<f32>(f32(x), f32(y)) * texel,
ndc.z - u.shadow_params.y,
);
samples += 1.0;
}
}
}
return visibility / max(samples, 1.0);
}
fn photometric_web(index: u32, cosine: f32) -> f32 {
if u.light_web_rotation[index].w < 0.5 {
return 1.0;
}
let profile_a = u.light_web_profile_a[index];
let profile_b = u.light_web_profile_b[index];
let angle_index = clamp(acos(clamp(cosine, -1.0, 1.0)) / 3.14159265359 * 7.0, 0.0, 7.0);
let lower = u32(floor(angle_index));
let upper = min(lower + 1u, 7u);
let value_at = array<f32, 8>(
profile_a.x, profile_a.y, profile_a.z, profile_a.w,
profile_b.x, profile_b.y, profile_b.z, profile_b.w,
);
return mix(value_at[lower], value_at[upper], fract(angle_index));
}
@fragment
fn fs_main(in: VertexOut) -> @location(0) vec4<f32> {
let two_sided = maps.render_modes.x != 0u;
var n: vec3<f32>;
if (u.flat_shade > 0.5) {
// Per-triangle face normal: derivatives of the interpolated
// world position are constant across the primitive, so every
// fragment in the same triangle sees the same normal.
n = normalize(cross(dpdx(in.world_pos), dpdy(in.world_pos)));
} else {
n = normalize(in.normal);
}
// Build a derivative tangent frame from the generated material UVs. This
// works for planar/box/cylindrical/spherical AcDbMaterial projections and
// does not require ACIS to carry explicit texture-coordinate vertices.
let dp1 = dpdx(in.world_pos);
let dp2 = dpdy(in.world_pos);
let tangent_uv = select(in.uv_bump, in.uv_normal, maps.present1.z != 0u);
let duv1 = dpdx(tangent_uv);
let duv2 = dpdy(tangent_uv);
let det = duv1.x * duv2.y - duv1.y * duv2.x;
var tangent = normalize(dp1);
var bitangent = normalize(cross(n, tangent));
if (abs(det) > 1e-8) {
tangent = normalize((dp1 * duv2.y - dp2 * duv1.y) / det);
bitangent = normalize((-dp1 * duv2.x + dp2 * duv1.x) / det);
}
if (maps.present1.z != 0u) {
let sampled = textureSample(normal_map, normal_sampler, in.uv_normal).xyz * 2.0 - 1.0;
let mapped = normalize(
tangent * sampled.x + bitangent * sampled.y + n * sampled.z
);
let strength = maps.blends1.z
* map_weight(in.uv_normal, maps.tiling1.z)
* max(surface.advanced.x, 0.0);
n = normalize(mix(n, mapped, clamp(strength, 0.0, 1.0)));
} else if (maps.present1.x != 0u) {
let height = dot(
textureSample(bump_map, bump_sampler, in.uv_bump).rgb,
vec3<f32>(0.2126, 0.7152, 0.0722),
);
let slope = tangent * dpdx(height) + bitangent * dpdy(height);
n = normalize(
n - slope
* maps.blends1.x
* map_weight(in.uv_bump, maps.tiling1.x)
* 4.0
);
}
var albedo = surface.face_color.rgb;
if (maps.present0.x != 0u) {
let texel = textureSample(diffuse_map, diffuse_sampler, in.uv_diffuse).rgb;
let blend = clamp(
maps.blends0.x * map_weight(in.uv_diffuse, maps.tiling0.x),
0.0,
1.0,
);
albedo = mix(albedo, texel, blend);
}
// Viewport face-colour modes apply to unmaterialed faces. An attached
// material remains authoritative, including its own diffuse texture.
if (maps.source_state.z == 0u) {
let mode = u32(max(u.visual_style.x, 0.0) + 0.5);
if (mode == 2u) {
albedo = u.viewport_background.rgb;
} else if (mode == 3u || mode == 4u) {
albedo = u.visual_style_color.rgb;
} else if (mode == 5u) {
albedo = mix(albedo, u.visual_style_color.rgb, 0.5);
} else if (mode == 6u) {
let luminance = dot(albedo, vec3<f32>(0.2126, 0.7152, 0.0722));
albedo = mix(albedo, vec3<f32>(luminance), 0.3);
}
}
var specular_color = select(surface.specular.rgb, albedo, surface.flags.x == 1u);
if (maps.present0.y != 0u) {
let texel = textureSample(specular_map, specular_sampler, in.uv_specular).rgb;
let blend = clamp(
maps.blends0.y * map_weight(in.uv_specular, maps.tiling0.y),
0.0,
1.0,
);
specular_color = mix(specular_color, texel, blend);
}
let view = normalize(-in.world_pos);
let gloss_exp = mix(2.0, 128.0, clamp(surface.material.x, 0.0, 1.0));
let fresnel0 = pow(
(max(surface.specular.w, 1.0) - 1.0) / (max(surface.specular.w, 1.0) + 1.0),
2.0,
);
let fresnel = fresnel0
+ (1.0 - fresnel0) * pow(1.0 - abs(dot(n, view)), 5.0);
let specular_strength = clamp(1.0 + surface.material.y + fresnel, 0.0, 1.5);
let viewport_highlight = select(
1.0,
max(u.visual_style.z, 0.0),
maps.source_state.z == 0u && u.visual_style.z >= 0.0,
);
// The CPU resolves the viewport's default-light policy before upload, so
// this loop handles both generated distant lights and drawing light data.
// Diffuse and specular are accumulated from every visible light using the
// same colour, intensity, cone and attenuation terms.
var direct_light = vec3<f32>(0.0);
var direct_specular = vec3<f32>(0.0);
let shadow = shadow_visibility(in.world_pos);
let shadow_light_index = u32(max(u.shadow_params.w, 0.0) + 0.5);
let count = min(u32(u.lighting.x), 4u);
for (var index = 0u; index < count; index = index + 1u) {
let position_type = u.light_position_type[index];
let direction_intensity = u.light_direction_intensity[index];
let color_hotspot = u.light_color_hotspot[index];
let attenuation_data = u.light_attenuation[index];
var light_vector = -normalize(direction_intensity.xyz);
var attenuation = 1.0;
if (position_type.w > 1.5) {
let delta = position_type.xyz - in.world_pos;
let distance = max(length(delta), 1e-5);
light_vector = delta / distance;
if (attenuation_data.x > 1.5) {
attenuation /= max(distance * distance, 1.0);
} else if (attenuation_data.x > 0.5) {
attenuation /= max(distance, 1.0);
}
if (attenuation_data.z > attenuation_data.y) {
attenuation *= 1.0 - smoothstep(
attenuation_data.y,
attenuation_data.z,
distance,
);
}
if (position_type.w > 2.5) {
let source_to_fragment = -light_vector;
let cone = dot(
source_to_fragment,
normalize(direction_intensity.xyz),
);
attenuation *= smoothstep(
attenuation_data.w,
color_hotspot.w,
cone,
);
}
attenuation *= photometric_web(
index,
dot(-light_vector, normalize(direction_intensity.xyz)),
);
}
let visibility = select(1.0, shadow, index == shadow_light_index);
let strength = max(direction_intensity.w, 0.0) * attenuation * visibility;
let response = select(
max(dot(n, light_vector), 0.0),
abs(dot(n, light_vector)),
two_sided,
);
direct_light += color_hotspot.rgb * response * strength;
let half_vec = normalize(light_vector + view);
let half_response = select(
max(dot(n, half_vec), 0.0),
abs(dot(n, half_vec)),
two_sided,
);
direct_specular += color_hotspot.rgb
* specular_color
* pow(half_response, gloss_exp)
* specular_strength
* viewport_highlight
* max(surface.advanced.z, 0.0)
* strength;
}
let ambient_light = clamp(surface.ambient.rgb, vec3<f32>(0.0), vec3<f32>(1.0))
* clamp(u.lighting.yzw, vec3<f32>(0.0), vec3<f32>(1.0));
var lit = ambient_light
+ albedo * clamp(direct_light, vec3<f32>(0.0), vec3<f32>(2.0))
+ direct_specular;
if (u.environment_params.x > 0.5) {
let diffuse_environment = textureSample(
environment_texture,
environment_sampler,
environment_uv(n),
).rgb;
let reflection_direction = reflect(-view, n);
let reflected_environment = textureSample(
environment_texture,
environment_sampler,
environment_uv(reflection_direction),
).rgb;
let indirect_enabled = maps.source_state.z == 0u
|| maps.render_modes.z >= 2u
|| maps.render_modes.w != 0u;
let color_bleed = select(0.0, max(maps.indirect.x, 0.0), indirect_enabled);
lit += albedo
* diffuse_environment
* max(u.environment_params.z, 0.0)
* color_bleed;
lit += reflected_environment
* specular_color
* specular_strength
* viewport_highlight
* max(surface.advanced.z, 0.0)
* max(u.environment_params.w, 0.0);
}
if (maps.present0.z != 0u) {
let reflected = textureSample(
reflection_map,
reflection_sampler,
in.uv_reflection,
).rgb;
lit = mix(
lit,
reflected,
clamp(
maps.blends0.z
* map_weight(in.uv_reflection, maps.tiling0.z)
* surface.material.y
* max(surface.advanced.z, 0.0),
0.0,
1.0,
),
);
}
if (maps.present1.y != 0u) {
let transmitted = textureSample(
refraction_map,
refraction_sampler,
in.uv_refraction,
).rgb;
lit = mix(
lit,
transmitted,
clamp(
maps.blends1.y
* map_weight(in.uv_refraction, maps.tiling1.y)
* surface.ambient.a
* max(surface.advanced.w, 0.0),
0.0,
1.0,
),
);
}
var rgb = mix(lit, albedo, clamp(surface.material.z, 0.0, 1.0));
if (surface.flags.w == 1u) {
rgb = lit + albedo * max(surface.material.w, 0.0);
}
let contrast = 1.0 + clamp(u.view_tone.y, -1.0, 1.0);
rgb = (rgb - vec3<f32>(0.5)) * contrast + vec3<f32>(0.5);
rgb += vec3<f32>(clamp(u.view_tone.x, -1.0, 1.0) * 0.5);
rgb *= max(1.0 + u.visual_style.w, 0.0);
if (u.fog_params.x > 0.5) {
let fog_range = max(u.fog_distances.y - u.fog_distances.x, 1e-6);
let fog_distance = length(in.world_pos);
let fog_position = clamp(
(fog_distance - u.fog_distances.x) / fog_range,
0.0,
1.0,
);
let fog_density = mix(u.fog_params.z, u.fog_params.w, fog_position);
rgb = mix(rgb, u.fog_color.rgb, clamp(fog_density, 0.0, 1.0));
}
var material_alpha = surface.face_color.a;
if (maps.present0.w != 0u) {
let opacity = textureSample(opacity_map, opacity_sampler, in.uv_opacity).r;
let blend = clamp(
maps.blends0.w * map_weight(in.uv_opacity, maps.tiling0.w),
0.0,
1.0,
);
material_alpha *= mix(1.0, opacity, blend);
}
material_alpha *= 1.0 - clamp(surface.ambient.a * max(surface.advanced.w, 0.0), 0.0, 0.95);
material_alpha *= clamp(u.visual_style.y, 0.0, 1.0);
if (u.transparency_enable > 0.5 && material_alpha <= 0.001) {
discard;
}
let alpha = select(1.0, material_alpha, u.transparency_enable > 0.5);
return vec4<f32>(rgb, alpha);
}
// Edge fragment (LineList): flat entity colour, no lighting. Used for the
// wireframe and hidden-line edge passes so lines read at their true colour.
@fragment
fn fs_edge(in: EdgeVertexOut) -> @location(0) vec4<f32> {
return vec4<f32>(surface.face_color.rgb, 1.0);
}
// Edge fragment for filled render modes: force black so edges frame the shaded
// fill regardless of the solid's colour.
@fragment
fn fs_edge_black(_in: EdgeVertexOut) -> @location(0) vec4<f32> {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
@fragment
fn fs_highlight_selected(in: VertexOut) -> @location(0) vec4<f32> {
return vec4<f32>(
mix(surface.face_color.rgb, vec3<f32>(0.15, 0.55, 1.0), 0.60),
0.90,
);
}
@fragment
fn fs_highlight_hover(in: VertexOut) -> @location(0) vec4<f32> {
return vec4<f32>(
mix(surface.face_color.rgb, vec3<f32>(0.95, 0.55, 0.10), 0.35),
0.82,
);
}