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| author | skal <pascal.massimino@gmail.com> | 2026-02-08 22:17:31 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-08 22:17:31 +0100 |
| commit | 1b89a26a750cc32725564a0c5186a437f372fd93 (patch) | |
| tree | 9873fbce565a36cbf0dd081d7e100e0b0867139a /assets/final | |
| parent | 86e56474d284944795f4c02ae850561374620f8a (diff) | |
feat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture masking
Resolves critical shader composition and format mismatch issues, enabling the
circle mask + rotating cube demonstration at 2.0s-4.0s in the timeline.
**Key Fixes:**
1. **Shader Function Name** (masked_cube.wgsl):
- Fixed call to `ray_box_intersection()` (was incorrectly `ray_box()`)
- Updated return value handling to use `RayBounds` struct (`.hit`, `.t_entry`, `.t_exit`)
- Removed unused `sky_tex` binding to match pipeline layout expectations (5 bindings → 4)
2. **Shader Lifetime Issue** (rotating_cube_effect.h/cc):
- Added `std::string composed_shader_` member to persist shader source
- Prevents use-after-free when WebGPU asynchronously parses shader code
3. **Format Mismatch** (circle_mask_effect.cc):
- Changed compute pipeline format from hardcoded `RGBA8Unorm` to `ctx_.format` (Bgra8UnormSrgb)
- Matches auxiliary texture format created by `MainSequence::register_auxiliary_texture()`
- Added depth stencil state to render pipeline to match scene pass requirements:
* Format: Depth24Plus
* depthWriteEnabled: False (no depth writes needed)
* depthCompare: Always (always pass depth test)
4. **WebGPU Descriptor Initialization** (circle_mask_effect.cc):
- Added `depthSlice = WGPU_DEPTH_SLICE_UNDEFINED` for non-Windows builds
- Ensures proper initialization of render pass color attachments
5. **Test Coverage** (test_demo_effects.cc):
- Updated EXPECTED_SCENE_COUNT: 6 → 8 (added CircleMaskEffect, RotatingCubeEffect)
- Marked both effects as requiring 3D pipeline setup (skipped in basic tests)
**Technical Details:**
- **Auxiliary Texture Flow**: CircleMaskEffect generates mask (1.0 inside, 0.0 outside) →
RotatingCubeEffect samples mask to render only inside circle → GaussianBlurEffect post-processes
- **Pipeline Format Matching**: All pipelines targeting same render pass must use matching formats:
* Color: Bgra8UnormSrgb (system framebuffer format)
* Depth: Depth24Plus (scene pass depth buffer)
- **ShaderComposer Integration**: Relies on `InitShaderComposer()` (called in `gpu.cc:372`)
registering snippets: `common_uniforms`, `math/sdf_utils`, `ray_box`, etc.
**Effect Behavior:**
- Runs from 2.0s to 4.0s in demo timeline
- CircleMaskEffect (priority 0): Draws green outside circle, transparent inside
- RotatingCubeEffect (priority 1): Renders bump-mapped cube inside circle
- GaussianBlurEffect (priority 2): Post-process blur on entire composition
**Test Results:**
- All 33 tests pass (100%)
- No WebGPU validation errors
- Demo runs cleanly with `--seek 2.0`
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'assets/final')
| -rw-r--r-- | assets/final/demo_assets.txt | 3 | ||||
| -rw-r--r-- | assets/final/shaders/masked_cube.wgsl | 9 |
2 files changed, 7 insertions, 5 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index bf39c5d..05eee17 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -52,3 +52,6 @@ SHADER_MESH, NONE, shaders/mesh_render.wgsl, "Mesh Rasterization Shader" MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh" DODECAHEDRON, NONE, dodecahedron.obj, "A dodecahedron mesh" SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader" +CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader" +CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader" +MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader" diff --git a/assets/final/shaders/masked_cube.wgsl b/assets/final/shaders/masked_cube.wgsl index 77e2fb9..5e673a3 100644 --- a/assets/final/shaders/masked_cube.wgsl +++ b/assets/final/shaders/masked_cube.wgsl @@ -7,7 +7,6 @@ @group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; @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>; @group(1) @binding(0) var mask_tex: texture_2d<f32>; @group(1) @binding(1) var mask_sampler: sampler; @@ -89,13 +88,13 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { let local_origin = (inv_model * vec4<f32>(ray_origin, 1.0)).xyz; let local_dir = normalize((inv_model * vec4<f32>(ray_dir, 0.0)).xyz); - let t = ray_box(local_origin, local_dir, vec3<f32>(-1.0), vec3<f32>(1.0)); - if (t.y < 0.0) { + let bounds = ray_box_intersection(local_origin, local_dir, vec3<f32>(1.0)); + if (!bounds.hit) { discard; } - let t_start = max(t.x, 0.0); - let t_end = t.y; + let t_start = bounds.t_entry; + let t_end = bounds.t_exit; var t_march = t_start; let max_steps = 128; |
