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authorskal <pascal.massimino@gmail.com>2026-03-20 08:42:07 +0100
committerskal <pascal.massimino@gmail.com>2026-03-20 08:42:07 +0100
commitf74bcd843c631f82daefe543fca7741fb5bb71f4 (patch)
tree0983e6c36fb0f9e2b152f76437ecf91ee1fd99cb /cnn_v3/shaders/gbuf_raster.wgsl
parenta160cc797afb4291d356bdc0cbcf0f110e3ef8a9 (diff)
feat(cnn_v3): G-buffer phase 1 + training infrastructure
G-buffer (Phase 1): - Add NodeTypes GBUF_ALBEDO/DEPTH32/R8/RGBA32UINT to NodeRegistry - GBufferEffect: MRT raster pass (albedo+normal_mat+depth) + pack compute - Shaders: gbuf_raster.wgsl (MRT), gbuf_pack.wgsl (feature packing, 32B/px) - Shadow/SDF passes stubbed (placeholder textures), CMake integration deferred Training infrastructure (Phase 2): - blender_export.py: headless EXR export with all G-buffer render passes - pack_blender_sample.py: EXR → per-channel PNGs (oct-normals, 1/z depth) - pack_photo_sample.py: photo → zero-filled G-buffer sample layout handoff(Gemini): G-buffer phases 3-5 remain (U-Net shaders, CNNv3Effect, parity)
Diffstat (limited to 'cnn_v3/shaders/gbuf_raster.wgsl')
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diff --git a/cnn_v3/shaders/gbuf_raster.wgsl b/cnn_v3/shaders/gbuf_raster.wgsl
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+// G-buffer rasterization shader for CNN v3
+// Pass 1: Proxy geometry → MRT (albedo rgba16float, normal_mat rgba16float, depth32)
+// Uses GlobalUniforms, ObjectData, ObjectsBuffer from common_uniforms.
+
+#include "common_uniforms"
+
+@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
+@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
+
+struct VertexOutput {
+ @builtin(position) position: vec4f,
+ @location(0) world_pos: vec3f,
+ @location(1) world_normal: vec3f,
+ @location(2) color: vec4f,
+ @location(3) @interpolate(flat) instance_index: u32,
+}
+
+// Octahedral encoding: maps unit normal to [-1,1]^2
+fn oct_encode(n: vec3f) -> vec2f {
+ let inv_l1 = 1.0 / (abs(n.x) + abs(n.y) + abs(n.z));
+ var p = n.xy * inv_l1;
+ // Fold lower hemisphere
+ if (n.z < 0.0) {
+ let s = vec2f(
+ select(-1.0, 1.0, p.x >= 0.0),
+ select(-1.0, 1.0, p.y >= 0.0)
+ );
+ p = (1.0 - abs(p.yx)) * s;
+ }
+ return p; // in [-1, 1]
+}
+
+@vertex
+fn vs_main(
+ @builtin(vertex_index) vertex_index: u32,
+ @builtin(instance_index) instance_index: u32
+) -> VertexOutput {
+ // Proxy box vertices (same as renderer_3d.wgsl)
+ var pos = array<vec3f, 36>(
+ vec3f(-1.0, -1.0, 1.0), vec3f( 1.0, -1.0, 1.0), vec3f( 1.0, 1.0, 1.0),
+ vec3f(-1.0, -1.0, 1.0), vec3f( 1.0, 1.0, 1.0), vec3f(-1.0, 1.0, 1.0),
+ vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, 1.0, -1.0), vec3f( 1.0, 1.0, -1.0),
+ vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, 1.0, -1.0), vec3f( 1.0, -1.0, -1.0),
+ vec3f(-1.0, 1.0, -1.0), vec3f(-1.0, 1.0, 1.0), vec3f( 1.0, 1.0, 1.0),
+ vec3f(-1.0, 1.0, -1.0), vec3f( 1.0, 1.0, 1.0), vec3f( 1.0, 1.0, -1.0),
+ vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, -1.0, 1.0),
+ vec3f(-1.0, -1.0, -1.0), vec3f( 1.0, -1.0, 1.0), vec3f(-1.0, -1.0, 1.0),
+ vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, 1.0, -1.0), vec3f( 1.0, 1.0, 1.0),
+ vec3f( 1.0, -1.0, -1.0), vec3f( 1.0, 1.0, 1.0), vec3f( 1.0, -1.0, 1.0),
+ vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, -1.0, 1.0), vec3f(-1.0, 1.0, 1.0),
+ vec3f(-1.0, -1.0, -1.0), vec3f(-1.0, 1.0, 1.0), vec3f(-1.0, 1.0, -1.0)
+ );
+
+ // Proxy face normals (one per 2 triangles = 6 faces × 6 verts = 36)
+ var nrm = array<vec3f, 36>(
+ vec3f(0,0,1), vec3f(0,0,1), vec3f(0,0,1),
+ vec3f(0,0,1), vec3f(0,0,1), vec3f(0,0,1),
+ vec3f(0,0,-1), vec3f(0,0,-1), vec3f(0,0,-1),
+ vec3f(0,0,-1), vec3f(0,0,-1), vec3f(0,0,-1),
+ vec3f(0,1,0), vec3f(0,1,0), vec3f(0,1,0),
+ vec3f(0,1,0), vec3f(0,1,0), vec3f(0,1,0),
+ vec3f(0,-1,0), vec3f(0,-1,0), vec3f(0,-1,0),
+ vec3f(0,-1,0), vec3f(0,-1,0), vec3f(0,-1,0),
+ vec3f(1,0,0), vec3f(1,0,0), vec3f(1,0,0),
+ vec3f(1,0,0), vec3f(1,0,0), vec3f(1,0,0),
+ vec3f(-1,0,0), vec3f(-1,0,0), vec3f(-1,0,0),
+ vec3f(-1,0,0), vec3f(-1,0,0), vec3f(-1,0,0)
+ );
+
+ let obj = object_data.objects[instance_index];
+ let p = pos[vertex_index];
+ let n = nrm[vertex_index];
+
+ let world_pos = obj.model * vec4f(p, 1.0);
+ let clip_pos = globals.view_proj * world_pos;
+ // Transform normal by inverse-transpose (upper-left 3×3 of inv_model^T)
+ let world_normal = normalize((obj.inv_model * vec4f(n, 0.0)).xyz);
+
+ var out: VertexOutput;
+ out.position = clip_pos;
+ out.world_pos = world_pos.xyz;
+ out.world_normal = world_normal;
+ out.color = obj.color;
+ out.instance_index = instance_index;
+ return out;
+}
+
+struct GBufOutput {
+ @location(0) albedo: vec4f, // rgba16float: material color
+ @location(1) normal_mat: vec4f, // rgba16float: oct-normal XY in RG, mat_id/255 in B
+}
+
+@fragment
+fn fs_main(in: VertexOutput) -> GBufOutput {
+ let obj = object_data.objects[in.instance_index];
+ let mat_id = f32(in.instance_index) / 255.0;
+
+ // Oct-encode world normal, remap [-1,1] → [0,1] for storage
+ let oct = oct_encode(normalize(in.world_normal)) * 0.5 + vec2f(0.5);
+
+ var out: GBufOutput;
+ out.albedo = vec4f(in.color.rgb, 1.0);
+ out.normal_mat = vec4f(oct.x, oct.y, mat_id, 0.0);
+ return out;
+}