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, 438 insertions, 0 deletions
diff --git a/assets/shaders/geodesic.slang b/assets/shaders/geodesic.slang new file mode 100644 index 0000000..7acbd78 --- /dev/null +++ b/assets/shaders/geodesic.slang @@ -0,0 +1,438 @@ +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); +} |
