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authorskal <pascal.massimino@gmail.com>2026-02-08 22:17:31 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 22:17:31 +0100
commit1b89a26a750cc32725564a0c5186a437f372fd93 (patch)
tree9873fbce565a36cbf0dd081d7e100e0b0867139a /assets
parent86e56474d284944795f4c02ae850561374620f8a (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')
-rw-r--r--assets/demo.seq5
-rw-r--r--assets/final/demo_assets.txt3
-rw-r--r--assets/final/shaders/masked_cube.wgsl9
3 files changed, 12 insertions, 5 deletions
diff --git a/assets/demo.seq b/assets/demo.seq
index 9c55fe5..0dfb108 100644
--- a/assets/demo.seq
+++ b/assets/demo.seq
@@ -29,6 +29,11 @@ SEQUENCE 0b 0
EFFECT + SolarizeEffect 0 4b # Priority 2 (was 3, now contiguous)
EFFECT + VignetteEffect 0 6 radius=0.6 softness=0.1
+SEQUENCE 2.0 0
+ EFFECT + CircleMaskEffect 0.0 2.0 0.35 # Priority 0 (mask generator, radius 0.35)
+ EFFECT + RotatingCubeEffect 0.0 2.0 # Priority 1 (renders inside circle)
+ EFFECT + GaussianBlurEffect 0.0 2.0 strength=2.0 # Priority 2 (post-process blur)
+
SEQUENCE 4b 0
EFFECT - FlashCubeEffect 0.1 3. # Priority -1
EFFECT + FlashEffect 0.0 0.2 # Priority 0 (was 4, now contiguous)
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;