写通了,存个档

This commit is contained in:
alcoholicgirl
2026-04-25 00:58:20 +08:00
parent 2c1709a77d
commit 0eb957ba87
8 changed files with 103 additions and 78 deletions

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1.png Normal file

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@ -116,7 +116,6 @@ class Scene:
else:
raise Exception(f"{op_id} is not a valid operation.")
# 判断是否可以绘制,有点蹩脚但是省事
try:
sdf_block = obj_instance.sdf_block()
self.canvas_objs.append((obj_instance, sdf_block))
@ -128,33 +127,36 @@ class Scene:
return ", ".join([str(type(obj)) for obj in self.canvas_objs])
def compile(self) -> str:
path = (
pathlib.Path("konabot")
/ "plugins"
/ "sksl"
/ "marchtoy"
/ "shaders"
/ "raymarch.sksl"
)
with path.open(encoding="utf-8") as f:
PATH = pathlib.Path(__file__).parent / "shaders" / "raymarch.sksl"
with PATH.open(encoding="utf-8") as f:
content = f.read()
sdf_block: str = ""
color_block: str = ""
index = 0
for canvas_item in self.canvas_objs:
sdf_block += f"float sd{index} = {canvas_item[1]};"
sdf_block += f"if(qry.value < sd{index})"
obj, sdf_expr = canvas_item
sdf_block += f"float sd{index} = {sdf_expr};"
sdf_block += f"if(sd{index} < qry.value)"
sdf_block += "{" + f"qry.value = sd{index}; qry.obj_id = {index}; " + "}\n"
color = obj.texture.color
color_block += (
f"if(obj_id == {index}) return float4("
f"{color[0]}, {color[1]}, {color[2]}, {color[3]});\n"
)
index += 1
content = content.replace("<SDF_BLOCK>", sdf_block)
content = content.replace("<COLOR_BLOCK>", color_block)
cam_pos = self.camera.transform.t[0:3, 3]
cam_focus = self.camera.focus
cam_dir = self.camera.transform.t @ np.array((0.0, 0.0, -1.0, 0.0))
content = content.replace("<CAM_POS>", f"{cam_pos[0]}, {cam_pos[1]}, {cam_pos[2]}")
content = content.replace(
"<CAM_POS>", f"{cam_pos[0]}, {cam_pos[1]}, {cam_pos[2]}"
)
content = content.replace("<CAM_FOCUS>", str(cam_focus))
content = content.replace("<CAM_DIR>", f"{cam_dir[0]}, {cam_dir[1]}, {cam_dir[2]}")
content = content.replace(
"<CAM_DIR>", f"{cam_dir[0]}, {cam_dir[1]}, {cam_dir[2]}"
)
return content

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@ -1,33 +0,0 @@
from pathlib import Path
from .obj import Scene
from .utilities import format_float, format_float3
TEMPLATE_PATH = Path(__file__).parent / "passes" / "pass1.sksl"
TEMPLATE = TEMPLATE_PATH.read_text("utf-8")
def compile_scene_to_shader(scene: Scene) -> str:
object_blocks = "\n".join(
obj.compile_block(index)
for index, obj in enumerate(scene.objects, start=1)
)
return (
TEMPLATE.replace("/*<SCENE_OBJECTS>*/", object_blocks)
.replace("/*<CAM_POS>*/", ", ".join(format_float(v) for v in scene.camera.position))
.replace(
"/*<CAM_TARGET>*/",
", ".join(format_float(v) for v in scene.camera.target),
)
.replace("/*<CAM_FOV>*/", format_float(scene.camera.fov))
.replace(
"/*<LIGHT_DIR>*/",
", ".join(format_float(v) for v in scene.light.direction),
)
.replace(
"/*<GAMMA>*/",
format_float3((0.454545, 0.454545, 0.454545)),
)
)

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@ -9,7 +9,7 @@ def make_obj(name: str, aliases: list[str] = []):
def decorator(cls):
OBJECT_ENTRIES[name] = cls
for alias in aliases:
OBJECT_ENTRIES[id] = cls
OBJECT_ENTRIES[alias] = cls
return cls
return decorator
@ -62,12 +62,13 @@ class Transform:
):
p = self.t[0:3, 3]
q = np.array([x, y, z])
yaxis = up
zaxis = Transform.normalize(q - p)
xaxis = Transform.normalize(np.cross(zaxis, yaxis))
xaxis = Transform.normalize(np.cross(zaxis, up))
yaxis = Transform.normalize(np.cross(xaxis, zaxis))
V = np.array([xaxis, yaxis, zaxis])
self.t[:3, :3] = V
# 约定本地 -Z 为“朝前”,这样和 shader 中使用的相机射线方向保持一致。
self.t[:3, 0] = xaxis
self.t[:3, 1] = yaxis
self.t[:3, 2] = -zaxis
return self
def p_expr(self) -> str:
@ -113,7 +114,7 @@ class Sphere(Object):
return f"sdSphere({self.transform.p_expr()}, {self.radius})"
@make_obj("camera")
@make_obj("camera", ["cam"])
class Camera(Object):
def __init__(self, _focus: float = 1.0) -> None:
super().__init__()

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@ -36,12 +36,17 @@ def lookat(obj: Object, args: list[str]):
@make_operation("color", ["col", "texture"])
def color(obj: Object, args: list[str]):
try:
if len(args) == 3:
if len(args) == 1:
col = ArgParser.as_literal_color(args)
obj.texture.color = (col[0], col[1], col[2], col[3])
elif len(args) == 3:
col = ArgParser.as_vec3(args)
obj.texture.color = (col[0], col[1], col[2], 1.0)
elif len(args) == 4:
col = ArgParser.as_vec4(args)
obj.texture.color = (col[0], col[1], col[2], col[4])
obj.texture.color = (col[0], col[1], col[2], col[3])
else:
raise Exception("unknown color")
except:
raise Exception("unknown color")

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@ -1,12 +1,11 @@
uniform float u_time;
uniform float2 u_resolution;
const float EPS = 0.001;
const float MAX_ITER = 64;
const int MAX_ITER = 64;
struct sdQuery {
float value;
int obj_id;
}
};
float sdCube(float3 p, float3 b) {
p = abs(p) - b;
@ -14,36 +13,46 @@ float sdCube(float3 p, float3 b) {
}
float sdSphere(float3 p, float r) {
return length(p) - r
return length(p) - r;
}
sdQuery sd(float3 p) {
sdQuery qry;
qry.value = 100000000.0;
qry.obj_id = -1;
<SDF_BLOCK>
return qry;
}
float3 nrm(float3 p) {
float2 d = float2(EPS, 0.0);
return normalize(float4(
sd(p + d.xyy) - sd(p),
sd(p + d.yxy) - sd(p),
sd(p + d.yyx) - sd(p),
return normalize(float3(
sd(p + d.xyy).value - sd(p - d.xyy).value,
sd(p + d.yxy).value - sd(p - d.yxy).value,
sd(p + d.yyx).value - sd(p - d.yyx).value
));
}
float4 color(float3 p) {
return float4(nrm(p), 1.0);
float4 materialColor(int obj_id) {
<COLOR_BLOCK>
return float4(1.0);
}
float4 color(float3 p, int obj_id) {
float3 normal = nrm(p);
float3 light_dir = normalize(float3(0.5, 0.8, -0.6));
float light = 0.2 + 0.8 * max(dot(normal, light_dir), 0.0);
float4 base = materialColor(obj_id);
return float4(base.rgb * light, base.a);
}
float4 march(float3 p, float3 r) {
sdQuery qry;
float4 col;
float4 col = float4(0.0);
for(int i = 0; i < MAX_ITER; ++i) {
qry = sd(p);
if(qry.value < EPS){
col = color(p);
col = color(p, qry.obj_id);
break;
}
p += qry.value * r;
@ -55,10 +64,10 @@ half4 main(float2 fragCoord) {
float2 uv = -2. * (fragCoord / u_resolution - .5) * float2(u_resolution.x / u_resolution.y, 1.);
float3 c_p = float3(<CAM_POS>);
float3 c_z = normalize(float3(<CAM_DIR>));
float3 c_y = float3(0., 1., 0.);
float3 c_x = normalize(cross(c_z, c_y));
float3 world_up = abs(c_z.y) > 0.999 ? float3(0., 0., 1.) : float3(0., 1., 0.);
float3 c_x = normalize(cross(c_z, world_up));
float3 c_y = normalize(cross(c_x, c_z));
float3x3 view = float3x3(c_x, c_y, c_z);
float3 r = normalize(float3(u, v, <CAM_FOCUS>));
float3 r = normalize(float3(uv, <CAM_FOCUS>));
return half4(march(c_p, view * r));
}

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@ -0,0 +1,39 @@
from command import Scene
import skia
import struct
from PIL import Image
import numpy as np
# 暂时先照抄小帕的了,之后有空再单独封装一下
width = 480
height = 480
scene = Scene("sphere(1).pos(0, 0, 0) camera(4.0).pos(1).lookat(0.0)")
surface = skia.Surface(width, height)
sksl_code = scene.compile()
runtime_effect = skia.RuntimeEffect.MakeForShader(scene.compile())
if runtime_effect is None:
raise Exception("cannot compile sksl shader")
uv_uniform = struct.pack("ff", float(width), float(height))
uniform_data = skia.Data.MakeWithCopy(uv_uniform)
shader = runtime_effect.makeShader(uniform_data, None, 0)
canvas = surface.getCanvas()
canvas.clear(skia.Color(0, 0, 0, 0))
paint = skia.Paint()
paint.setShader(shader)
canvas.drawRect(skia.Rect.MakeWH(width, height), paint)
image = surface.makeImageSnapshot()
target_info = skia.ImageInfo.Make(
image.width(),
image.height(),
skia.ColorType.kBGRA_8888_ColorType,
skia.AlphaType.kPremul_AlphaType,
)
pixel_data = bytearray(image.width() * image.height() * 4) # 4 bytes per pixel (BGRA)
success = image.readPixels(target_info, pixel_data, target_info.minRowBytes())
img_array = np.frombuffer(pixel_data, dtype=np.uint8).reshape((height, width, 4))
rgb_array = img_array[:, :, [2, 1, 0]]
pil_img = Image.fromarray(rgb_array)
pil_img.save("1.png")

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@ -13,7 +13,9 @@ class SkslFormatter:
v_3 = ", ".join([str(x) for x in m[3]])
return f"float4x4(float4({v_0}), float4({v_1}), float4({v_2}), float4({v_3}))"
"""
TODO: 除零出现 nan 情况的单独处理
"""
class ArgParser:
@staticmethod
def as_float(args: list[str], default: float = 0.0) -> float:
@ -49,8 +51,8 @@ class ArgParser:
try:
if len(args) == 1:
x = float(args[0])
return np.array((x, x, x))
elif len(args) == 3:
return np.array((x, x, x, x))
elif len(args) == 4:
x = float(args[0])
y = float(args[1])
z = float(args[2])