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-rw-r--r--assets/shaders/Geodesic.slang363
1 files changed, 137 insertions, 226 deletions
diff --git a/assets/shaders/Geodesic.slang b/assets/shaders/Geodesic.slang
index 9490f21..a0d030e 100644
--- a/assets/shaders/Geodesic.slang
+++ b/assets/shaders/Geodesic.slang
@@ -25,11 +25,11 @@ ConstantBuffer<Camera> cam;
struct Disk
{
- float disk_r1;
- float disk_r2;
- float disk_num;
- float thickness;
- float disk_density;
+ 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; // unused by the thin-disk model; kept for UBO layout
+ float disk_density; // overall disk brightness / exposure
};
ConstantBuffer<Disk> disk;
@@ -53,16 +53,28 @@ 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 = 5e7;
+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).
+static const float T_PEAK = 4800.0; // Kelvin at the flux peak (display scale)
+static const float DISK_EXPOSURE = 0.9; // overall brightness of the disk
struct Hit
{
@@ -76,21 +88,6 @@ float3 SampleHDRI(float3 direction)
return u_HDRIEnvironment.Sample(direction).rgb;
}
-float hash(float p)
-{
- p = frac(p * 0.1031);
- p *= p + 33.33;
- p *= p + p;
- return frac(p);
-}
-
-float hash(float2 p)
-{
- float3 p3 = frac(float3(p.xyx) * float3(0.1031, 0.1030, 0.0973));
- p3 += dot(p3, p3.yzx + 33.33);
- return frac((p3.x + p3.y) * p3.z);
-}
-
float hash(float3 p)
{
p = frac(p * float3(0.1031, 0.1030, 0.0973));
@@ -102,7 +99,6 @@ 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);
@@ -122,62 +118,92 @@ float fbm(float3 x, int octaves)
{
float v = 0.0;
float a = 0.5;
- float f = 1.0;
float3 shift = float3(100, 200, 300);
-
for (int i = 0; i < octaves; ++i)
{
- v += a * noise(x * f);
+ v += a * noise(x);
x = x * 2.0 + shift;
a *= 0.5;
- f *= 2.0;
}
return v;
}
-float GetCloudDensity(float3 pos)
+// 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)
{
- float r_cyl = length(float2(pos.x, pos.z));
- float r_norm = (r_cyl - disk.disk_r1) / (disk.disk_r2 - disk.disk_r1);
+ T = clamp(T, 1000.0, 40000.0);
+ float t = T / 100.0;
+ float3 c;
- if (r_norm < 0.0 || r_norm > 1.0)
- return 0.0;
+ c.r = (t <= 66.0) ? 1.0
+ : clamp(1.292936186 * pow(t - 60.0, -0.1332047592), 0.0, 1.0);
- float h_norm = abs(pos.y) / disk.thickness;
- float vertical_falloff = exp(-h_norm * h_norm * 3.0);
- float radial_density = 1.0 - r_norm * 0.5;
+ 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);
- float keplerian_speed = 1.0 / sqrt(r_norm + 0.1);
+ 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;
+}
- float rotation_angle = sim.time * keplerian_speed * 0.5;
- float3 rotated_pos = float3(
- pos.x * cos(rotation_angle) - pos.z * sin(rotation_angle),
- pos.y,
- pos.x * sin(rotation_angle) + pos.z * cos(rotation_angle)
- ) * 1e-10;
+// 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);
- float large_turbulence = fbm(rotated_pos * 1.2, 5);
- float medium_wisps = fbm(rotated_pos * 2.5, 4);
- float small_detail = fbm(rotated_pos * 6.0, 3);
- float fine_detail = fbm(rotated_pos * 10.0, 2);
+ // 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 = T_PEAK * Tn;
- float noise_mask = large_turbulence * 0.4 +
- medium_wisps * 0.3 +
- small_detail * 0.2 +
- fine_detail * 0.1;
+ // 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
- noise_mask = smoothstep(0.25, 0.75, noise_mask);
+ float g = sqrt(max(1.0 - 1.5 * SagA_rs / rc, 0.0)) / max(1.0 - dot(beta, nhat), 1e-3);
- float angle = atan2(pos.z, pos.x);
- float rotated_angle = angle + sim.time * 0.5;
+ 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);
- float spiral_arms = sin(rotated_angle * 3.0 + r_norm * 15.0) * 0.15 + 0.85;
+ // 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;
- float orbital_angle = angle + sim.time * keplerian_speed * 0.8;
- float orbital_pattern = sin(orbital_angle * 2.0 + r_norm * 8.0) * 0.2 + 0.8;
+ // 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);
+ }
- float density = vertical_falloff * radial_density * noise_mask * spiral_arms * orbital_pattern;
- return density * disk.disk_density;
+ float exposure = DISK_EXPOSURE * max(disk.disk_density, 0.0) * 10.0;
+ return colour * bright * exposure;
}
struct Ray
@@ -198,18 +224,14 @@ Ray InitRay(float3 pos, float3 dir)
ray.theta = acos(pos.z / ray.r);
ray.phi = atan2(pos.y, pos.x);
- float dx = dir.x;
- float dy = dir.y;
- float dz = dir.z;
+ 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));
@@ -217,31 +239,22 @@ Ray InitRay(float3 pos, float3 dir)
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));
+ 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 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 * 4.0) continue;
if (distSq <= radius * radius)
{
hit.objectColor = obj.objColor[i];
@@ -250,7 +263,6 @@ bool InterceptObject(Ray ray, inout Hit hit)
return true;
}
}
-
return false;
}
@@ -276,7 +288,6 @@ 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;
@@ -289,71 +300,19 @@ void RK4Step(inout Ray ray, float dL)
ray.z = ray.r * cos(ray.theta);
}
-bool IsInDiskVolume(float3 pos)
-{
- float r_cyl = length(float2(pos.x, pos.z));
- return (r_cyl >= disk.disk_r1 && r_cyl <= disk.disk_r2 && abs(pos.y) <= disk.thickness);
-}
-
-float4 SampleDiskColor(float3 pos)
+float CalculateAdaptiveStepSize(Ray ray, float baseStepSize)
{
- float r_cyl = length(float2(pos.x, pos.z));
- float r_norm = (r_cyl - disk.disk_r1) / (disk.disk_r2 - disk.disk_r1);
-
- float3 innerColor = float3(1.0, 0.9, 0.5);
- float3 midColor = float3(1.0, 0.6, 0.2);
- float3 outerColor = float3(0.9, 0.3, 0.1);
-
- float3 baseColor;
- if (r_norm < 0.5)
- baseColor = lerp(innerColor, midColor, r_norm * 2.0);
- else
- baseColor = lerp(midColor, outerColor, (r_norm - 0.5) * 2.0);
-
- float r_norm_rot = (r_cyl - disk.disk_r1) / (disk.disk_r2 - disk.disk_r1);
- float keplerian_speed = 1.0 / sqrt(r_norm_rot + 0.1);
-
- float color_rotation_angle = sim.time * keplerian_speed * 0.3;
- float3 rotated_color_pos = float3(
- pos.x * cos(color_rotation_angle) - pos.z * sin(color_rotation_angle),
- pos.y,
- pos.x * sin(color_rotation_angle) + pos.z * cos(color_rotation_angle)
- ) * 1e-10;
-
- float large_color = fbm(rotated_color_pos * 1.8, 4);
- float medium_color = fbm(rotated_color_pos * 4.0, 3);
- float small_color = fbm(rotated_color_pos * 8.0, 2);
- float colorVariation = (large_color * 0.5 + medium_color * 0.3 + small_color * 0.2) * 0.6;
- baseColor = baseColor * (1.0 + colorVariation);
-
- float density = GetCloudDensity(pos);
-
- float brightness_rotation_angle = sim.time * keplerian_speed * 0.7;
- float3 rotated_brightness_pos = float3(
- pos.x * cos(brightness_rotation_angle) - pos.z * sin(brightness_rotation_angle),
- pos.y,
- pos.x * sin(brightness_rotation_angle) + pos.z * cos(brightness_rotation_angle)
- ) * 1e-10;
-
- float brightness_large = fbm(rotated_brightness_pos * 3.0, 3);
- float brightness_medium = fbm(rotated_brightness_pos * 5.0, 2);
- float brightness_small = fbm(rotated_brightness_pos * 7.0, 2);
- float brightness_noise = (brightness_large * 0.6 + brightness_medium * 0.3 + brightness_small * 0.1);
-
- float baseBrightness = 1.0 + density * 1.5;
- float glowBrightness = brightness_noise * 0.8;
- float brightness = baseBrightness + glowBrightness;
-
- return float4(baseColor * brightness, density);
+ // 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);
+ return clamp(step, MIN_STEP_SIZE, MAX_STEP_SIZE);
}
-float CalculateAdaptiveStepSize(Ray ray, float baseStepSize)
+float3 ACESFilm(float3 x)
{
- float r_factor = clamp(ray.r / (SagA_rs * 10.0), 0.1, 1.0);
- float curvature = length(float3(ray.dr, ray.dtheta * ray.r, ray.dphi * ray.r * sin(ray.theta)));
- float curvature_factor = clamp(1e12 / (curvature + 1e6), 0.1, 2.0);
-
- return clamp(baseStepSize * r_factor * curvature_factor, MIN_STEP_SIZE, MAX_STEP_SIZE);
+ return clamp((x * (2.51 * x + 0.03)) / (x * (2.43 * x + 0.59) + 0.14), 0.0, 1.0);
}
[shader("fragment")]
@@ -364,127 +323,79 @@ float4 fragmentMain(VSOutput input) : SV_Target
float3 dir = normalize(u * cam.camRight - v * cam.camUp + cam.camForward);
Ray ray = InitRay(cam.camPos, dir);
- float4 color = float4(0.0, 0.0, 0.0, 0.0);
-
- bool hitBlackHole = false;
- bool hitObject = false;
-
- Hit hit;
- hit.objectColor = float4(0.0, 0.0, 0.0, 0.0);
- hit.hitCenter = float3(0.0, 0.0, 0.0);
+ bool hitBlackHole = false;
+ bool hitObject = false;
+ Hit hit;
+ hit.objectColor = float4(0.0);
+ hit.hitCenter = float3(0.0);
hit.hitRadius = 0.0;
- float4 accumulatedColor = float4(0.0, 0.0, 0.0, 0.0);
- float transmittance = 1.0;
+ 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 cameraDistance = length(cam.camPos);
- if (cameraDistance > 2e12)
- maxSteps = maxSteps / 2;
- else if (cameraDistance > 1e12)
- maxSteps = int(maxSteps * 0.75);
-
- float initialEscapeVelocity = sqrt(2.0 * SagA_rs / ray.r);
- if (ray.dr > initialEscapeVelocity * 0.95 &&
- ray.r > SagA_rs * 200.0)
- maxSteps = maxSteps / 2;
-
- float lambda = 0.0;
- int objectCheckInterval = 5;
+ float exitDistance = sim.earlyExitDistance > 0.0 ? sim.earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE;
+ int objectCheckInterval = 5;
for (int i = 0; i < maxSteps; ++i)
{
- float exitDistance = sim.earlyExitDistance > 0.0 ? sim.earlyExitDistance : DEFAULT_EARLY_EXIT_DISTANCE;
- if (ray.r > exitDistance)
- break;
- if (ray.r > ESCAPE_R)
- break;
-
- if (Intercept(ray, SagA_rs))
- {
- hitBlackHole = true;
- break;
- }
-
- float currentStepSize = CalculateAdaptiveStepSize(ray, D_LAMBDA);
-
- RK4Step(ray, currentStepSize);
- lambda += currentStepSize;
+ 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);
- if (IsInDiskVolume(newPos))
+ // Opaque thin disk: a sign change in y means the ray pierced the disk
+ // plane (y = 0). The first crossing inside the annulus is a solid,
+ // self-luminous surface -- it emits and blocks everything behind it, so
+ // the ray stops here (near side occludes far side / background).
+ if (prevPos.y * newPos.y < 0.0)
{
- float4 diskSample = SampleDiskColor(newPos);
- float density = diskSample.a;
- float3 diskColor = diskSample.rgb;
-
- float stepLength = currentStepSize * 1e-8;
-
- float absorption = density * stepLength * 0.8;
- float scattering = density * stepLength * 1.5;
- float extinction = absorption + scattering;
-
- float stepTransmittance = exp(-extinction);
-
- float3 emission = diskColor * density * stepLength * 4.0 * sqrt(disk.disk_density);
-
- float3 glowColor = lerp(diskColor, float3(1.0, 0.8, 0.6), 0.3);
- float glowIntensity = density * stepLength * 2.0;
- float3 atmosphericGlow = glowColor * glowIntensity * 0.8;
-
- float3 totalEmission = emission + atmosphericGlow;
- accumulatedColor.rgb += totalEmission * transmittance;
-
- transmittance *= stepTransmittance;
-
- if (transmittance < 0.01)
+ float t = prevPos.y / (prevPos.y - newPos.y);
+ float3 cross = lerp(prevPos, newPos, t);
+ float rc = length(float2(cross.x, cross.z));
+ if (rc >= max(disk.disk_r1, R_ISCO) && rc <= disk.disk_r2)
{
- accumulatedColor.a = 1.0 - transmittance;
+ diskColor = DiskEmission(cross, newPos - prevPos);
+ hitDisk = true;
break;
}
}
- if (i % objectCheckInterval == 0 && InterceptObject(ray, hit))
- {
- hitObject = true;
- break;
- }
+ if (i % objectCheckInterval == 0 && InterceptObject(ray, hit)) { hitObject = true; break; }
- if (ray.dr > 0.0 && ray.r > SagA_rs * 100.0 && lambda > 2e8)
- 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;
}
- accumulatedColor.a = 1.0 - transmittance;
-
- if (hitBlackHole)
+ float3 shade;
+ if (hitDisk)
{
- color = float4(0.0, 0.0, 0.0, 1.0);
+ 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 ambient = 0.1;
- float diff = max(dot(N, V), 0.0);
- float intensity = ambient + (1.0 - ambient) * diff;
- float3 shaded = hit.objectColor.rgb * intensity;
-
- color = float4(shaded, hit.objectColor.a);
- color = lerp(accumulatedColor, color, color.a);
+ float intensity = 0.1 + 0.9 * max(dot(N, V), 0.0);
+ shade = hit.objectColor.rgb * intensity;
}
else
{
- float3 rayDirection = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos);
- float3 hdriColor = SampleHDRI(rayDirection);
- color = float4(lerp(accumulatedColor.rgb, hdriColor, 1.0 - accumulatedColor.a), 1.0);
+ float3 rayDir = normalize(float3(ray.x, ray.y, ray.z) - cam.camPos);
+ shade = SampleHDRI(rayDir);
}
- return color;
+ return float4(ACESFilm(shade), 1.0);
}