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authorskal <pascal.massimino@gmail.com>2026-02-09 17:43:12 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 17:43:12 +0100
commit4f51332be0ee1a046fdc03514d32fe31cf7b61a8 (patch)
treecfcee2627be6b6af4185d24c5a0049f331b0c5d2 /WGSL_REFACTOR_COMPLETE.md
parentd5f78a4c2e7b626a492643efd62ddeb394276722 (diff)
docs: Update documentation and clean up obsolete files
- Add Task #76: External library size measurement - Update hot-reload documentation across README, HOWTO, PROJECT_CONTEXT - Update test count: 36/36 passing (100%) - Remove completed analysis files from root Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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-# WGSL Shader Composability Refactor - Complete
-
-## Summary
-
-Improved shader code reusability by extracting common patterns into `math/common_utils.wgsl`.
-
-## Changes Made
-
-### 1. Created `math/common_utils.wgsl` (37 lines)
-
-**Functions:**
-- `transform_normal(inv_model, normal_local)` - Normal matrix transform
-- `spherical_uv(p)` - Spherical UV mapping for positions
-- `spherical_uv_from_dir(dir)` - Spherical UV for direction vectors
-- `grid_pattern(uv)` - Procedural checkerboard pattern
-
-**Constants:**
-- `PI = 3.14159265359`
-- `TAU = 6.28318530718`
-
-### 2. Refactored Shaders
-
-#### renderer_3d.wgsl (200 → 197 lines)
-- **7x spherical_uv()** - Replaced atan2/acos calculations
- - Lines 143, 148, 153, 158, 163, 168, 184
- - Before: `vec2<f32>(atan2(...) / 6.28 + 0.5, acos(...) / 3.14)`
- - After: `spherical_uv(q)`
-- **1x transform_normal()** - Replaced mat3x3 constructor
- - Line 174-175
- - Before: 3 lines (mat3x3 constructor + normalize)
- - After: 1 line
-- **2x grid_pattern()** - Replaced sin/smoothstep pattern
- - Lines 104-106, 179-181
- - Before: 3 lines each
- - After: 1 line each
-
-**Savings: ~12 lines removed**
-
-#### mesh_render.wgsl (58 → 57 lines)
-- **1x transform_normal()** - Replaced mat3x3 constructor
- - Line 38-39
- - Before: 3 lines
- - After: 1 line
-
-**Savings: ~3 lines removed**
-
-#### skybox.wgsl (44 → 42 lines)
-- **1x spherical_uv_from_dir()** - Replaced atan2/asin calculations
- - Line 41-42
- - Before: 2 lines
- - After: 1 line
-
-**Savings: ~2 lines removed**
-
-### 3. Registered Snippet
-
-Added to `src/gpu/effects/shaders.cc`:
-```cpp
-register_if_exists("math/common_utils", AssetId::ASSET_SHADER_MATH_COMMON_UTILS);
-```
-
-### 4. Updated Asset Manifest
-
-Added to `assets/final/demo_assets.txt`:
-```
-SHADER_MATH_COMMON_UTILS, NONE, shaders/math/common_utils.wgsl, "Common Math Utils"
-```
-
-## Impact Analysis
-
-### Code Reduction
-- **Duplication removed:** ~17 lines across 3 shaders
-- **Common utils added:** +37 lines (1 file)
-- **Net change:** +20 lines total
-
-### Usage Statistics
-- **12 call sites** now use common utilities
-- **3 shaders** refactored
-- **4 utility functions** + 2 constants
-
-### Binary Size (estimated)
-- Common utils: +400 bytes (compiled WGSL)
-- Removed duplication: -600 bytes (7 spherical UV + 2 grid + 2 normal)
-- **Net savings: ~200 bytes**
-
-Plus improved maintainability and consistency.
-
-### Maintainability Benefits
-1. **Single source of truth** - UV/normal calculations in one place
-2. **Consistent precision** - All shaders use same PI/TAU constants
-3. **Easier debugging** - Fix bugs once, all shaders benefit
-4. **Future-proof** - New shaders can reuse utilities immediately
-
-## Test Results
-
-✅ **All 31 tests pass** (100%)
-
-Including:
-- ShaderComposerTest (composition logic)
-- 3D renderer tests (no crashes)
-- Shader compilation tests
-- Full test suite
-
-## Files Modified
-
-**New:**
-- `assets/final/shaders/math/common_utils.wgsl`
-- `SHADER_REFACTOR_EXAMPLE.md` (design doc)
-- `WGSL_REFACTOR_COMPLETE.md` (this file)
-
-**Modified:**
-- `assets/final/shaders/renderer_3d.wgsl`
-- `assets/final/shaders/mesh_render.wgsl`
-- `assets/final/shaders/skybox.wgsl`
-- `assets/final/demo_assets.txt`
-- `src/gpu/effects/shaders.cc`
-
-## Next Opportunities
-
-### Low-Hanging Fruit
-- **Light direction constant** - Appears in multiple shaders as `vec3<f32>(1.0, 1.0, 1.0)`
-- **Ray-box intersection variants** - Could extract common helpers
-- **Noise sampling patterns** - Consistent noise lookup utilities
-
-### Medium Effort
-- **SDF operations** - Union, subtraction, intersection (if repeated)
-- **Color grading helpers** - Tone mapping, gamma correction
-- **Distance fog** - Common atmospheric effects
-
-### Advanced
-- **Material system** - PBR lighting utilities
-- **Shadow mapping helpers** - Cascaded shadow map utilities
-- **Post-process chain** - Common blur/sharpen kernels
-
-## Design Decisions
-
-### Why Not Include calc_sdf_normal_bumped()?
-- Too specialized - depends on `get_dist()` from scene_query
-- Scene_query not always included when common_utils is
-- Caused shader compilation failure (missing `get_dist` identifier)
-- **Solution:** Keep bump mapping inline in shaders that need it
-
-### Why Separate spherical_uv() and spherical_uv_from_dir()?
-- Different use cases: positions vs directions
-- Different math: acos vs asin for elevation
-- skybox needs direction variant, SDF rendering needs position variant
-- Clearer intent in calling code
-
-### Why Include grid_pattern()?
-- Appeared 2x in renderer_3d.wgsl (copy-paste pattern)
-- Simple, self-contained (no external dependencies)
-- Reusable for other procedural textures
-
-## Verification Commands
-
-```bash
-# Regenerate assets
-./scripts/gen_assets.sh
-
-# Build
-cmake --build build -j4
-
-# Test
-cd build && ctest
-
-# Check shader composition
-./test_shader_composer
-
-# Verify 3D rendering
-./test_3d_render
-```
-
-## Commit Message
-
-```
-feat(shaders): Extract common WGSL utilities for better composability
-
-- Create math/common_utils.wgsl with 4 utility functions
-- Refactor renderer_3d.wgsl (7 spherical_uv, 1 normal, 2 grid)
-- Refactor mesh_render.wgsl (1 normal transform)
-- Refactor skybox.wgsl (1 spherical UV)
-- Register common_utils snippet in ShaderComposer
-
-Impact: ~200 bytes saved, 12 call sites deduplicated
-Tests: 31/31 passing
-```
-
----
-
-**Status:** ✅ Complete - Ready for commit
-**Date:** 2026-02-08