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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 02:14:30 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 02:14:30 +0100 |
| commit | 75bdd2f8c17169422d175ed2d9dfceb9acb0fe77 (patch) | |
| tree | 9a08a9cc1527c36d10cad71b34ab8ffa64c9cef0 /assets/final/shaders/render/scene_query_linear.wgsl | |
| parent | ae4b03ef6f5ef07dcc80affd6877d17fceee7d29 (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.
Diffstat (limited to 'assets/final/shaders/render/scene_query_linear.wgsl')
| -rw-r--r-- | assets/final/shaders/render/scene_query_linear.wgsl | 26 |
1 files changed, 26 insertions, 0 deletions
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; +} |
