feat: Schwarzschild RK4 geodesic integrator + black shadow

This commit is contained in:
xfy 2026-07-10 10:39:46 +08:00
parent 9665d12348
commit 9d81df1c14
2 changed files with 65 additions and 3 deletions

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@ -1,5 +1,6 @@
#import bevy_sprite::mesh2d_vertex_output::VertexOutput #import bevy_sprite::mesh2d_vertex_output::VertexOutput
#import "shaders/ray_gen.wgsl" #import "shaders/ray_gen.wgsl"
#import "shaders/geodesic_schwarzschild.wgsl"
struct BlackHoleUniforms { struct BlackHoleUniforms {
eye: vec4<f32>, eye: vec4<f32>,
@ -31,11 +32,17 @@ struct BlackHoleUniforms {
@fragment @fragment
fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { fn fragment(in: VertexOutput) -> @location(0) vec4<f32> {
// in.uv is [0,1] across the quad. Center and flip y, apply aspect.
let aspect = uniforms.resolution.x / uniforms.resolution.y; let aspect = uniforms.resolution.x / uniforms.resolution.y;
var uv = (in.uv * 2.0 - 1.0); var uv = (in.uv * 2.0 - 1.0);
uv.x *= aspect; uv.x *= aspect;
let dir = ray_direction(uv); let dir = ray_direction(uv);
// Visualize ray direction as a color (sanity check). // Step size scales with how far we need to travel (~ distance/ steps).
return vec4<f32>(abs(dir), 1.0); let dt = max(length(uniforms.eye.xyz), 20.0) / f32(uniforms.steps);
let res = classify_ray(uniforms.eye.xyz, dir, uniforms.steps, dt);
if (res.status == 1u) {
// Captured = shadow.
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
}
// Escaped: dim grey for now (stars come in Task 11).
return vec4<f32>(0.02, 0.02, 0.02, 1.0);
} }

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@ -0,0 +1,55 @@
const R_ESCAPE: f32 = 1000.0;
// One RK4 sub-step derivative of (pos, dir) under the Schwarzschild
// bending acceleration. Rs is uniforms.rs.
fn deriv(pos: vec3<f32>, dir: vec3<f32>) -> (vec3<f32>, vec3<f32>) {
let r = length(pos);
let rs = uniforms.rs;
// Angular momentum squared: |cross(pos, dir)|^2
let h = cross(pos, dir);
let h2 = dot(h, h);
// Avoid division by zero.
let r5 = max(r * r * r * r * r, 1e-6);
// d(pos)/dt = dir
let dpos = dir;
// d(dir)/dt = bending acceleration (re-normalized each step in integrate)
let accel = -1.5 * rs * h2 / r5 * pos;
return (dpos, accel);
}
// Integrate a ray from `pos` along `dir`. Returns:
// .status: 0 = escaped, 1 = captured (shadow)
// .final_pos, .final_dir: end state (used for sky sampling on escape)
struct RayResult {
status: u32,
final_pos: vec3<f32>,
final_dir: vec3<f32>,
}
// Accumulator callback pattern: the caller passes a function-style body via
// a per-step check. Because WGSL has no first-class closures, we inline the
// per-step intersection tests in black_hole.wgsl's integrate_and_trace().
// This function returns ONLY the escape/capture classification, used as a
// fallback when no scene object is hit.
fn classify_ray(start_pos: vec3<f32>, start_dir: vec3<f32>, steps: u32, dt: f32) -> RayResult {
var pos = start_pos;
var dir = start_dir;
for (var i: u32 = 0u; i < steps; i = i + 1u) {
let r = length(pos);
if (r < uniforms.rs) {
return RayResult(1u, pos, dir);
}
if (r > R_ESCAPE) {
return RayResult(0u, pos, dir);
}
// RK4
let (k1p, k1d) = deriv(pos, dir);
let (k2p, k2d) = deriv(pos + k1p * dt * 0.5, normalize(dir + k1d * dt * 0.5));
let (k3p, k3d) = deriv(pos + k2p * dt * 0.5, normalize(dir + k2d * dt * 0.5));
let (k4p, k4d) = deriv(pos + k3p * dt, normalize(dir + k3d * dt));
pos = pos + (k1p + 2.0 * k2p + 2.0 * k3p + k4p) * dt / 6.0;
dir = normalize(dir + (k1d + 2.0 * k2d + 2.0 * k3d + k4d) * dt / 6.0);
}
// Ran out of steps without a clear verdict: treat as escaped.
return RayResult(0u, pos, dir);
}