diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-03 19:47:52 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 19:47:52 +0100 |
| commit | 4fe647e13e3483e7fe01e6466c3871a20892963f (patch) | |
| tree | 08a82bd669541a9e3b2a976533959372de1b239e /assets | |
| parent | 3108fb0065a51dfc3548836ea16b287e92cd8881 (diff) | |
fix: Implement proper skybox rendering with Perlin noise
- Added ObjectType::SKYBOX for dedicated skybox rendering.
- Created assets/final/shaders/skybox.wgsl for background rendering.
- Implemented a two-pass rendering strategy in Renderer3D::render:
- First pass renders the skybox without depth writes.
- Second pass renders scene objects with depth testing.
- Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment.
- Updated Renderer3D::update_uniforms to set the new and zero-initialize padding.
- Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through.
- Updated test_3d_render.cc to include a SKYBOX object with Perlin noise.
handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
Diffstat (limited to 'assets')
| -rw-r--r-- | assets/final/demo_assets.txt | 3 | ||||
| -rw-r--r-- | assets/final/shaders/common_uniforms.wgsl | 1 | ||||
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 10 | ||||
| -rw-r--r-- | assets/final/shaders/skybox.wgsl | 27 |
4 files changed, 32 insertions, 9 deletions
diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index 0641194..a1060cb 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -39,4 +39,5 @@ SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader" SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader" SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader" -SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
\ No newline at end of file +SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" +SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader"
\ No newline at end of file diff --git a/assets/final/shaders/common_uniforms.wgsl b/assets/final/shaders/common_uniforms.wgsl index 3c9e34b..cefa3b2 100644 --- a/assets/final/shaders/common_uniforms.wgsl +++ b/assets/final/shaders/common_uniforms.wgsl @@ -2,6 +2,7 @@ struct GlobalUniforms { view_proj: mat4x4<f32>, camera_pos_time: vec4<f32>, params: vec4<f32>, + resolution: vec2<f32>, }; struct ObjectData { model: mat4x4<f32>, diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 3ce078d..7be8d4e 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -121,10 +121,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { let bounds = ray_box_intersection(ro_local, rd_local, extent); - if (!bounds.hit) { - let uv_sky = vec2<f32>(atan2(rd_world.x, rd_world.z) / 6.28318 + 0.5, acos(clamp(rd_world.y, -1.0, 1.0)) / 3.14159); - return vec4<f32>(textureSample(sky_tex, noise_sampler, uv_sky).rgb, 1.0); - } + if (!bounds.hit) { discard; } var t = bounds.t_entry; var hit = false; @@ -135,10 +132,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { t = t + d_local; if (t > bounds.t_exit) { break; } } - if (!hit) { - let uv_sky = vec2<f32>(atan2(rd_world.x, rd_world.z) / 6.28318 + 0.5, acos(clamp(rd_world.y, -1.0, 1.0)) / 3.14159); - return vec4<f32>(textureSample(sky_tex, noise_sampler, uv_sky).rgb, 1.0); - } + if (!hit) { discard; } let q_hit = ro_local + rd_local * t; p = (obj.model * vec4<f32>(q_hit, 1.0)).xyz; // Correct world position diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl new file mode 100644 index 0000000..8347a5a --- /dev/null +++ b/assets/final/shaders/skybox.wgsl @@ -0,0 +1,27 @@ +@group(0) @binding(0) var sky_tex: texture_2d<f32>; +@group(0) @binding(1) var sky_sampler: sampler; +@group(0) @binding(2) var<uniform> globals: GlobalUniforms; + +struct VertexOutput { + @builtin(position) position: vec4<f32>, + @location(0) uv: vec2<f32>, +}; + +@vertex +fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput { + var pos = array<vec2<f32>, 3>( + vec2<f32>(-1.0, -1.0), + vec2<f32>( 3.0, -1.0), + vec2<f32>(-1.0, 3.0) + ); + + var out: VertexOutput; + out.position = vec4<f32>(pos[vertex_index], 0.0, 1.0); + out.uv = vec2<f32>(pos[vertex_index].x * 0.5 + 0.5, 1.0 - (pos[vertex_index].y * 0.5 + 0.5)); + return out; +} + +@fragment +fn fs_main(@builtin(position) frag_pos: vec4<f32>) -> @location(0) vec4<f32> { + return textureSample(sky_tex, sky_sampler, frag_pos.xy / globals.resolution); +} |
