diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-06 06:51:16 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 06:51:16 +0100 |
| commit | b68c8d8cbe9274e42a89888186152d4ded1a2962 (patch) | |
| tree | 0d0d64ecaad2dadd29a4eff3daeb96867437d1ae /assets/final/shaders/mesh_render.wgsl | |
| parent | 32a6d4f516b2ff45e25ddc7870e5400c2973fb9a (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.
Diffstat (limited to 'assets/final/shaders/mesh_render.wgsl')
| -rw-r--r-- | assets/final/shaders/mesh_render.wgsl | 59 |
1 files changed, 59 insertions, 0 deletions
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); +} |
