diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-14 19:05:34 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-14 19:05:34 +0100 |
| commit | b8d4a815453acac752c6fb3c56d047e39a76fd05 (patch) | |
| tree | e8b49ac34aed2b5cfbdbdc4a4c99903fbd709cef /doc/EFFECT_WORKFLOW.md | |
| parent | 57aeae226617dbce364716f2d4e7c4aaa6271c1d (diff) | |
feat(gpu): add SDF camera infrastructure and effect base class
Add unified camera system for SDF raymarching effects:
- CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect
- SDFEffect base class: manages camera uniform, provides update_camera() helpers
- camera_common.wgsl: getCameraRay(), position/forward/up/right extractors
- SDFTestEffect: working example with orbiting camera + animated sphere
Refactor effect headers:
- Extract class definitions from demo_effects.h to individual .h files
- Update includes in .cc files to use specific headers
- Cleaner compilation dependencies, faster incremental builds
Documentation:
- Add SDF_EFFECT_GUIDE.md with complete workflow
- Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md
- Update EFFECT_WORKFLOW.md, CONTRIBUTING.md
Tests: 34/34 passing, SDFTestEffect validated
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'doc/EFFECT_WORKFLOW.md')
| -rw-r--r-- | doc/EFFECT_WORKFLOW.md | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/doc/EFFECT_WORKFLOW.md b/doc/EFFECT_WORKFLOW.md index 22b8dc9..57cf904 100644 --- a/doc/EFFECT_WORKFLOW.md +++ b/doc/EFFECT_WORKFLOW.md @@ -10,6 +10,8 @@ Automated checklist for adding new visual effects to the demo. **For ShaderToy conversions:** Use `tools/shadertoy/convert_shadertoy.py` then follow steps 3-8 below. +**For SDF/raymarching effects:** See `doc/SDF_EFFECT_GUIDE.md` for streamlined workflow using SDFEffect base class. + **For custom effects:** Follow all steps 1-8. --- @@ -18,6 +20,8 @@ Automated checklist for adding new visual effects to the demo. ### 1. Create Effect Files +**Description:** Each visual effect must have its own dedicated header (`.h`) and implementation (`.cc`) file pair. + **Location:** - Header: `src/effects/<effect_name>_effect.h` - Implementation: `src/effects/<effect_name>_effect.cc` @@ -84,7 +88,7 @@ SHADER_TUNNEL, NONE, shaders/tunnel.wgsl, "Tunnel effect shader" # In normal section (line ~183): src/effects/solarize_effect.cc - src/effects/tunnel_effect.cc # <-- Add here + src/effects/tunnel.cc # <-- Add here src/effects/chroma_aberration_effect.cc ``` @@ -92,7 +96,7 @@ SHADER_TUNNEL, NONE, shaders/tunnel.wgsl, "Tunnel effect shader" **File:** `src/gpu/demo_effects.h` -**Action:** Add include directive: +**Action:** `src/gpu/demo_effects.h` now acts as a central include file. Add a single include directive for your new effect's header: ```cpp #include "effects/<effect_name>_effect.h" ``` |
