diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-22 19:15:55 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 19:15:55 +0100 |
| commit | c5e66964c0463219019d0439ec20b79248637fa4 (patch) | |
| tree | 270895c85c2058ff53c2a8c3fa4242b16f2de0ff /cnn_v3 | |
| parent | 01df602ea6580edc418b70f121e521a8217f954c (diff) | |
feat(cnn_v3): GBufferEffect internal scene + GBufViewEffect debug wiring
GBufferEffect:
- set_scene() now owns Scene/Camera internally; no external pointers needed
- 20 randomly rotating cubes (xorshift32 seed, axis-angle animation)
- 4 pumping spheres (radius = base_r * (1 + audio_intensity * 0.8))
- Camera at (0,2.5,6) looking at origin; aspect updated per-frame
- GBufLightsUniforms: 2 directional lights (warm key + cool fill)
- object_type written to ObjectData.params.x (ready for SDF shadow)
- shadow/transp nodes cleared via zero-draw render passes (placeholder)
- bilinear sampler cached via create_linear_sampler() / sampler_.get()
- dead placeholder textures removed
GBufViewEffect:
- gbuf_view.wgsl: all channels now fully grayscale (removed color tint)
- seq_compiler.py: GBufViewEffect added to CLASS_TO_HEADER
- timeline.seq: cnn_v3_test uses GBufViewEffect -> sink for debug view
Docs: HOWTO.md §1 updated with set_scene() description + §1b implementation
plan for Pass 2 SDF shadow (shader spec, bind layout, C++ additions)
handoff(Gemini): GBufferEffect has internal scene, 36/36 tests green.
Next: implement Pass 2 shadow (gbuf_shadow.wgsl) per §1b plan in HOWTO.md.
Diffstat (limited to 'cnn_v3')
| -rw-r--r-- | cnn_v3/docs/HOWTO.md | 136 | ||||
| -rw-r--r-- | cnn_v3/shaders/gbuf_view.wgsl | 5 | ||||
| -rw-r--r-- | cnn_v3/src/gbuffer_effect.cc | 197 | ||||
| -rw-r--r-- | cnn_v3/src/gbuffer_effect.h | 51 |
4 files changed, 275 insertions, 114 deletions
diff --git a/cnn_v3/docs/HOWTO.md b/cnn_v3/docs/HOWTO.md index 08979e7..2d88019 100644 --- a/cnn_v3/docs/HOWTO.md +++ b/cnn_v3/docs/HOWTO.md @@ -22,57 +22,141 @@ It rasterizes proxy geometry to MRT G-buffer textures and packs them into two ### Adding to a Sequence -`GBufferEffect` does not exist in `seq_compiler.py` as a named effect yet -(no `.seq` syntax integration for Phase 1). Wire it directly in C++ alongside -your scene code, or add it to the timeline when the full CNNv3Effect is ready. +Both `GBufferEffect` and `GBufViewEffect` are registered in `seq_compiler.py` +(`CLASS_TO_HEADER`) and can be wired directly in `timeline.seq`. -**C++ wiring example** (e.g. inside a Sequence or main.cc): +**Debug view (G-buffer → sink)**: +```seq +SEQUENCE 12.00 0 "cnn_v3_test" + NODE gbuf_feat0 gbuf_rgba32uint + NODE gbuf_feat1 gbuf_rgba32uint + EFFECT + GBufferEffect source -> gbuf_feat0 gbuf_feat1 0.00 8.00 + EFFECT + GBufViewEffect gbuf_feat0 gbuf_feat1 -> sink 0.00 8.00 +``` -```cpp -#include "../../cnn_v3/src/gbuffer_effect.h" +**Full CNN pipeline**: +```seq +SEQUENCE 12.00 0 "cnn_v3_test" + NODE gbuf_feat0 gbuf_rgba32uint + NODE gbuf_feat1 gbuf_rgba32uint + NODE cnn_v3_out gbuf_albedo + EFFECT + GBufferEffect source -> gbuf_feat0 gbuf_feat1 0.00 8.00 + EFFECT + CNNv3Effect gbuf_feat0 gbuf_feat1 -> cnn_v3_out 0.00 8.00 + EFFECT + Passthrough cnn_v3_out -> sink 0.00 8.00 +``` -// Allocate once alongside your scene -auto gbuf = std::make_shared<GBufferEffect>( - ctx, /*inputs=*/{"prev_cnn"}, // or any dummy node - /*outputs=*/{"gbuf_feat0", "gbuf_feat1"}, - /*start=*/0.0f, /*end=*/60.0f); +### Internal scene -gbuf->set_scene(&my_scene, &my_camera); +Call `set_scene()` once before the first render to populate the built-in demo +scene. No external `Scene` or `Camera` pointer is required — the effect owns +them. -// In render loop, call before CNN pass: -gbuf->render(encoder, params, nodes); -``` +**What `set_scene()` creates:** +- **20 small cubes** — random positions in [-2,2]×[-1.5,1.5]³, scale 0.1–0.25, + random colors. Each has a random rotation axis and speed; animated each frame + via `quat::from_axis(axis, time * speed)`. +- **4 pumping spheres** — at fixed world positions, base radii 0.25–0.35. + Scale driven by `audio_intensity`: `r = base_r * (1 + audio_intensity * 0.8)`. +- **Camera** — position (0, 2.5, 6), target (0, 0, 0), 45° FOV. + Aspect ratio updated each frame from `params.aspect_ratio`. +- **Two directional lights** (uploaded to `lights_uniform_`, ready for shadow pass): + - Key: warm white (1.0, 0.92, 0.78), direction `normalize(1, 2, 1)` (upper-right-front) + - Fill: cool blue (0.4, 0.45, 0.8 × 0.4), direction `normalize(-1, 1, -1)` (upper-left-back) ### Internal passes Each frame, `GBufferEffect::render()` executes: -1. **Pass 1 — MRT rasterization** (`gbuf_raster.wgsl`) +1. **Pass 1 — MRT rasterization** (`gbuf_raster.wgsl`) ✅ - Proxy box (36 verts) × N objects, instanced - MRT outputs: `gbuf_albedo` (rgba16float), `gbuf_normal_mat` (rgba16float) - Depth test + write into `gbuf_depth` (depth32float) + - `obj.type` written to `ObjectData.params.x` for future SDF branching + +2. **Pass 2 — SDF shadow raymarching** (`gbuf_shadow.wgsl`) — TODO + - See implementation plan below. -2. **Pass 2/3 — SDF + Lighting** — TODO (placeholder: shadow=1, transp=0) +3. **Pass 3 — Transparency** — TODO (deferred; transp=0 for opaque scenes) -3. **Pass 4 — Pack compute** (`gbuf_pack.wgsl`) +4. **Pass 4 — Pack compute** (`gbuf_pack.wgsl`) ✅ - Reads all G-buffer textures + `prev_cnn` input - Writes `feat_tex0` + `feat_tex1` (rgba32uint, 20 channels, 32 bytes/pixel) + - Shadow / transp nodes cleared to 1.0 / 0.0 via zero-draw render passes + until Pass 2/3 are implemented. ### Output node names -By default the outputs are named from the `outputs` vector passed to the -constructor. Use these names when binding the CNN effect input: +Outputs are named from the `outputs` vector passed to the constructor: ``` outputs[0] → feat_tex0 (rgba32uint: albedo.rgb, normal.xy, depth, depth_grad.xy) outputs[1] → feat_tex1 (rgba32uint: mat_id, prev.rgb, mip1.rgb, mip2.rgb, shadow, transp) ``` -### Scene data +--- + +## 1b. GBufferEffect — Implementation Plan (Pass 2: SDF Shadow) + +### What remains + +| Item | Status | Notes | +|------|--------|-------| +| Pass 1: MRT raster | ✅ Done | proxy box, all object types | +| Pass 4: Pack compute | ✅ Done | 20 channels packed | +| Internal scene + animation | ✅ Done | cubes + spheres + 2 lights | +| Pass 2: SDF shadow | ❌ TODO | main missing piece | +| Pass 3: Transparency | ❌ TODO | low priority, opaque scenes only | +| Phase 4: type-aware SDF | ❌ TODO | optional refinement | + +### Pass 2: SDF shadow raymarching + +**New file: `cnn_v3/shaders/gbuf_shadow.wgsl`** — fullscreen render pass. + +Bind layout: + +| Binding | Type | Content | +|---------|------|---------| +| 0 | `uniform` | `GlobalUniforms` (`#include "common_uniforms"`) | +| 1 | `storage read` | `ObjectsBuffer` | +| 2 | `texture_depth_2d` | depth from Pass 1 | +| 3 | `sampler` (non-filtering) | depth load | +| 4 | `uniform` | `GBufLightsUniforms` (2 lights) | + +Algorithm per fragment: +1. Reconstruct world position from NDC depth + `globals.inv_view_proj` +2. For each object: `sdBox((inv_model * world_pos).xyz, vec3(1.0))` — proxy box in local space +3. For each light: offset ray origin by `0.02 * surface_normal`; march shadow ray toward `light.direction` +4. Soft shadow via `shadowWithStoredDistance()` from `render/raymarching_id` +5. Combine lights: `shadow = min(shadow_light0, shadow_light1)` +6. Discard fragments where depth == 1.0 (sky/background → shadow = 1.0) +7. Output shadow factor to RGBA8Unorm render target (`.r` = shadow) + +**C++ additions (`gbuffer_effect.h/.cc`):** +```cpp +RenderPipeline shadow_pipeline_; +void create_shadow_pipeline(); +``` +In `render()` between Pass 1 and the shadow/transp node clears: +- Build bind group (global_uniforms_buf_, objects_buf_, depth_view, sampler_, lights_uniform_) +- Run fullscreen triangle → `node_shadow_` color attachment +- Remove the `clear_node(node_shadow_, 1.0f)` placeholder once the pass is live + +**Register:** +- `cnn_v3/shaders/gbuf_shadow.wgsl` → `SHADER_GBUF_SHADOW` in `assets.txt` +- `extern const char* gbuf_shadow_wgsl;` in `gbuffer_effect.cc` + +### Phase 4: Object-type-aware SDF (optional) + +Branch on `obj.params.x` (populated since this commit) using `math/sdf_shapes`: + +| Type value | ObjectType | SDF | +|------------|-----------|-----| +| 0 | CUBE | `sdBox(local_p, vec3(1))` | +| 1 | SPHERE | `sdSphere(local_p, 1.0)` | +| 2 | PLANE | `sdPlane(local_p, vec3(0,1,0), obj.params.y)` | +| 3 | TORUS | `sdTorus(local_p, vec2(0.8, 0.2))` | -Call `set_scene(scene, camera)` before the first render. The effect uploads -`GlobalUniforms` (view-proj, camera pos, resolution) and `ObjectData` (model -matrix, color) to GPU storage buffers each frame. +Only worth adding after Pass 2 is validated visually. --- @@ -386,13 +470,13 @@ auto gview = std::make_shared<GBufViewEffect>(ctx, | Row | Col 0 | Col 1 | Col 2 | Col 3 | |-----|-------|-------|-------|-------| -| 0 | `alb.r` (red tint) | `alb.g` (green tint) | `alb.b` (blue tint) | `nrm.x` remap→[0,1] | +| 0 | `alb.r` | `alb.g` | `alb.b` | `nrm.x` remap→[0,1] | | 1 | `nrm.y` remap→[0,1] | `depth` (inverted) | `dzdx` ×20+0.5 | `dzdy` ×20+0.5 | | 2 | `mat_id` | `prev.r` | `prev.g` | `prev.b` | | 3 | `mip1.r` | `mip1.g` | `mip1.b` | `mip2.r` | | 4 | `mip2.g` | `mip2.b` | `shadow` | `transp` | -1-pixel gray grid lines separate cells. Dark background for out-of-range cells. +All channels displayed as grayscale. 1-pixel gray grid lines separate cells. Dark background for out-of-range cells. **Shader binding layout** (no sampler needed — integer texture): diff --git a/cnn_v3/shaders/gbuf_view.wgsl b/cnn_v3/shaders/gbuf_view.wgsl index f2ae085..a5e6c91 100644 --- a/cnn_v3/shaders/gbuf_view.wgsl +++ b/cnn_v3/shaders/gbuf_view.wgsl @@ -93,10 +93,5 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f { disp = clamp(v, 0.0, 1.0); } - // Albedo channels: tint for identification (ch0=red, ch1=green, ch2=blue) - if (ch == 0u) { return vec4f(disp, 0.0, 0.0, 1.0); } - else if (ch == 1u) { return vec4f(0.0, disp, 0.0, 1.0); } - else if (ch == 2u) { return vec4f(0.0, 0.0, disp, 1.0); } - return vec4f(disp, disp, disp, 1.0); } diff --git a/cnn_v3/src/gbuffer_effect.cc b/cnn_v3/src/gbuffer_effect.cc index 750188f..f529d2b 100644 --- a/cnn_v3/src/gbuffer_effect.cc +++ b/cnn_v3/src/gbuffer_effect.cc @@ -41,41 +41,6 @@ struct GBufGlobalUniforms { static_assert(sizeof(GBufGlobalUniforms) == sizeof(float) * 44, "GBufGlobalUniforms must be 176 bytes"); -// Helper: create a 1×1 placeholder texture of a given format cleared to `value`. -static WGPUTexture create_placeholder_tex(WGPUDevice device, - WGPUTextureFormat format, - float value) { - WGPUTextureDescriptor desc = {}; - desc.usage = (WGPUTextureUsage)(WGPUTextureUsage_TextureBinding | - WGPUTextureUsage_CopyDst); - desc.dimension = WGPUTextureDimension_2D; - desc.size = {1, 1, 1}; - desc.format = format; - desc.mipLevelCount = 1; - desc.sampleCount = 1; - WGPUTexture tex = wgpuDeviceCreateTexture(device, &desc); - return tex; -} - -// Helper: write a single RGBA float pixel to a texture via queue. -static void write_placeholder_pixel(WGPUQueue queue, WGPUTexture tex, - float r, float g, float b, float a) { - const float data[4] = {r, g, b, a}; - WGPUTexelCopyTextureInfo dst = {}; - dst.texture = tex; - dst.mipLevel = 0; - dst.origin = {0, 0, 0}; - dst.aspect = WGPUTextureAspect_All; - - WGPUTexelCopyBufferLayout layout = {}; - layout.offset = 0; - layout.bytesPerRow = 16; // 4 × sizeof(float) - layout.rowsPerImage = 1; - - const WGPUExtent3D extent = {1, 1, 1}; - wgpuQueueWriteTexture(queue, &dst, data, sizeof(data), &layout, &extent); -} - // Create bilinear sampler. static WGPUSampler create_bilinear_sampler(WGPUDevice device) { WGPUSamplerDescriptor desc = {}; @@ -116,31 +81,9 @@ GBufferEffect::GBufferEffect(const GpuContext& ctx, // Resolution uniform for pack shader. pack_res_uniform_.init(ctx_.device); + lights_uniform_.init(ctx_.device); - // Placeholder shadow (1.0 = fully lit) and transp (0.0 = opaque) textures. - shadow_placeholder_tex_.set( - create_placeholder_tex(ctx_.device, WGPUTextureFormat_RGBA32Float, 1.0f)); - write_placeholder_pixel(ctx_.queue, - shadow_placeholder_tex_.get(), 1.0f, 0.0f, 0.0f, 1.0f); - - transp_placeholder_tex_.set( - create_placeholder_tex(ctx_.device, WGPUTextureFormat_RGBA32Float, 0.0f)); - write_placeholder_pixel(ctx_.queue, - transp_placeholder_tex_.get(), 0.0f, 0.0f, 0.0f, 1.0f); - - WGPUTextureViewDescriptor vd = {}; - vd.format = WGPUTextureFormat_RGBA32Float; - vd.dimension = WGPUTextureViewDimension_2D; - vd.baseMipLevel = 0; - vd.mipLevelCount = 1; - vd.baseArrayLayer = 0; - vd.arrayLayerCount = 1; - vd.aspect = WGPUTextureAspect_All; - - shadow_placeholder_view_.set( - wgpuTextureCreateView(shadow_placeholder_tex_.get(), &vd)); - transp_placeholder_view_.set( - wgpuTextureCreateView(transp_placeholder_tex_.get(), &vd)); + create_linear_sampler(); create_raster_pipeline(); create_pack_pipeline(); @@ -162,19 +105,113 @@ void GBufferEffect::declare_nodes(NodeRegistry& registry) { } } -void GBufferEffect::set_scene(const Scene* scene, const Camera* camera) { - scene_ = scene; - camera_ = camera; +void GBufferEffect::set_scene() { + scene_.clear(); + cube_anims_.clear(); + sphere_anims_.clear(); + + // Deterministic pseudo-random (xorshift32). + uint32_t seed = 0xBEEF1234u; + auto rnd = [&]() -> float { + seed ^= seed << 13; + seed ^= seed >> 17; + seed ^= seed << 5; + return (float)(seed >> 8) / 16777216.0f; // [0, 1) + }; + auto rrange = [&](float lo, float hi) { return lo + rnd() * (hi - lo); }; + + // 20 small cubes scattered in a [-2,2]×[-1.5,1.5]×[-1.5,1.5] volume. + static const int kNumCubes = 20; + for (int i = 0; i < kNumCubes; ++i) { + Object3D obj(ObjectType::CUBE); + obj.position = vec3(rrange(-2.0f, 2.0f), + rrange(-1.5f, 1.5f), + rrange(-1.5f, 1.5f)); + const float s = rrange(0.10f, 0.25f); + obj.scale = vec3(s, s, s); + obj.color = vec4(rrange(0.4f, 1.0f), + rrange(0.4f, 1.0f), + rrange(0.4f, 1.0f), 1.0f); + + // Random rotation axis (avoid degenerate zero-length axis). + vec3 axis = vec3(rrange(-1.0f, 1.0f), + rrange(-1.0f, 1.0f), + rrange(-1.0f, 1.0f)); + if (axis.len() < 0.01f) axis = vec3(0.0f, 1.0f, 0.0f); + axis = axis.normalize(); + const float speed = rrange(0.3f, 1.5f) * (rnd() > 0.5f ? 1.0f : -1.0f); + + scene_.add_object(obj); + cube_anims_.push_back({axis, speed}); + } + + // 4 pumping spheres at fixed positions; radius modulated by audio_intensity. + static const vec3 kSpherePos[4] = { + { 0.0f, 0.0f, 0.0f}, + { 1.5f, 0.5f, -0.5f}, + {-1.5f, -0.5f, 0.5f}, + { 0.0f, 1.0f, 1.0f}, + }; + static const float kBaseSphereRadius[4] = {0.35f, 0.28f, 0.30f, 0.25f}; + for (int i = 0; i < 4; ++i) { + Object3D obj(ObjectType::SPHERE); + obj.position = kSpherePos[i]; + const float r = kBaseSphereRadius[i]; + obj.scale = vec3(r, r, r); + obj.color = vec4(0.85f, 0.60f, 0.95f, 1.0f); + const int idx = (int)scene_.objects.size(); + scene_.add_object(obj); + sphere_anims_.push_back({idx, r}); + } + + // Camera: above and in front of the scene, looking at origin. + camera_.set_look_at(vec3(0.0f, 2.5f, 6.0f), + vec3(0.0f, 0.0f, 0.0f), + vec3(0.0f, 1.0f, 0.0f)); + camera_.fov_y_rad = 0.7854f; // 45° + camera_.near_plane = 0.1f; + camera_.far_plane = 20.0f; + // aspect_ratio is updated each frame from params.resolution. + + scene_ready_ = true; } void GBufferEffect::render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) { - if (!scene_ || !camera_) { + if (!scene_ready_) { return; } - upload_scene_data(*scene_, *camera_, params.time); + // Update camera aspect ratio from current resolution. + camera_.aspect_ratio = params.aspect_ratio; + + // Animate cubes: axis-angle rotation driven by physical time. + for (int i = 0; i < (int)cube_anims_.size(); ++i) { + const CubeAnim& a = cube_anims_[(size_t)i]; + scene_.objects[(size_t)i].rotation = + quat::from_axis(a.axis, params.time * a.speed); + } + // Pump spheres: scale with audio_intensity. + for (const SphereAnim& a : sphere_anims_) { + const float r = a.base_radius * (1.0f + params.audio_intensity * 0.8f); + scene_.objects[(size_t)a.obj_idx].scale = vec3(r, r, r); + } + + // Upload two directional lights. + { + GBufLightsUniforms lu = {}; + lu.params = vec4(2.0f, 0.0f, 0.0f, 0.0f); + // Key: warm sun, upper-right-front. + lu.lights[0].direction = vec4(0.408f, 0.816f, 0.408f, 0.0f); // norm(1,2,1) + lu.lights[0].color = vec4(1.00f, 0.92f, 0.78f, 1.0f); + // Fill: cool sky, upper-left-back. + lu.lights[1].direction = vec4(-0.577f, 0.577f, -0.577f, 0.0f); // norm(-1,1,-1) + lu.lights[1].color = vec4(0.40f, 0.45f, 0.80f, 0.4f); + lights_uniform_.update(ctx_.queue, lu); + } + + upload_scene_data(scene_, camera_, params.time); // Update resolution uniform for pack shader. GBufResUniforms res_uni; @@ -228,8 +265,8 @@ void GBufferEffect::render(WGPUCommandEncoder encoder, raster_pass_desc.depthStencilAttachment = &depth_attachment; const int num_objects = - (int)(scene_->objects.size() < (size_t)kGBufMaxObjects - ? scene_->objects.size() + (int)(scene_.objects.size() < (size_t)kGBufMaxObjects + ? scene_.objects.size() : (size_t)kGBufMaxObjects); if (num_objects > 0 && raster_pipeline_.get() != nullptr) { @@ -250,13 +287,31 @@ void GBufferEffect::render(WGPUCommandEncoder encoder, wgpuRenderPassEncoderRelease(raster_pass); } - // Pass 2: SDF raymarching — TODO (placeholder: shadow=1, transp=0 already set) + // Pass 2: SDF raymarching — TODO // Pass 3: Lighting/shadow — TODO + // Clear shadow node to 1.0 (fully lit) and transp to 0.0 (fully opaque) + // until passes 2-3 are implemented. + auto clear_node = [&](const std::string& name, float value) { + WGPURenderPassColorAttachment att = {}; + att.view = nodes.get_view(name); + att.loadOp = WGPULoadOp_Clear; + att.storeOp = WGPUStoreOp_Store; + att.clearValue = {value, value, value, value}; + att.depthSlice = WGPU_DEPTH_SLICE_UNDEFINED; + WGPURenderPassDescriptor pd = {}; + pd.colorAttachmentCount = 1; + pd.colorAttachments = &att; + WGPURenderPassEncoder p = wgpuCommandEncoderBeginRenderPass(encoder, &pd); + wgpuRenderPassEncoderEnd(p); + wgpuRenderPassEncoderRelease(p); + }; + clear_node(node_shadow_, 1.0f); + clear_node(node_transp_, 0.0f); + // --- Pass 4: Pack compute --- // Rebuild pack bind group with current node views. - // Construct a temporary bilinear sampler for this pass. - WGPUSampler bilinear = create_bilinear_sampler(ctx_.device); + WGPUSampler bilinear = sampler_.get(); // Get texture views from nodes. // shadow / transp are GBUF_R8 nodes; use their views. @@ -320,7 +375,7 @@ void GBufferEffect::render(WGPUCommandEncoder encoder, wgpuComputePassEncoderRelease(compute_pass); wgpuBindGroupRelease(pack_bg); - wgpuSamplerRelease(bilinear); + // bilinear is owned by sampler_ — no release here. } // ---- private helpers ---- @@ -373,7 +428,7 @@ void GBufferEffect::upload_scene_data(const Scene& scene, d.model = m; d.inv_model = m.inverse(); d.color = obj.color; - d.params = vec4(0.0f, 0.0f, 0.0f, 0.0f); + d.params = vec4((float)(int)obj.type, 0.0f, 0.0f, 0.0f); obj_data.push_back(d); } wgpuQueueWriteBuffer(ctx_.queue, objects_buf_.buffer, 0, diff --git a/cnn_v3/src/gbuffer_effect.h b/cnn_v3/src/gbuffer_effect.h index 42fb0ec..d45be75 100644 --- a/cnn_v3/src/gbuffer_effect.h +++ b/cnn_v3/src/gbuffer_effect.h @@ -10,6 +10,7 @@ #include "gpu/uniform_helper.h" #include "gpu/wgpu_resource.h" #include "util/mini_math.h" +#include <vector> // Uniform for the pack compute shader struct GBufResUniforms { @@ -20,6 +21,20 @@ struct GBufResUniforms { static_assert(sizeof(GBufResUniforms) == 16, "GBufResUniforms must be 16 bytes"); +// Single directional light: direction points *toward* the light source (world space). +struct GBufLight { + vec4 direction; // xyz = normalized direction toward light, w = unused + vec4 color; // rgb = color, a = intensity +}; +static_assert(sizeof(GBufLight) == 32, "GBufLight must be 32 bytes"); + +struct GBufLightsUniforms { + GBufLight lights[2]; + vec4 params; // x = num_lights +}; +static_assert(sizeof(GBufLightsUniforms) == 80, + "GBufLightsUniforms must be 80 bytes"); + class GBufferEffect : public Effect { public: GBufferEffect(const GpuContext& ctx, const std::vector<std::string>& inputs, @@ -31,9 +46,22 @@ class GBufferEffect : public Effect { void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params, NodeRegistry& nodes) override; - void set_scene(const Scene* scene, const Camera* camera); + // Populate the internal scene with ~20 rotating cubes and a few pumping + // spheres. Must be called once before the first render(). + void set_scene(); private: + // Per-cube animation state (axis-angle rotation) + struct CubeAnim { + vec3 axis; + float speed; // radians/second, may be negative + }; + // Per-sphere animation state (radius driven by audio_intensity) + struct SphereAnim { + int obj_idx; // index into scene_.objects + float base_radius; + }; + // Internal G-buffer node names std::string node_albedo_; std::string node_normal_mat_; @@ -43,8 +71,13 @@ class GBufferEffect : public Effect { std::string node_feat0_; std::string node_feat1_; - const Scene* scene_ = nullptr; - const Camera* camera_ = nullptr; + // Owned scene and camera — populated by set_scene() + Scene scene_; + Camera camera_; + bool scene_ready_ = false; + + std::vector<CubeAnim> cube_anims_; + std::vector<SphereAnim> sphere_anims_; // Pass 1: MRT rasterization pipeline RenderPipeline raster_pipeline_; @@ -53,19 +86,13 @@ class GBufferEffect : public Effect { // Pass 4: Pack compute pipeline ComputePipeline pack_pipeline_; BindGroup pack_bind_group_; - UniformBuffer<GBufResUniforms> pack_res_uniform_; - - // Placeholder textures for shadow/transp (white/black cleared once) - Texture shadow_placeholder_tex_; - TextureView shadow_placeholder_view_; - Texture transp_placeholder_tex_; - TextureView transp_placeholder_view_; + UniformBuffer<GBufResUniforms> pack_res_uniform_; + UniformBuffer<GBufLightsUniforms> lights_uniform_; // GPU-side object data buffers (global uniforms + objects storage) - // These mirror the layout expected by gbuf_raster.wgsl GpuBuffer global_uniforms_buf_; GpuBuffer objects_buf_; - int objects_buf_capacity_ = 0; // number of ObjectData slots allocated + int objects_buf_capacity_ = 0; void create_raster_pipeline(); void create_pack_pipeline(); |
