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authorskal <pascal.massimino@gmail.com>2026-02-06 06:51:16 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 06:51:16 +0100
commitb68c8d8cbe9274e42a89888186152d4ded1a2962 (patch)
tree0d0d64ecaad2dadd29a4eff3daeb96867437d1ae
parent32a6d4f516b2ff45e25ddc7870e5400c2973fb9a (diff)
feat(3d): Implement basic OBJ mesh asset pipeline
Added support for loading and rendering OBJ meshes. - Updated asset_packer to parse .obj files into a binary format. - Added MeshAsset and GetMeshAsset helper to asset_manager. - Extended Object3D with mesh_asset_id and ObjectType::MESH. - Implemented mesh rasterization pipeline in Renderer3D. - Added a sample cube mesh and verified in test_3d_render.
-rw-r--r--assets/final/demo_assets.txt4
-rw-r--r--assets/final/shaders/mesh_render.wgsl59
-rw-r--r--assets/final/shaders/renderer_3d.wgsl6
-rw-r--r--assets/final/test_assets_list.txt14
-rw-r--r--assets/final/test_mesh.obj30
-rw-r--r--src/3d/object.h10
-rw-r--r--src/3d/renderer.cc224
-rw-r--r--src/3d/renderer.h12
-rw-r--r--src/gpu/effects/shaders.cc1
-rw-r--r--src/tests/test_3d_render.cc9
-rw-r--r--src/util/asset_manager.cc19
-rw-r--r--src/util/asset_manager.h16
12 files changed, 397 insertions, 7 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt
index c38da51..0febd75 100644
--- a/assets/final/demo_assets.txt
+++ b/assets/final/demo_assets.txt
@@ -46,4 +46,6 @@ 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_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
+SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet"
+SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
+MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh" \ No newline at end of file
diff --git a/assets/final/shaders/mesh_render.wgsl b/assets/final/shaders/mesh_render.wgsl
new file mode 100644
index 0000000..3759747
--- /dev/null
+++ b/assets/final/shaders/mesh_render.wgsl
@@ -0,0 +1,59 @@
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+// Binding 2 is reserved for BVH (not used here but matches layout for simplicity)
+
+@group(0) @binding(3) var noise_tex: texture_2d<f32>;
+@group(0) @binding(4) var noise_sampler: sampler;
+@group(0) @binding(5) var sky_tex: texture_2d<f32>;
+
+struct VertexInput {
+ @location(0) position: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+};
+
+struct VertexOutput {
+ @builtin(position) clip_pos: vec4<f32>,
+ @location(0) world_pos: vec3<f32>,
+ @location(1) normal: vec3<f32>,
+ @location(2) uv: vec2<f32>,
+ @location(3) color: vec4<f32>,
+ @location(4) @interpolate(flat) instance_index: u32,
+};
+
+@vertex
+fn vs_main(in: VertexInput, @builtin(instance_index) instance_index: u32) -> VertexOutput {
+ let obj = object_data.objects[instance_index];
+ let world_pos = obj.model * vec4<f32>(in.position, 1.0);
+
+ var out: VertexOutput;
+ out.clip_pos = globals.view_proj * world_pos;
+ out.world_pos = world_pos.xyz;
+
+ // Normal transform (assuming uniform scale or using transpose(inverse(model)))
+ // For simplicity, we use the same mat3 logic as renderer_3d.wgsl
+ let normal_matrix = mat3x3<f32>(obj.model[0].xyz, obj.model[1].xyz, obj.model[2].xyz);
+ out.normal = normalize(normal_matrix * in.normal);
+
+ out.uv = in.uv;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ return out;
+}
+
+#include "render/scene_query_mode"
+#include "render/shadows"
+#include "render/lighting_utils"
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+
+ let shadow = calc_shadow(in.world_pos, light_dir, 0.05, 20.0, in.instance_index);
+ let lit_color = calculate_lighting(in.color.rgb, in.normal, in.world_pos, shadow);
+
+ return vec4<f32>(lit_color, in.color.a);
+}
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl
index f855052..e7cb810 100644
--- a/assets/final/shaders/renderer_3d.wgsl
+++ b/assets/final/shaders/renderer_3d.wgsl
@@ -40,6 +40,12 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32,
let obj = object_data.objects[instance_index];
let obj_type = obj.params.x;
+ if (obj_type == 5.0) { // MESH
+ var out: VertexOutput;
+ out.position = vec4<f32>(0.0, 0.0, 0.0, 0.0);
+ return out;
+ }
+
// Tight fit for Torus proxy hull (major radius 1.0, minor 0.4)
if (obj_type == 3.0) {
p.x = p.x * 1.5;
diff --git a/assets/final/test_assets_list.txt b/assets/final/test_assets_list.txt
index c9dd83b..7cded99 100644
--- a/assets/final/test_assets_list.txt
+++ b/assets/final/test_assets_list.txt
@@ -5,5 +5,19 @@ SHADER_SNIPPET_A, NONE, shaders/test_snippet_a.wgsl, "Test snippet A"
SHADER_SNIPPET_B, NONE, shaders/test_snippet_b.wgsl, "Test snippet B"
PROC_NOISE_256, PROC(gen_noise, 4321, 8), _, "Procedural noise for testing"
TEST_IMAGE, NONE, test_image.tga, "A test TGA image"
+TEST_MESH, NONE, test_mesh.obj, "A simple test cube mesh"
PROC_UNKNOWN, PROC(gen_unknown_func, 0), _, "Unknown proc function"
PROC_FAIL, PROC(gen_noise, -1337, 8), _, "Failing proc function"
+
+# --- Required Shaders for Renderer3D ---
+SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader"
+SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader"
+SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
+SHADER_COMMON_UNIFORMS, NONE, shaders/common_uniforms.wgsl, "Common Uniforms Snippet"
+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_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"
+SHADER_RAY_BOX, NONE, shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" \ No newline at end of file
diff --git a/assets/final/test_mesh.obj b/assets/final/test_mesh.obj
new file mode 100644
index 0000000..eb304d4
--- /dev/null
+++ b/assets/final/test_mesh.obj
@@ -0,0 +1,30 @@
+v -0.5 -0.5 0.5
+v 0.5 -0.5 0.5
+v 0.5 0.5 0.5
+v -0.5 0.5 0.5
+v -0.5 -0.5 -0.5
+v 0.5 -0.5 -0.5
+v 0.5 0.5 -0.5
+v -0.5 0.5 -0.5
+vn 0.0 0.0 1.0
+vn 0.0 0.0 -1.0
+vn 0.0 1.0 0.0
+vn 0.0 -1.0 0.0
+vn 1.0 0.0 0.0
+vn -1.0 0.0 0.0
+vt 0.0 0.0
+vt 1.0 0.0
+vt 1.0 1.0
+vt 0.0 1.0
+f 1/1/1 2/2/1 3/3/1
+f 1/1/1 3/3/1 4/4/1
+f 5/1/2 8/4/2 7/3/2
+f 5/1/2 7/3/2 6/2/2
+f 1/1/6 4/4/6 8/3/6
+f 1/1/6 8/3/6 5/2/6
+f 2/1/5 6/4/5 7/3/5
+f 2/1/5 7/3/5 3/2/5
+f 4/1/3 3/4/3 7/3/3
+f 4/1/3 7/3/3 8/2/3
+f 1/1/4 5/4/4 6/3/4
+f 1/1/4 6/3/4 2/2/4
diff --git a/src/3d/object.h b/src/3d/object.h
index 6d21393..0c8edd8 100644
--- a/src/3d/object.h
+++ b/src/3d/object.h
@@ -5,6 +5,7 @@
#pragma once
#include "util/mini_math.h"
+#include "util/asset_manager.h"
enum class ObjectType {
CUBE,
@@ -12,7 +13,8 @@ enum class ObjectType {
PLANE,
TORUS,
BOX,
- SKYBOX
+ SKYBOX,
+ MESH
// Add more SDF types here
};
@@ -37,10 +39,12 @@ class Object3D {
float restitution;
bool is_static;
+ AssetId mesh_asset_id;
+
Object3D(ObjectType t = ObjectType::CUBE)
: position(0, 0, 0), rotation(0, 0, 0, 1), scale(1, 1, 1), type(t),
color(1, 1, 1, 1), velocity(0, 0, 0), mass(1.0f), restitution(0.5f),
- is_static(false) {
+ is_static(false), mesh_asset_id((AssetId)0) {
}
mat4 get_model_matrix() const {
@@ -59,4 +63,4 @@ class Object3D {
// Simple defaults for unit primitives
return {{-1, -1, -1}, {1, 1, 1}};
}
-};
+}; \ No newline at end of file
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 9dfc1f8..c3083fc 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -217,6 +217,170 @@ void Renderer3D::add_debug_aabb(const vec3& min, const vec3& max,
void Renderer3D::create_pipeline() {
pipeline_ = create_pipeline_impl(true); // BVH enabled
pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled
+ create_mesh_pipeline();
+}
+
+void Renderer3D::create_mesh_pipeline() {
+ std::vector<WGPUBindGroupLayoutEntry> entries;
+
+ // Binding 0: Global Uniforms
+ {
+ 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
+ {
+ 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 (Optional)
+ if (bvh_enabled_) {
+ 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
+ {
+ 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
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 4;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.sampler.type = WGPUSamplerBindingType_Filtering;
+ entries.push_back(e);
+ }
+
+ // Binding 5: Sky Texture
+ {
+ 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 = (uint32_t)entries.size();
+ bgl_desc.entries = entries.data();
+ WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
+
+ WGPUPipelineLayoutDescriptor pl_desc = {};
+ pl_desc.bindGroupLayoutCount = 1;
+ pl_desc.bindGroupLayouts = &bgl;
+ WGPUPipelineLayout pipeline_layout =
+ wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
+
+ const char* shader_code_asset = (const char*)GetAsset(AssetId::ASSET_SHADER_MESH);
+
+ ShaderComposer::CompositionMap composition_map;
+ if (bvh_enabled_) {
+ 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({}, shader_code_asset, composition_map);
+
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
+ wgsl_desc.code = shader_source.c_str();
+ WGPUShaderModuleDescriptor shader_desc = {};
+ shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
+#else
+ WGPUShaderSourceWGSL wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
+ wgsl_desc.code = str_view(shader_source.c_str());
+ WGPUShaderModuleDescriptor shader_desc = {};
+ shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
+#endif
+ WGPUShaderModule shader_module =
+ wgpuDeviceCreateShaderModule(device_, &shader_desc);
+
+ WGPUVertexAttribute vert_attrs[3] = {};
+ // pos
+ vert_attrs[0].format = WGPUVertexFormat_Float32x3;
+ vert_attrs[0].offset = offsetof(MeshVertex, p);
+ vert_attrs[0].shaderLocation = 0;
+ // norm
+ vert_attrs[1].format = WGPUVertexFormat_Float32x3;
+ vert_attrs[1].offset = offsetof(MeshVertex, n);
+ vert_attrs[1].shaderLocation = 1;
+ // uv
+ vert_attrs[2].format = WGPUVertexFormat_Float32x2;
+ vert_attrs[2].offset = offsetof(MeshVertex, u);
+ vert_attrs[2].shaderLocation = 2;
+
+ WGPUVertexBufferLayout vert_layout = {};
+ vert_layout.arrayStride = sizeof(MeshVertex);
+ vert_layout.stepMode = WGPUVertexStepMode_Vertex;
+ vert_layout.attributeCount = 3;
+ vert_layout.attributes = vert_attrs;
+
+ WGPURenderPipelineDescriptor desc = {};
+ desc.layout = pipeline_layout;
+ desc.vertex.module = shader_module;
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ desc.vertex.entryPoint = "vs_main";
+#else
+ desc.vertex.entryPoint = {"vs_main", 7};
+#endif
+ desc.vertex.bufferCount = 1;
+ desc.vertex.buffers = &vert_layout;
+
+ WGPUColorTargetState color_target = {};
+ color_target.format = format_;
+ color_target.writeMask = WGPUColorWriteMask_All;
+ WGPUFragmentState fragment = {};
+ fragment.module = shader_module;
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ fragment.entryPoint = "fs_main";
+#else
+ fragment.entryPoint = {"fs_main", 7};
+#endif
+ fragment.targetCount = 1;
+ fragment.targets = &color_target;
+ desc.fragment = &fragment;
+
+ desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ desc.primitive.cullMode = WGPUCullMode_Back;
+ desc.primitive.frontFace = WGPUFrontFace_CCW;
+
+ WGPUDepthStencilState depth_stencil = {};
+ depth_stencil.format = WGPUTextureFormat_Depth24Plus;
+ depth_stencil.depthWriteEnabled = WGPUOptionalBool_True;
+ depth_stencil.depthCompare = WGPUCompareFunction_Less;
+ desc.depthStencil = &depth_stencil;
+
+ desc.multisample.count = 1;
+ desc.multisample.mask = 0xFFFFFFFF;
+
+ mesh_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
+ wgpuBindGroupLayoutRelease(bgl);
+ wgpuPipelineLayoutRelease(pipeline_layout);
+ wgpuShaderModuleRelease(shader_module);
}
WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
@@ -304,9 +468,6 @@ WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
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 = {};
@@ -365,6 +526,36 @@ WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
return pipeline;
}
+const Renderer3D::MeshGpuData*
+Renderer3D::get_or_create_mesh(AssetId asset_id) {
+ auto it = mesh_cache_.find(asset_id);
+ if (it != mesh_cache_.end()) {
+ return &it->second;
+ }
+
+ MeshAsset asset = GetMeshAsset(asset_id);
+ if (!asset.vertices || asset.num_vertices == 0) {
+ return nullptr;
+ }
+
+ MeshGpuData data;
+ data.num_indices = asset.num_indices;
+
+ data.vertex_buffer =
+ gpu_create_buffer(device_, asset.num_vertices * sizeof(MeshVertex),
+ WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst,
+ asset.vertices)
+ .buffer;
+ data.index_buffer =
+ gpu_create_buffer(device_, asset.num_indices * sizeof(uint32_t),
+ WGPUBufferUsage_Index | WGPUBufferUsage_CopyDst,
+ asset.indices)
+ .buffer;
+
+ mesh_cache_[asset_id] = data;
+ return &mesh_cache_[asset_id];
+}
+
void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
float time) {
GlobalUniforms globals;
@@ -399,6 +590,8 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
type_id = 3.0f;
else if (obj.type == ObjectType::PLANE)
type_id = 4.0f;
+ else if (obj.type == ObjectType::MESH)
+ type_id = 5.0f;
data.params = vec4(type_id, 0, 0, 0);
obj_data.push_back(data);
if (obj_data.size() >= kMaxObjects)
@@ -497,7 +690,32 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene,
(uint32_t)std::min((size_t)kMaxObjects, scene.objects.size());
if (instance_count > 0) {
+ wgpuRenderPassEncoderSetPipeline(pass, current_pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 36, instance_count, 0, 0);
+
+ // Mesh pass
+ if (mesh_pipeline_) {
+ wgpuRenderPassEncoderSetPipeline(pass, mesh_pipeline_);
+ // Bind group is the same layout
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+
+ for (uint32_t i = 0; i < instance_count; ++i) {
+ const auto& obj = scene.objects[i];
+ if (obj.type == ObjectType::MESH) {
+ const MeshGpuData* mesh = get_or_create_mesh(obj.mesh_asset_id);
+ if (mesh) {
+ wgpuRenderPassEncoderSetVertexBuffer(pass, 0, mesh->vertex_buffer, 0,
+ WGPU_WHOLE_SIZE);
+ wgpuRenderPassEncoderSetIndexBuffer(
+ pass, mesh->index_buffer, WGPUIndexFormat_Uint32, 0,
+ WGPU_WHOLE_SIZE);
+ wgpuRenderPassEncoderDrawIndexed(pass, mesh->num_indices, 1, 0, 0,
+ i);
+ }
+ }
+ }
+ }
}
#if !defined(STRIP_ALL)
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index db86b72..5caf19b 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -8,6 +8,7 @@
#include "3d/scene.h"
#include "3d/bvh.h"
#include "gpu/gpu.h"
+#include <map>
#include <vector>
#if !defined(STRIP_ALL)
@@ -65,11 +66,19 @@ class Renderer3D {
void SetBvhEnabled(bool enabled) { bvh_enabled_ = enabled; }
private:
+ struct MeshGpuData {
+ WGPUBuffer vertex_buffer;
+ WGPUBuffer index_buffer;
+ uint32_t num_indices;
+ };
+
void create_pipeline();
WGPURenderPipeline create_pipeline_impl(bool use_bvh);
+ void create_mesh_pipeline();
void create_skybox_pipeline();
void create_default_resources();
void update_uniforms(const Scene& scene, const Camera& camera, float time);
+ const MeshGpuData* get_or_create_mesh(AssetId asset_id);
WGPUDevice device_ = nullptr;
WGPUQueue queue_ = nullptr;
@@ -78,6 +87,7 @@ class Renderer3D {
WGPURenderPipeline pipeline_ = nullptr; // BVH enabled
WGPURenderPipeline pipeline_no_bvh_ = nullptr; // BVH disabled
WGPUBindGroup bind_group_ = nullptr;
+ WGPURenderPipeline mesh_pipeline_ = nullptr;
WGPURenderPipeline skybox_pipeline_ = nullptr;
WGPUBindGroup skybox_bind_group_ = nullptr;
WGPUBuffer global_uniform_buffer_ = nullptr;
@@ -87,6 +97,8 @@ class Renderer3D {
BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading
bool bvh_enabled_ = true;
+ std::map<AssetId, MeshGpuData> mesh_cache_;
+
WGPUTextureView noise_texture_view_ = nullptr;
WGPUTextureView sky_texture_view_ = nullptr;
WGPUSampler default_sampler_ = nullptr;
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc
index 4fc8108..0646f92 100644
--- a/src/gpu/effects/shaders.cc
+++ b/src/gpu/effects/shaders.cc
@@ -40,6 +40,7 @@ void InitShaderComposer() {
AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR);
register_if_exists("render/lighting_utils",
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);
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index f8bbaa7..ae00819 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -5,6 +5,7 @@
#include "3d/object.h"
#include "3d/renderer.h"
#include "3d/scene.h"
+#include "generated/assets.h"
#include "gpu/effects/shaders.h"
#include "gpu/texture_manager.h"
#include "platform.h"
@@ -141,6 +142,14 @@ void setup_scene() {
sphere.color = vec4(0.2, 1, 0.2, 1);
g_scene.add_object(sphere);
+ // Mesh Object (Rasterized)
+ Object3D mesh_obj(ObjectType::MESH);
+ mesh_obj.position = vec3(-4.0f, 2.0f, 0);
+ mesh_obj.scale = vec3(2.0f, 2.0f, 2.0f);
+ mesh_obj.color = vec4(0.2, 0.2, 1, 1);
+ mesh_obj.mesh_asset_id = AssetId::ASSET_MESH_CUBE;
+ g_scene.add_object(mesh_obj);
+
// Random objects
for (int i = 0; i < 30; ++i) {
ObjectType type = ObjectType::SPHERE;
diff --git a/src/util/asset_manager.cc b/src/util/asset_manager.cc
index d4dd5c7..c12331c 100644
--- a/src/util/asset_manager.cc
+++ b/src/util/asset_manager.cc
@@ -153,6 +153,25 @@ TextureAsset GetTextureAsset(AssetId asset_id) {
return {(int)header[0], (int)header[1], data + 8};
}
+MeshAsset GetMeshAsset(AssetId asset_id) {
+ size_t size = 0;
+ const uint8_t* data = GetAsset(asset_id, &size);
+ if (!data || size < 8) {
+ return {0, nullptr, 0, nullptr};
+ }
+
+ const uint8_t* ptr = data;
+ uint32_t num_vertices = *reinterpret_cast<const uint32_t*>(ptr);
+ ptr += sizeof(uint32_t);
+ const MeshVertex* vertices = reinterpret_cast<const MeshVertex*>(ptr);
+ ptr += num_vertices * sizeof(MeshVertex);
+ uint32_t num_indices = *reinterpret_cast<const uint32_t*>(ptr);
+ ptr += sizeof(uint32_t);
+ const uint32_t* indices = reinterpret_cast<const uint32_t*>(ptr);
+
+ return {num_vertices, vertices, num_indices, indices};
+}
+
void DropAsset(AssetId asset_id, const uint8_t* asset) {
uint16_t index = (uint16_t)asset_id;
if (index >= (uint16_t)AssetId::ASSET_LAST_ID) {
diff --git a/src/util/asset_manager.h b/src/util/asset_manager.h
index a78447d..0c2cc63 100644
--- a/src/util/asset_manager.h
+++ b/src/util/asset_manager.h
@@ -39,6 +39,22 @@ struct TextureAsset {
const uint8_t* pixels;
};
+struct MeshVertex {
+ float p[3];
+ float n[3];
+ float u[2];
+};
+
+struct MeshAsset {
+ uint32_t num_vertices;
+ const MeshVertex* vertices;
+ uint32_t num_indices;
+ const uint32_t* indices;
+};
+
// Helper to retrieve and parse a simple texture asset (from packer's
// [w][h][pixels] format)
TextureAsset GetTextureAsset(AssetId asset_id);
+
+// Helper to retrieve and parse a mesh asset (from packer's binary format)
+MeshAsset GetMeshAsset(AssetId asset_id);