diff options
| author | hachem <im@hachem.wtf> | 2026-08-23 17:21:37 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-23 17:21:37 +0200 |
| commit | 3fd33ecff7472e4d6fc9e6b3905f56982e497ef2 (patch) | |
| tree | 66e5812f1a18b926e88a0dd549fe14e7c7327165 /assets/shaders/Geodesic.slang | |
| parent | e3aa33fc9a99d8b817bda42a567a4c347e18ab32 (diff) | |
[feat]: complete RHI api
Diffstat (limited to 'assets/shaders/Geodesic.slang')
| -rw-r--r-- | assets/shaders/Geodesic.slang | 438 |
1 files changed, 0 insertions, 438 deletions
diff --git a/assets/shaders/Geodesic.slang b/assets/shaders/Geodesic.slang deleted file mode 100644 index 7acbd78..0000000 --- a/assets/shaders/Geodesic.slang +++ /dev/null @@ -1,438 +0,0 @@ -struct VSInput { float2 position : POSITION; float2 texCoord : TEXCOORD0; }; -struct VSOutput { float4 position : SV_Position; float2 texCoord : TEXCOORD0; }; - -[shader("vertex")] -VSOutput vertexMain(VSInput input) -{ - VSOutput output; - output.position = float4(input.position, 0.0, 1.0); - output.texCoord = input.texCoord; - return output; -} - -struct Camera -{ - float3 camPos; float _pad0; - float3 camRight; float _pad1; - float3 camUp; float _pad2; - float3 camForward; float _pad3; - float tanHalfFov; - float aspect; - bool moving; - int _pad4; -}; -ConstantBuffer<Camera> cam; - -struct Disk -{ - float disk_r1; // inner edge (clamped to the ISCO, 3 r_s, below) - float disk_r2; // outer edge - float disk_num; // turbulence strength (0 = smooth physical disk) - float thickness; // slab half-height (anti-aliases the edge-on disk) - float disk_density; // disk brightness / exposure - float temperature; // Kelvin at the flux peak (disk colour) -}; -ConstantBuffer<Disk> disk; - -struct Objects -{ - int numObjects; - float4 objPosRadius[16]; - float4 objColor[16]; - float mass[16]; -}; -ConstantBuffer<Objects> obj; - -struct Simulation -{ - int maxStepsMoving; - int maxStepsStatic; - float earlyExitDistance; - float time; -}; -ConstantBuffer<Simulation> sim; - -SamplerCube u_HDRIEnvironment; - -// Schwarzschild radius of Sgr A* (metres). Geometric units with c = G = 1 are -// used throughout the geodesic integration; the black-hole mass is M = r_s / 2. -static const float SagA_rs = 1.269e10; -static const float D_LAMBDA = 1e7; -static const float ESCAPE_R = 1e30; - -static const float R_ISCO = 3.0 * SagA_rs; // innermost stable circular orbit (6M) -static const float R_PHOTON = 1.5 * SagA_rs; // photon sphere (3M) -static const float FLUX_PEAK = 0.0569; // peak of the r^-3(1-sqrt(r_in/r)) profile (at r/r_in ~ 1.36) - -static const int DEFAULT_MAX_STEPS_MOVING = 12000; -static const int DEFAULT_MAX_STEPS_STATIC = 8000; -static const float DEFAULT_EARLY_EXIT_DISTANCE = 2e12; - -static const float MIN_STEP_SIZE = 1e6; -static const float MAX_STEP_SIZE = 2e10; - -// Display mapping for the (relative) Novikov-Thorne flux -> visible colour. -// The RADIAL PROFILE is physical; the absolute temperature scale is a display -// choice (a real Sgr A* disk is far cooler / redder than this). - -struct Hit -{ - float4 objectColor; - float3 hitCenter; - float hitRadius; -}; - -float hash(float3 p) -{ - p = frac(p * float3(0.1031, 0.1030, 0.0973)); - p += dot(p, p.yxz + 33.33); - return frac((p.x + p.y) * p.z); -} - -float noise(float3 x) -{ - float3 i = floor(x); - float3 fr = frac(x); - float3 u = fr * fr * (3.0 - 2.0 * fr); - - float a = hash(i); - float b = hash(i + float3(1.0, 0.0, 0.0)); - float c = hash(i + float3(0.0, 1.0, 0.0)); - float d = hash(i + float3(1.0, 1.0, 0.0)); - float e = hash(i + float3(0.0, 0.0, 1.0)); - float f = hash(i + float3(1.0, 0.0, 1.0)); - float g = hash(i + float3(0.0, 1.0, 1.0)); - float h = hash(i + float3(1.0, 1.0, 1.0)); - - return lerp(lerp(lerp(a, b, u.x), lerp(c, d, u.x), u.y), - lerp(lerp(e, f, u.x), lerp(g, h, u.x), u.y), u.z); -} - -float fbm(float3 x, int octaves) -{ - float v = 0.0; - float a = 0.5; - float3 shift = float3(100, 200, 300); - for (int i = 0; i < octaves; ++i) - { - v += a * noise(x); - x = x * 2.0 + shift; - a *= 0.5; - } - return v; -} - -// Planckian-locus blackbody colour (Tanner Helland approximation), T in Kelvin. -// Returns an sRGB-ish chromaticity normalised so the brightest channel ~ 1. -float3 Blackbody(float T) -{ - T = clamp(T, 1000.0, 40000.0); - float t = T / 100.0; - float3 c; - - c.r = (t <= 66.0) ? 1.0 - : clamp(1.292936186 * pow(t - 60.0, -0.1332047592), 0.0, 1.0); - - c.g = (t <= 66.0) ? clamp(0.3900815788 * log(t) - 0.6318414438, 0.0, 1.0) - : clamp(1.1298908609 * pow(t - 60.0, -0.0755148492), 0.0, 1.0); - - c.b = (t >= 66.0) ? 1.0 - : (t <= 19.0) ? 0.0 - : clamp(0.5432067891 * log(t - 10.0) - 1.1962540891, 0.0, 1.0); - return c; -} - -// Emission from the thin accretion disk at an equatorial crossing point P, seen -// along the (backward-traced) ray direction rayDir. Combines a Novikov-Thorne -// temperature profile with the full gravitational + Doppler redshift. -// g = sqrt(1 - 3M/r) / (1 - beta . nhat) (verified: g -> sqrt(1/2) at ISCO) -// Brightness follows relativistic beaming (I_obs = g^4 I_emit); colour follows -// the redshifted blackbody at T_obs = g * T_emit. -float3 DiskEmission(float3 P, float3 rayDir) -{ - float rc = length(float2(P.x, P.z)); // cylindrical radius (disk axis = +Y) - float rin = max(disk.disk_r1, R_ISCO); - float rout = disk.disk_r2; - if (rc < rin || rc > rout) - return float3(0.0); - - // Novikov-Thorne-style radial flux: F(r) ~ r^-3 (1 - sqrt(r_in/r)), zero at - // the inner edge, peaking just outside it, then declining. T ~ F^(1/4). - float xr = rc / rin; - float flux = max((1.0 - sqrt(1.0 / xr)) / (xr * xr * xr), 0.0); - float Tn = pow(flux / FLUX_PEAK, 0.25); // normalised temperature, peak ~ 1 - float Temit = disk.temperature * Tn; - - // Keplerian orbit (prograde about +Y). Locally-measured orbital speed for a - // Schwarzschild circular geodesic: v = sqrt( M / (r - 2M) ) = 0.5 c at ISCO. - float3 rhat = normalize(float3(P.x, 0.0, P.z)); - float3 phiHat = normalize(cross(float3(0.0, 1.0, 0.0), rhat)); - float v = sqrt((SagA_rs * 0.5) / max(rc - SagA_rs, 1.0)); - float3 beta = v * phiHat; - float3 nhat = -normalize(rayDir); // photon direction toward the observer - - float g = sqrt(max(1.0 - 1.5 * SagA_rs / rc, 0.0)) / max(1.0 - dot(beta, nhat), 1e-3); - - float Tobs = g * Temit; - float3 colour = Blackbody(Tobs); - // Physical bolometric intensity is ~ T_emit^4 * g^4, an enormous dynamic - // range. The g^4 relativistic beaming (the physical asymmetry) is kept; the - // radial falloff is display-compressed (Tn^2) so the colour gradient across - // the disk stays visible instead of collapsing to a thin saturated ring. - float bright = pow(Tn, 2.0) * pow(g, 4.0); - - // Soft inner/outer edges (disks have no hard rim); also tames rim aliasing. - float edge = smoothstep(rin, rin * 1.12, rc) * (1.0 - smoothstep(rout * 0.88, rout, rc)); - bright *= edge; - - // Optional turbulence overlay (disk.disk_num = strength; 0 = smooth). - if (disk.disk_num > 0.0) - { - float ang = sim.time * 0.3 / sqrt(xr); - float3 rp = float3(P.x * cos(ang) - P.z * sin(ang), - 0.0, - P.x * sin(ang) + P.z * cos(ang)) * 1e-10; - float turb = 1.0 + disk.disk_num * (fbm(rp * 3.0, 3) - 0.5); - bright *= max(turb, 0.0); - } - - return colour * bright * max(disk.disk_density, 0.0); -} - -struct Ray -{ - float x, y, z; - float r, theta, phi; - float dr, dtheta, dphi; - float E, L; -}; - -Ray InitRay(float3 pos, float3 dir) -{ - Ray ray; - ray.x = pos.x; - ray.y = pos.y; - ray.z = pos.z; - ray.r = length(pos); - ray.theta = acos(pos.z / ray.r); - ray.phi = atan2(pos.y, pos.x); - - float dx = dir.x, dy = dir.y, dz = dir.z; - - ray.dr = sin(ray.theta)*cos(ray.phi)*dx + - sin(ray.theta)*sin(ray.phi)*dy + - cos(ray.theta)*dz; - ray.dtheta = (cos(ray.theta)*cos(ray.phi)*dx + - cos(ray.theta)*sin(ray.phi)*dy - - sin(ray.theta)*dz) / ray.r; - ray.dphi = (-sin(ray.phi)*dx + cos(ray.phi)*dy) / - (ray.r * sin(ray.theta)); - - ray.L = ray.r * ray.r * sin(ray.theta) * ray.dphi; - float f = 1.0 - SagA_rs / ray.r; - float dt_dL = sqrt((ray.dr*ray.dr)/f + - ray.r*ray.r*(ray.dtheta*ray.dtheta + - sin(ray.theta)*sin(ray.theta)*ray.dphi*ray.dphi)); - ray.E = f * dt_dL; - return ray; -} - -bool Intercept(Ray ray, float rs) { return ray.r <= rs; } - -bool InterceptObject(Ray ray, inout Hit hit) -{ - float3 P = float3(ray.x, ray.y, ray.z); - for (int i = 0; i < obj.numObjects; ++i) - { - float3 center = obj.objPosRadius[i].xyz; - float radius = obj.objPosRadius[i].w; - float distSq = dot(P - center, P - center); - if (distSq > radius * radius * 4.0) continue; - if (distSq <= radius * radius) - { - hit.objectColor = obj.objColor[i]; - hit.hitCenter = center; - hit.hitRadius = radius; - return true; - } - } - return false; -} - -void GeodesicRHS(Ray ray, out float3 d1, out float3 d2) -{ - float r = ray.r; - float theta = ray.theta; - float dr = ray.dr; - float dtheta = ray.dtheta; - float dphi = ray.dphi; - float f = 1.0 - SagA_rs / r; - float dt_dL = ray.E / f; - - d1 = float3(dr, dtheta, dphi); - d2.x = - (SagA_rs / (2.0 * r*r)) * f * dt_dL * dt_dL - + (SagA_rs / (2.0 * r*r * f)) * dr * dr - + r * (dtheta*dtheta + sin(theta)*sin(theta)*dphi*dphi); - d2.y = -2.0*dr*dtheta/r + sin(theta)*cos(theta)*dphi*dphi; - d2.z = -2.0*dr*dphi/r - 2.0*cos(theta)/(sin(theta)) * dtheta * dphi; -} - -void RK4Step(inout Ray ray, float dL) -{ - float3 k1a, k1b; - GeodesicRHS(ray, k1a, k1b); - ray.r += dL * k1a.x; - ray.theta += dL * k1a.y; - ray.phi += dL * k1a.z; - ray.dr += dL * k1b.x; - ray.dtheta += dL * k1b.y; - ray.dphi += dL * k1b.z; - - ray.x = ray.r * sin(ray.theta) * cos(ray.phi); - ray.y = ray.r * sin(ray.theta) * sin(ray.phi); - ray.z = ray.r * cos(ray.theta); -} - -float CalculateAdaptiveStepSize(Ray ray, float baseStepSize) -{ - // Step proportional to the distance from the photon sphere: near-flat space - // far from the hole is crossed in a few huge steps, while the sharply curved - // region near the photon sphere is resolved with tiny ones. This keeps the - // integration accurate near the hole regardless of how far the camera is. - float step = 0.02 * max(ray.r - R_PHOTON, 0.0); - - // Slow down when near the disk plane (within its radial extent) so the thin - // slab is never stepped over -- otherwise grazing rays leak through it. - float rc = length(float2(ray.x, ray.z)); - if (rc < disk.disk_r2 * 3.0 && abs(ray.y) < disk.thickness * 8.0) - step = min(step, disk.thickness); - - return clamp(step, MIN_STEP_SIZE, MAX_STEP_SIZE); -} - -float3 ACESFilm(float3 x) -{ - return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0); -} - -// Trace one primary ray for the given image UV and return its linear, -// pre-tone-map radiance. Called once per sub-sample by fragmentMain. -float3 TracePixel(float2 texCoord) -{ - float u = (2.0 * texCoord.x - 1.0) * cam.aspect * cam.tanHalfFov; - float v = (1.0 - 2.0 * texCoord.y) * cam.tanHalfFov; - float3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward); - Ray ray = InitRay(cam.camPos, dir); - - bool hitBlackHole = false; - bool hitObject = false; - Hit hit; - hit.objectColor = float4(0.0); - hit.hitCenter = float3(0.0); - hit.hitRadius = 0.0; - - bool hitDisk = false; - float3 diskColor = float3(0.0); // emission of the first (opaque) disk surface hit - - int maxSteps = cam.moving ? sim.maxStepsMoving : sim.maxStepsStatic; - if (maxSteps <= 0) - maxSteps = cam.moving ? DEFAULT_MAX_STEPS_MOVING : DEFAULT_MAX_STEPS_STATIC; - - float exitDistance = sim.earlyExitDistance > 0.0 ? sim.earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE; - int objectCheckInterval = 5; - - for (int i = 0; i < maxSteps; ++i) - { - if (Intercept(ray, SagA_rs)) { hitBlackHole = true; break; } - if (ray.r > exitDistance || ray.r > ESCAPE_R) break; - - float3 prevPos = float3(ray.x, ray.y, ray.z); - float stepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA); - RK4Step(ray, stepSize); - float3 newPos = float3(ray.x, ray.y, ray.z); - - // Opaque disk of small half-thickness H (a slab about the midplane y=0). - // The ray hits when it first crosses the midplane OR enters the slab - // while grazing along it. Real (nonzero) thickness stops the zero-height - // edge-on "razor" from aliasing into a beam streaking across the frame. - { - float H = disk.thickness; - bool crossed = prevPos.y * newPos.y < 0.0; - bool inSlab = abs(newPos.y) <= H; - if (crossed || inSlab) - { - float3 hitP = crossed - ? lerp(prevPos, newPos, prevPos.y / (prevPos.y - newPos.y)) - : newPos; - float rc = length(float2(hitP.x, hitP.z)); - if (rc >= max(disk.disk_r1, R_ISCO) && rc <= disk.disk_r2) - { - diskColor = DiskEmission(hitP, newPos - prevPos); - hitDisk = true; - break; - } - } - } - - if (i % objectCheckInterval == 0 && InterceptObject(ray, hit)) { hitObject = true; break; } - - // Principled escape: once outbound in near-flat spacetime (r >> r_s) the - // ray direction no longer changes, so stop and read the background. - if (ray.dr > 0.0 && ray.r > 50.0 * SagA_rs) break; - } - - // Escape direction + environment mip LOD from the ray's angular divergence. - // Computed UNCONDITIONALLY (before the branch) so ddx/ddy are valid; strongly - // lensed background rays diverge fast, so they read a blurred cubemap mip and - // the starfield stops aliasing into a fan along the equatorial plane. - float3 rayDir = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos); - float footprint = max(length(ddx(rayDir)), length(ddy(rayDir))); - float envLod = clamp(log2(max(footprint / 0.0015, 1.0)), 0.0, 10.0); - - float3 shade; - if (hitDisk) - { - shade = diskColor; // opaque, self-luminous disk surface - } - else if (hitBlackHole) - { - shade = float3(0.0); // event-horizon shadow - } - else if (hitObject) - { - float3 P = float3(ray.x, ray.y, ray.z); - float3 N = normalize(P - hit.hitCenter); - float3 V = normalize(cam.camPos - P); - float intensity = 0.1 + 0.9 * max(dot(N, V), 0.0); - shade = hit.objectColor.rgb * intensity; - } - else - { - shade = u_HDRIEnvironment.SampleLevel(rayDir, envLod).rgb; - } - - return shade; -} - -[shader("fragment")] -float4 fragmentMain(VSOutput input) : SV_Target -{ - // Moving frame: one sample for responsiveness. Settled frame: rotated-grid - // 4x supersampling (the 4-rook pattern gives 4 distinct sub-pixel positions - // on BOTH axes, far better on the near-horizontal lensed edges than an - // ordered grid). Radiance is averaged before tone-mapping; ddx/ddy give the - // resolution-correct per-pixel UV footprint. - if (cam.moving) - return float4(ACESFilm(TracePixel(input.texCoord)), 1.0); - - float2 dUV = float2(ddx(input.texCoord.x), ddy(input.texCoord.y)); - float2 offs[4] = { - float2( 0.125, 0.375), float2( 0.375, -0.125), - float2(-0.125, -0.375), float2(-0.375, 0.125), - }; - float3 sum = float3(0.0); - for (int i = 0; i < 4; ++i) - sum += TracePixel(input.texCoord + offs[i] * dUV); - - return float4(ACESFilm(sum * 0.25), 1.0); -} |
