summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-14 15:26:55 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 15:26:55 +0100
commit0127c747a41f972fd68e3e6e6b472859bfdb80dd (patch)
tree85d7277dbce1581f583a259368471e874b372a19
parentde7514e6b9ff9c0b9320975ba7d44754b5115b54 (diff)
refactor(wgsl): consolidate SDF shapes into single common file
Merge sdf_primitives.wgsl into math/sdf_shapes.wgsl to eliminate duplication and establish single source of truth for all SDF functions. Changes: - Delete common/shaders/sdf_primitives.wgsl (duplicate of math/sdf_shapes.wgsl) - Add sdBox2D() and sdEllipse() to math/sdf_shapes.wgsl - Update ellipse.wgsl (main/test) to use #include "math/sdf_shapes" - Update scene1.wgsl to use math/sdf_shapes instead of sdf_primitives - Rename asset SHADER_SDF_PRIMITIVES → SHADER_SDF_SHAPES - Update shader registration and tests Impact: - ~60 lines eliminated from ellipse shaders - Single source for 3D primitives (sphere, box, torus, plane) and 2D (box, ellipse) - Consistent include path across codebase All tests passing (34/34). handoff(Claude): SDF shapes consolidated to math/sdf_shapes.wgsl Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
-rw-r--r--common/shaders/math/sdf_shapes.wgsl44
-rw-r--r--common/shaders/sdf_primitives.wgsl19
-rw-r--r--doc/COMPLETED.md15
-rw-r--r--src/gpu/shaders.cc2
-rw-r--r--src/tests/gpu/test_shader_assets.cc4
-rw-r--r--workspaces/main/assets.txt2
-rw-r--r--workspaces/main/shaders/ellipse.wgsl33
-rw-r--r--workspaces/main/shaders/scene1.wgsl2
-rw-r--r--workspaces/test/assets.txt2
-rw-r--r--workspaces/test/shaders/ellipse.wgsl33
10 files changed, 66 insertions, 90 deletions
diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl
index 31bbe2d..64df4fc 100644
--- a/common/shaders/math/sdf_shapes.wgsl
+++ b/common/shaders/math/sdf_shapes.wgsl
@@ -1,14 +1,56 @@
+// 3D SDF primitives
fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
return length(p) - r;
}
+
fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
let q = abs(p) - b;
return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
}
+
fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
let q = vec2<f32>(length(p.xz) - t.x, p.y);
return length(q) - t.y;
}
+
fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
+ return dot(p, n) + h;
+}
+
+// 2D SDF primitives
+fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 {
+ let d = abs(p) - b;
+ return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0);
+}
+
+fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
+ var p_abs = abs(p);
+ if (p_abs.x > p_abs.y) {
+ p_abs = vec2<f32>(p_abs.y, p_abs.x);
+ }
+ let l = ab.y * ab.y - ab.x * ab.x;
+ let m = ab.x * p_abs.x / l;
+ let n = ab.y * p_abs.y / l;
+ let m2 = m * m;
+ let n2 = n * n;
+ let c = (m2 + n2 - 1.0) / 3.0;
+ let c3 = c * c * c;
+ let d = c3 + m2 * n2;
+ let g = m + m * n2;
+ var co: f32;
+ if (d < 0.0) {
+ let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
+ let s = cos(h);
+ let t = sin(h) * sqrt(3.0);
+ co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
+ } else {
+ let h = 2.0 * m * n * sqrt(d);
+ let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
+ let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
+ let rx = -s - u + m2 * 2.0;
+ let ry = (s - u) * sqrt(3.0);
+ co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
+ }
+ let si = sqrt(max(0.0, 1.0 - co * co));
+ return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
}
diff --git a/common/shaders/sdf_primitives.wgsl b/common/shaders/sdf_primitives.wgsl
deleted file mode 100644
index 407fb29..0000000
--- a/common/shaders/sdf_primitives.wgsl
+++ /dev/null
@@ -1,19 +0,0 @@
-fn sdSphere(p: vec3<f32>, r: f32) -> f32 {
- return length(p) - r;
-}
-fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 {
- let q = abs(p) - b;
- return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0);
-}
-fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 {
- let q = vec2<f32>(length(p.xz) - t.x, p.y);
- return length(q) - t.y;
-}
-fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 {
- return dot(p, n) + h;
-}
-
-fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 {
- let d = abs(p) - b;
- return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0);
-}
diff --git a/doc/COMPLETED.md b/doc/COMPLETED.md
index dddcc3e..1acf8d1 100644
--- a/doc/COMPLETED.md
+++ b/doc/COMPLETED.md
@@ -31,6 +31,21 @@ Use `read @doc/archive/FILENAME.md` to access archived documents.
## Recently Completed (February 14, 2026)
+- [x] **SDF Shapes Consolidation**
+ - **Goal**: Consolidate duplicate SDF primitive definitions into single source
+ - **Changes**:
+ - Merged `sdf_primitives.wgsl` into `math/sdf_shapes.wgsl`
+ - Added `sdBox2D()` and `sdEllipse()` to common shapes
+ - Removed duplicate sdEllipse from ellipse.wgsl shaders (main/test)
+ - Updated scene1.wgsl to use `math/sdf_shapes` include
+ - Renamed asset from SHADER_SDF_PRIMITIVES to SHADER_SDF_SHAPES
+ - **Impact**:
+ - ~60 lines eliminated from ellipse shaders
+ - Single source of truth for all SDF primitives (3D: sphere, box, torus, plane; 2D: box, ellipse)
+ - Consistent include path: `#include "math/sdf_shapes"`
+ - **Result**: 34/34 tests passing (100%)
+ - **Related**: Task #50 (WGSL Modularization)
+
- [x] **Fullscreen Vertex Shader Modularization**
- **Goal**: Eliminate duplicate fullscreen triangle vertex shader code
- **Changes**:
diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc
index 60db655..1bf5604 100644
--- a/src/gpu/shaders.cc
+++ b/src/gpu/shaders.cc
@@ -45,7 +45,7 @@ void InitShaderComposer() {
AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS);
register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH);
- register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES);
+ register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES);
register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING);
diff --git a/src/tests/gpu/test_shader_assets.cc b/src/tests/gpu/test_shader_assets.cc
index 1736dc0..135c477 100644
--- a/src/tests/gpu/test_shader_assets.cc
+++ b/src/tests/gpu/test_shader_assets.cc
@@ -42,8 +42,8 @@ int main() {
all_passed &=
validate_shader(AssetId::ASSET_SHADER_COMMON_UNIFORMS, "COMMON_UNIFORMS",
{"struct", "GlobalUniforms"});
- all_passed &= validate_shader(AssetId::ASSET_SHADER_SDF_PRIMITIVES,
- "SDF_PRIMITIVES", {"fn", "sd"});
+ all_passed &= validate_shader(AssetId::ASSET_SHADER_SDF_SHAPES,
+ "SDF_SHAPES", {"fn", "sd"});
all_passed &= validate_shader(AssetId::ASSET_SHADER_LIGHTING, "LIGHTING",
{"fn", "calc"});
all_passed &= validate_shader(AssetId::ASSET_SHADER_RAY_BOX, "RAY_BOX",
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index ace1462..0b64ba9 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -25,7 +25,7 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp
# --- WGSL Shaders & Snippets ---
SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
-SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)"
SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet"
SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
diff --git a/workspaces/main/shaders/ellipse.wgsl b/workspaces/main/shaders/ellipse.wgsl
index 07f0c9a..0aaa4ae 100644
--- a/workspaces/main/shaders/ellipse.wgsl
+++ b/workspaces/main/shaders/ellipse.wgsl
@@ -1,40 +1,9 @@
#include "common_uniforms"
#include "render/fullscreen_vs"
+#include "math/sdf_shapes"
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p);
- if (p_abs.x > p_abs.y) {
- p_abs = vec2<f32>(p_abs.y, p_abs.x);
- }
- let l = ab.y * ab.y - ab.x * ab.x;
- let m = ab.x * p_abs.x / l;
- let n = ab.y * p_abs.y / l;
- let m2 = m * m;
- let n2 = n * n;
- let c = (m2 + n2 - 1.0) / 3.0;
- let c3 = c * c * c;
- let d = c3 + m2 * n2;
- let g = m + m * n2;
- var co: f32;
- if (d < 0.0) {
- let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
- let s = cos(h);
- let t = sin(h) * sqrt(3.0);
- co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
- } else {
- let h = 2.0 * m * n * sqrt(d);
- let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
- let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
- let rx = -s - u + m2 * 2.0;
- let ry = (s - u) * sqrt(3.0);
- co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
- }
- let si = sqrt(max(0.0, 1.0 - co * co));
- return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
-}
-
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));
diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl
index 2a811f7..2723b66 100644
--- a/workspaces/main/shaders/scene1.wgsl
+++ b/workspaces/main/shaders/scene1.wgsl
@@ -4,7 +4,7 @@
#include "common_uniforms"
#include "math/color"
#include "math/utils"
-#include "sdf_primitives"
+#include "math/sdf_shapes"
#include "render/raymarching"
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt
index b717e15..8eb692e 100644
--- a/workspaces/test/assets.txt
+++ b/workspaces/test/assets.txt
@@ -25,7 +25,7 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp
# --- WGSL Shaders & Snippets ---
SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
-SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet"
+SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)"
SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet"
SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet"
SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)"
diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl
index 07f0c9a..0aaa4ae 100644
--- a/workspaces/test/shaders/ellipse.wgsl
+++ b/workspaces/test/shaders/ellipse.wgsl
@@ -1,40 +1,9 @@
#include "common_uniforms"
#include "render/fullscreen_vs"
+#include "math/sdf_shapes"
@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
-fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 {
- var p_abs = abs(p);
- if (p_abs.x > p_abs.y) {
- p_abs = vec2<f32>(p_abs.y, p_abs.x);
- }
- let l = ab.y * ab.y - ab.x * ab.x;
- let m = ab.x * p_abs.x / l;
- let n = ab.y * p_abs.y / l;
- let m2 = m * m;
- let n2 = n * n;
- let c = (m2 + n2 - 1.0) / 3.0;
- let c3 = c * c * c;
- let d = c3 + m2 * n2;
- let g = m + m * n2;
- var co: f32;
- if (d < 0.0) {
- let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0;
- let s = cos(h);
- let t = sin(h) * sqrt(3.0);
- co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0;
- } else {
- let h = 2.0 * m * n * sqrt(d);
- let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0);
- let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0);
- let rx = -s - u + m2 * 2.0;
- let ry = (s - u) * sqrt(3.0);
- co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0;
- }
- let si = sqrt(max(0.0, 1.0 - co * co));
- return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si);
-}
-
@fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> {
let uv = (p.xy / uniforms.resolution - 0.5) * 2.0;
let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5));