stylized 1-bit rendering

This commit is contained in:
Jonas H
2026-01-21 11:04:55 +01:00
parent 5d2eca0393
commit 2422106725
40 changed files with 2859 additions and 366 deletions

View File

@@ -1,97 +1,38 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let world_pos = uniforms.model * vec4<f32>(input.position, 1.0);
let instance_model = mat4x4<f32>(
input.instance_model_0,
input.instance_model_1,
input.instance_model_2,
input.instance_model_3
);
let world_pos = instance_model * vec4<f32>(input.position, 1.0);
output.world_position = world_pos.xyz;
output.world_normal = (uniforms.model * vec4<f32>(input.normal, 0.0)).xyz;
output.clip_position = uniforms.projection * uniforms.view * world_pos;
let normal_matrix = mat3x3<f32>(
instance_model[0].xyz,
instance_model[1].xyz,
instance_model[2].xyz
);
output.world_normal = normalize(normal_matrix * input.normal);
output.light_space_position = uniforms.light_view_projection * world_pos;
return output;
}
fn bayer_2x2_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 4>(
0.0/4.0, 2.0/4.0,
3.0/4.0, 1.0/4.0
);
let x = i32(screen_pos.x) % 2;
let y = i32(screen_pos.y) % 2;
let index = y * 2 + x;
return select(0.0, 1.0, value > pattern[index]);
}
fn bayer_4x4_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 16>(
0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0,
12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0,
3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0,
15.0/16.0, 7.0/16.0, 13.0/16.0, 5.0/16.0
);
let x = i32(screen_pos.x) % 4;
let y = i32(screen_pos.y) % 4;
let index = y * 4 + x;
return select(0.0, 1.0, value > pattern[index]);
}
fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 64>(
0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
);
let x = i32(screen_pos.x) % 8;
let y = i32(screen_pos.y) % 8;
let index = y * 8 + x;
return select(0.0, 1.0, value > pattern[index]);
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let light_pos = vec3<f32>(5.0, 5.0, 5.0);
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let object_color = vec3<f32>(1.0, 1.0, 1.0);
let shadow = sample_shadow_map(input.light_space_position);
let ambient_strength = 0.3;
let ambient = ambient_strength * light_color;
let tile_scale = 1.0;
let flowmap_strokes = flowmap_path_lighting_with_shadow(input.world_position, input.world_normal, tile_scale, shadow);
let point_strokes = point_lighting_with_shadow(input.world_position, input.world_normal, vec3<f32>(0.0, 100.0, 0.0), tile_scale, shadow);
let brightness = max(flowmap_strokes, point_strokes);
let norm = normalize(input.world_normal);
let light_dir = normalize(vec3<f32>(1.0, -1.0, 1.0));
let diff = max(dot(norm, light_dir), 0.0);
let diffuse = diff * light_color;
let result = (ambient + diffuse) * object_color;
let dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
let dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
let dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
return vec4<f32>(brightness, brightness, brightness, 1.0);
}