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authorskal <pascal.massimino@gmail.com>2026-02-06 02:14:30 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 02:14:30 +0100
commit75bdd2f8c17169422d175ed2d9dfceb9acb0fe77 (patch)
tree9a08a9cc1527c36d10cad71b34ab8ffa64c9cef0
parentae4b03ef6f5ef07dcc80affd6877d17fceee7d29 (diff)
refactor(gpu): Implement compile-time BVH toggle via shader composition
Completed Task #18-B optimization and refactoring. - Replaced runtime branching in shader with compile-time snippet substitution in ShaderComposer. - Added 'scene_query_bvh.wgsl' and 'scene_query_linear.wgsl' as distinct snippets. - Refactored Renderer3D to manage two separate pipelines (with and without BVH). - Updated ShaderComposer to support snippet substitution during composition. - Verified both paths with test_3d_render (default and --no-bvh). - Removed temporary shader hacks and cleaned up renderer_3d.wgsl.
-rw-r--r--assets/final/demo_assets.txt3
-rw-r--r--assets/final/shaders/render/scene_query_bvh.wgsl55
-rw-r--r--assets/final/shaders/render/scene_query_linear.wgsl26
-rw-r--r--assets/final/shaders/renderer_3d.wgsl12
-rw-r--r--src/3d/renderer.cc195
-rw-r--r--src/3d/renderer.h23
-rw-r--r--src/gpu/effects/shader_composer.cc33
-rw-r--r--src/gpu/effects/shader_composer.h9
-rw-r--r--src/gpu/effects/shaders.cc6
-rw-r--r--src/tests/test_3d_physics.cc2
-rw-r--r--src/tests/test_3d_render.cc2
11 files changed, 265 insertions, 101 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index 5ba2ec2..c38da51 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -44,5 +44,6 @@ SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet"
-SHADER_RENDER_SCENE_QUERY, NONE, shaders/render/scene_query.wgsl, "Scene Query Snippet"
+SHADER_RENDER_SCENE_QUERY_BVH, NONE, shaders/render/scene_query_bvh.wgsl, "Scene Query Snippet (BVH)"
+SHADER_RENDER_SCENE_QUERY_LINEAR, NONE, shaders/render/scene_query_linear.wgsl, "Scene Query Snippet (Linear)"
SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" \ No newline at end of file
diff --git a/assets/final/shaders/render/scene_query_bvh.wgsl b/assets/final/shaders/render/scene_query_bvh.wgsl
new file mode 100644
index 0000000..c7dfdf4
--- /dev/null
+++ b/assets/final/shaders/render/scene_query_bvh.wgsl
@@ -0,0 +1,55 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+struct BVHNode {
+ min: vec3<f32>,
+ left_idx: i32,
+ max: vec3<f32>,
+ obj_idx_or_right: i32,
+};
+
+@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+
+fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ var stack: array<i32, 32>;
+ var stack_ptr = 0;
+
+ if (arrayLength(&bvh_nodes) > 0u) {
+ stack[stack_ptr] = 0;
+ stack_ptr++;
+ }
+
+ while (stack_ptr > 0) {
+ stack_ptr--;
+ let node_idx = stack[stack_ptr];
+ let node = bvh_nodes[node_idx];
+
+ if (aabb_sdf(p, node.min, node.max) < d) {
+ if (node.left_idx < 0) { // Leaf
+ let obj_idx = u32(node.obj_idx_or_right);
+ if (obj_idx == skip_idx) { continue; }
+ let obj = object_data.objects[obj_idx];
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+ let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz)));
+ d = min(d, get_dist(q, obj.params.x) * s);
+ } else { // Internal
+ if (stack_ptr < 31) {
+ stack[stack_ptr] = node.left_idx;
+ stack_ptr++;
+ stack[stack_ptr] = node.obj_idx_or_right;
+ stack_ptr++;
+ }
+ }
+ }
+ }
+ return d;
+}
diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl
new file mode 100644
index 0000000..7bcd96f
--- /dev/null
+++ b/assets/final/shaders/render/scene_query_linear.wgsl
@@ -0,0 +1,26 @@
+#include "math/sdf_shapes"
+
+fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 {
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ let count = u32(globals.params.x);
+
+ for (var i = 0u; i < count; i = i + 1u) {
+ if (i == skip_idx) { continue; }
+ let obj = object_data.objects[i];
+ let obj_type = obj.params.x;
+ if (obj_type <= 0.0) { continue; }
+
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+ let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz)));
+ d = min(d, get_dist(q, obj_type) * s);
+ }
+ return d;
+}
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index 723aeb0..f855052 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -3,13 +3,7 @@
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
-struct BVHNode {
- min: vec3<f32>,
- left_idx: i32,
- max: vec3<f32>,
- obj_idx_or_right: i32,
-};
-@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+// Binding 2 is reserved for BVH buffer when enabled
@group(0) @binding(3) var noise_tex: texture_2d<f32>;
@group(0) @binding(4) var noise_sampler: sampler;
@@ -65,7 +59,7 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
return out;
}
-#include "render/scene_query"
+#include "render/scene_query_mode"
#include "render/shadows"
#include "render/lighting_utils"
#include "ray_box"
@@ -175,4 +169,4 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index);
let lit_color = calculate_lighting(base_color, normal, p, shadow);
return vec4<f32>(lit_color, 1.0);
-}
+} \ No newline at end of file
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index cf1a067..9dfc1f8 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -12,7 +12,6 @@
#if !defined(STRIP_ALL)
bool Renderer3D::s_debug_enabled_ = false;
-bool Renderer3D::s_bvh_enabled_ = true; // Enabled by default
#endif
void Renderer3D::init(WGPUDevice device, WGPUQueue queue,
@@ -134,6 +133,8 @@ void Renderer3D::shutdown() {
wgpuSamplerRelease(default_sampler_);
if (pipeline_)
wgpuRenderPipelineRelease(pipeline_);
+ if (pipeline_no_bvh_)
+ wgpuRenderPipelineRelease(pipeline_no_bvh_);
if (bind_group_)
wgpuBindGroupRelease(bind_group_);
if (skybox_pipeline_)
@@ -214,45 +215,75 @@ void Renderer3D::add_debug_aabb(const vec3& min, const vec3& max,
}
void Renderer3D::create_pipeline() {
- WGPUBindGroupLayoutEntry entries[6] = {};
+ pipeline_ = create_pipeline_impl(true); // BVH enabled
+ pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled
+}
+
+WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
+ std::vector<WGPUBindGroupLayoutEntry> entries;
+
// Binding 0: Global Uniforms
- entries[0].binding = 0;
- entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
- entries[0].buffer.type = WGPUBufferBindingType_Uniform;
- entries[0].buffer.minBindingSize = sizeof(GlobalUniforms);
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 0;
+ e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_Uniform;
+ e.buffer.minBindingSize = sizeof(GlobalUniforms);
+ entries.push_back(e);
+ }
// Binding 1: Object Data
- entries[1].binding = 1;
- entries[1].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
- entries[1].buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
- entries[1].buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects;
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 1;
+ e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
+ e.buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects;
+ entries.push_back(e);
+ }
- // Binding 2: BVH Nodes
- entries[2].binding = 2;
- entries[2].visibility = WGPUShaderStage_Fragment;
- entries[2].buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
- entries[2].buffer.minBindingSize = sizeof(BVHNode) * kMaxObjects * 2;
+ // Binding 2: BVH Nodes (only if BVH is used)
+ if (use_bvh) {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 2;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
+ e.buffer.minBindingSize = sizeof(BVHNode) * kMaxObjects * 2;
+ entries.push_back(e);
+ }
// Binding 3: Noise Texture
- entries[3].binding = 3;
- entries[3].visibility = WGPUShaderStage_Fragment;
- entries[3].texture.sampleType = WGPUTextureSampleType_Float;
- entries[3].texture.viewDimension = WGPUTextureViewDimension_2D;
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 3;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.texture.sampleType = WGPUTextureSampleType_Float;
+ e.texture.viewDimension = WGPUTextureViewDimension_2D;
+ entries.push_back(e);
+ }
// Binding 4: Default Sampler
- entries[4].binding = 4;
- entries[4].visibility = WGPUShaderStage_Fragment;
- entries[4].sampler.type = WGPUSamplerBindingType_Filtering;
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 4;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.sampler.type = WGPUSamplerBindingType_Filtering;
+ entries.push_back(e);
+ }
// Binding 5: Sky Texture
- entries[5].binding = 5;
- entries[5].visibility = WGPUShaderStage_Fragment;
- entries[5].texture.sampleType = WGPUTextureSampleType_Float;
- entries[5].texture.viewDimension = WGPUTextureViewDimension_2D;
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 5;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.texture.sampleType = WGPUTextureSampleType_Float;
+ e.texture.viewDimension = WGPUTextureViewDimension_2D;
+ entries.push_back(e);
+ }
WGPUBindGroupLayoutDescriptor bgl_desc = {};
- bgl_desc.entryCount = 6;
- bgl_desc.entries = entries;
+ bgl_desc.entryCount = (uint32_t)entries.size();
+ bgl_desc.entries = entries.data();
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
WGPUPipelineLayoutDescriptor pl_desc = {};
@@ -264,7 +295,18 @@ void Renderer3D::create_pipeline() {
const char* asset_data =
(const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
std::string main_code = asset_data;
- std::string shader_source = ShaderComposer::Get().Compose({}, main_code);
+
+ // Use ShaderComposer to dynamically include the correct scene_query snippet
+ ShaderComposer::CompositionMap composition_map;
+ if (use_bvh) {
+ composition_map["render/scene_query_mode"] = "render/scene_query_bvh";
+ } else {
+ composition_map["render/scene_query_mode"] = "render/scene_query_linear";
+ }
+ std::string shader_source = ShaderComposer::Get().Compose({}, main_code, composition_map);
+
+ // DEBUG: Print shader source to check for include errors
+ std::cout << "Shader Source (BVH=" << use_bvh << "):" << std::endl << shader_source << std::endl;
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
@@ -315,10 +357,12 @@ void Renderer3D::create_pipeline() {
desc.multisample.count = 1;
desc.multisample.mask = 0xFFFFFFFF;
- pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
+ WGPURenderPipeline pipeline = wgpuDeviceCreateRenderPipeline(device_, &desc);
wgpuBindGroupLayoutRelease(bgl);
wgpuPipelineLayoutRelease(pipeline_layout);
wgpuShaderModuleRelease(shader_module);
+
+ return pipeline;
}
void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
@@ -329,8 +373,8 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
globals.camera_pos_time =
vec4(camera.position.x, camera.position.y, camera.position.z, time);
globals.params =
- vec4((float)std::min((size_t)kMaxObjects, scene.objects.size()),
- s_bvh_enabled_ ? 1.0f : 0.0f, 0.0f, 0.0f);
+ vec4((float)std::min((size_t)kMaxObjects, scene.objects.size()), 0.0f,
+ 0.0f, 0.0f);
globals.resolution = vec2((float)width_, (float)height_);
globals.padding = vec2(0.0f, 0.0f);
@@ -365,14 +409,11 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
obj_data.size() * sizeof(ObjectData));
}
- // Build and upload BVH if enabled
- if (s_bvh_enabled_) {
- BVHBuilder::build(cpu_bvh_, scene.objects);
- if (!cpu_bvh_.nodes.empty()) {
- wgpuQueueWriteBuffer(queue_, bvh_storage_buffer_, 0,
- cpu_bvh_.nodes.data(),
- cpu_bvh_.nodes.size() * sizeof(BVHNode));
- }
+ // Build and upload BVH (always uploaded, used by BVH pipeline)
+ BVHBuilder::build(cpu_bvh_, scene.objects);
+ if (!cpu_bvh_.nodes.empty()) {
+ wgpuQueueWriteBuffer(queue_, bvh_storage_buffer_, 0, cpu_bvh_.nodes.data(),
+ cpu_bvh_.nodes.size() * sizeof(BVHNode));
}
}
@@ -385,40 +426,70 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene,
if (bind_group_)
wgpuBindGroupRelease(bind_group_);
- WGPUBindGroupEntry bg_entries[6] = {};
+ std::vector<WGPUBindGroupEntry> bg_entries;
+
+ {
+ WGPUBindGroupEntry e = {};
+ e.binding = 0;
+ e.buffer = global_uniform_buffer_;
+ e.size = sizeof(GlobalUniforms);
+ bg_entries.push_back(e);
+ }
- bg_entries[0].binding = 0;
- bg_entries[0].buffer = global_uniform_buffer_;
- bg_entries[0].size = sizeof(GlobalUniforms);
+ {
+ WGPUBindGroupEntry e = {};
+ e.binding = 1;
+ e.buffer = object_storage_buffer_;
+ e.size = sizeof(ObjectData) * kMaxObjects;
+ bg_entries.push_back(e);
+ }
- bg_entries[1].binding = 1;
- bg_entries[1].buffer = object_storage_buffer_;
- bg_entries[1].size = sizeof(ObjectData) * kMaxObjects;
+ if (bvh_enabled_) {
+ WGPUBindGroupEntry e = {};
+ e.binding = 2;
+ e.buffer = bvh_storage_buffer_;
+ e.size = sizeof(BVHNode) * kMaxObjects * 2;
+ bg_entries.push_back(e);
+ }
- bg_entries[2].binding = 2;
- bg_entries[2].buffer = bvh_storage_buffer_;
- bg_entries[2].size = sizeof(BVHNode) * kMaxObjects * 2;
+ {
+ WGPUBindGroupEntry e = {};
+ e.binding = 3;
+ e.textureView = noise_texture_view_;
+ bg_entries.push_back(e);
+ }
- bg_entries[3].binding = 3;
- bg_entries[3].textureView = noise_texture_view_;
+ {
+ WGPUBindGroupEntry e = {};
+ e.binding = 4;
+ e.sampler = default_sampler_;
+ bg_entries.push_back(e);
+ }
- bg_entries[4].binding = 4;
- bg_entries[4].sampler = default_sampler_;
+ {
+ WGPUBindGroupEntry e = {};
+ e.binding = 5;
+ e.textureView =
+ sky_texture_view_ ? sky_texture_view_ : noise_texture_view_;
+ bg_entries.push_back(e);
+ }
- bg_entries[5].binding = 5;
- bg_entries[5].textureView =
- sky_texture_view_ ? sky_texture_view_ : noise_texture_view_; // Fallback
+ // Select the correct pipeline and bind group layout
+ WGPURenderPipeline current_pipeline =
+ bvh_enabled_ ? pipeline_ : pipeline_no_bvh_;
+ WGPUBindGroupLayout current_layout =
+ wgpuRenderPipelineGetBindGroupLayout(current_pipeline, 0);
WGPUBindGroupDescriptor bg_desc = {};
- bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0);
- bg_desc.entryCount = 6;
- bg_desc.entries = bg_entries;
+ bg_desc.layout = current_layout;
+ bg_desc.entryCount = (uint32_t)bg_entries.size();
+ bg_desc.entries = bg_entries.data();
bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc);
- wgpuBindGroupLayoutRelease(bg_desc.layout);
+ wgpuBindGroupLayoutRelease(current_layout);
- wgpuRenderPassEncoderSetPipeline(pass, pipeline_);
+ wgpuRenderPassEncoderSetPipeline(pass, current_pipeline);
wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index b468423..db86b72 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -19,7 +19,7 @@ struct GlobalUniforms {
mat4 view_proj;
mat4 inv_view_proj; // Added for skybox/raymarching
vec4 camera_pos_time; // xyz = camera_pos, w = time
- vec4 params; // x = num_objects, y = use_bvh, zw = padding
+ vec4 params; // x = num_objects, yzw = padding
vec2 resolution;
vec2 padding;
};
@@ -41,25 +41,15 @@ class Renderer3D {
static void SetDebugEnabled(bool enabled) {
s_debug_enabled_ = enabled;
}
- static void SetBvhEnabled(bool enabled) {
- s_bvh_enabled_ = enabled;
- }
#endif
// Renders the scene to the given texture view (Convenience: creates a pass)
-
void render(const Scene& scene, const Camera& camera, float time,
-
WGPUTextureView target_view,
WGPUTextureView depth_view_opt = nullptr);
// Records draw commands to an existing pass.
-
// Assumes the pass has a compatible pipeline (or we set it here).
-
- // Note: Caller must ensure depth/color attachments are set up correctly in
- // the pass.
-
void draw(WGPURenderPassEncoder pass, const Scene& scene,
const Camera& camera, float time);
@@ -71,8 +61,12 @@ class Renderer3D {
// Resize handler (if needed for internal buffers)
void resize(int width, int height);
+ // Set whether to use BVH acceleration
+ void SetBvhEnabled(bool enabled) { bvh_enabled_ = enabled; }
+
private:
void create_pipeline();
+ WGPURenderPipeline create_pipeline_impl(bool use_bvh);
void create_skybox_pipeline();
void create_default_resources();
void update_uniforms(const Scene& scene, const Camera& camera, float time);
@@ -81,7 +75,8 @@ class Renderer3D {
WGPUQueue queue_ = nullptr;
WGPUTextureFormat format_ = WGPUTextureFormat_Undefined;
- WGPURenderPipeline pipeline_ = nullptr;
+ WGPURenderPipeline pipeline_ = nullptr; // BVH enabled
+ WGPURenderPipeline pipeline_no_bvh_ = nullptr; // BVH disabled
WGPUBindGroup bind_group_ = nullptr;
WGPURenderPipeline skybox_pipeline_ = nullptr;
WGPUBindGroup skybox_bind_group_ = nullptr;
@@ -90,6 +85,7 @@ class Renderer3D {
WGPUBuffer bvh_storage_buffer_ = nullptr;
BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading
+ bool bvh_enabled_ = true;
WGPUTextureView noise_texture_view_ = nullptr;
WGPUTextureView sky_texture_view_ = nullptr;
@@ -107,6 +103,5 @@ class Renderer3D {
#if !defined(STRIP_ALL)
VisualDebug visual_debug_;
static bool s_debug_enabled_;
- static bool s_bvh_enabled_;
#endif
-};
+}; \ No newline at end of file
diff --git a/src/gpu/effects/shader_composer.cc b/src/gpu/effects/shader_composer.cc
index 8d66ad7..055b996 100644
--- a/src/gpu/effects/shader_composer.cc
+++ b/src/gpu/effects/shader_composer.cc
@@ -17,7 +17,8 @@ void ShaderComposer::RegisterSnippet(const std::string& name,
void ShaderComposer::ResolveRecursive(const std::string& source,
std::stringstream& ss,
- std::set<std::string>& included) {
+ std::set<std::string>& included,
+ const CompositionMap& substitutions) {
std::istringstream stream(source);
std::string line;
while (std::getline(stream, line)) {
@@ -27,12 +28,19 @@ void ShaderComposer::ResolveRecursive(const std::string& source,
size_t end = line.find('"', start + 1);
if (start != std::string::npos && end != std::string::npos) {
std::string name = line.substr(start + 1, end - start - 1);
+
+ // Apply substitution if available
+ auto sub_it = substitutions.find(name);
+ if (sub_it != substitutions.end()) {
+ name = sub_it->second;
+ }
+
if (included.find(name) == included.end()) {
included.insert(name);
auto it = snippets_.find(name);
if (it != snippets_.end()) {
ss << "// --- Included: " << name << " ---\n";
- ResolveRecursive(it->second, ss, included);
+ ResolveRecursive(it->second, ss, included, substitutions);
ss << "// --- End Include: " << name << " ---\n";
} else {
ss << "// ERROR: Snippet not found: " << name << "\n";
@@ -47,7 +55,8 @@ void ShaderComposer::ResolveRecursive(const std::string& source,
std::string
ShaderComposer::Compose(const std::vector<std::string>& dependencies,
- const std::string& main_code) {
+ const std::string& main_code,
+ const CompositionMap& substitutions) {
std::stringstream ss;
ss << "// Generated by ShaderComposer\n\n";
@@ -55,19 +64,25 @@ ShaderComposer::Compose(const std::vector<std::string>& dependencies,
// Process explicit dependencies first
for (const auto& dep : dependencies) {
- if (included.find(dep) == included.end()) {
- included.insert(dep);
- auto it = snippets_.find(dep);
+ std::string name = dep;
+ auto sub_it = substitutions.find(name);
+ if (sub_it != substitutions.end()) {
+ name = sub_it->second;
+ }
+
+ if (included.find(name) == included.end()) {
+ included.insert(name);
+ auto it = snippets_.find(name);
if (it != snippets_.end()) {
- ss << "// --- Dependency: " << dep << " ---\n";
- ResolveRecursive(it->second, ss, included);
+ ss << "// --- Dependency: " << name << " ---\n";
+ ResolveRecursive(it->second, ss, included, substitutions);
ss << "\n";
}
}
}
ss << "// --- Main Code ---\n";
- ResolveRecursive(main_code, ss, included);
+ ResolveRecursive(main_code, ss, included, substitutions);
return ss.str();
}
diff --git a/src/gpu/effects/shader_composer.h b/src/gpu/effects/shader_composer.h
index a63a6a4..9eb43f4 100644
--- a/src/gpu/effects/shader_composer.h
+++ b/src/gpu/effects/shader_composer.h
@@ -15,16 +15,21 @@ class ShaderComposer {
// Register a snippet (e.g. "common_math", "sdf_primitives")
void RegisterSnippet(const std::string& name, const std::string& code);
+ using CompositionMap = std::map<std::string, std::string>;
+
// Assemble a final shader string by prepending required snippets
// and recursively resolving #include "snippet_name" directives.
+ // Optional substitutions: map "placeholder_name" -> "actual_snippet_name"
std::string Compose(const std::vector<std::string>& dependencies,
- const std::string& main_code);
+ const std::string& main_code,
+ const CompositionMap& substitutions = {});
private:
ShaderComposer() = default;
void ResolveRecursive(const std::string& source, std::stringstream& ss,
- std::set<std::string>& included);
+ std::set<std::string>& included,
+ const CompositionMap& substitutions);
std::map<std::string, std::string> snippets_;
};
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 7b543e1..4fc8108 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -34,8 +34,10 @@ void InitShaderComposer() {
register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES);
register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS);
register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS);
- register_if_exists("render/scene_query",
- AssetId::ASSET_SHADER_RENDER_SCENE_QUERY);
+ register_if_exists("render/scene_query_bvh",
+ AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH);
+ register_if_exists("render/scene_query_linear",
+ AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR);
register_if_exists("render/lighting_utils",
AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS);
diff --git a/src/tests/test_3d_physics.cc b/src/tests/test_3d_physics.cc
index 010d245..0dfe1ce 100644
--- a/src/tests/test_3d_physics.cc
+++ b/src/tests/test_3d_physics.cc
@@ -195,7 +195,7 @@ int main(int argc, char** argv) {
Renderer3D::SetDebugEnabled(true);
}
if (strcmp(argv[i], "--no-bvh") == 0) {
- Renderer3D::SetBvhEnabled(false);
+ g_renderer.SetBvhEnabled(false);
}
}
#else
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index 8b2b2c1..f8bbaa7 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -184,7 +184,7 @@ int main(int argc, char** argv) {
Renderer3D::SetDebugEnabled(true);
}
if (strcmp(argv[i], "--no-bvh") == 0) {
- Renderer3D::SetBvhEnabled(false);
+ g_renderer.SetBvhEnabled(false);
}
}
#else