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authorskal <pascal.massimino@gmail.com>2026-02-14 19:05:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 19:05:34 +0100
commitb8d4a815453acac752c6fb3c56d047e39a76fd05 (patch)
treee8b49ac34aed2b5cfbdbdc4a4c99903fbd709cef /doc/SDF_EFFECT_GUIDE.md
parent57aeae226617dbce364716f2d4e7c4aaa6271c1d (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>
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+# SDF Effect Guide
+
+Streamlined workflow for SDF raymarching effects using the `SDFEffect` base class.
+
+---
+
+## Quick Start
+
+```cpp
+// src/effects/my_sdf_effect.h
+class MySDFEffect : public SDFEffect {
+ MySDFEffect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ RenderPass pass_;
+};
+```
+
+```cpp
+// src/effects/my_sdf_effect.cc
+#include "effects/my_sdf_effect.h"
+#include "gpu/gpu.h"
+#include "gpu/shaders.h"
+
+MySDFEffect::MySDFEffect(const GpuContext& ctx) : SDFEffect(ctx) {
+ ResourceBinding bindings[] = {
+ {uniforms_.get(), WGPUBufferBindingType_Uniform},
+ {camera_params_.get(), WGPUBufferBindingType_Uniform}};
+ pass_ = gpu_create_render_pass(ctx_.device, ctx_.format,
+ my_sdf_shader_wgsl, bindings, 2);
+ pass_.vertex_count = 3;
+}
+
+void MySDFEffect::render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) {
+ uniforms_.update(ctx_.queue, uniforms);
+
+ // Orbiting camera
+ vec3 cam_pos(std::cos(uniforms.time * 0.5f) * 5.0f, 2.0f,
+ std::sin(uniforms.time * 0.5f) * 5.0f);
+ update_camera(cam_pos, vec3(0, 0, 0), vec3(0, 1, 0), 0.785398f, 0.1f, 100.0f,
+ uniforms.aspect_ratio);
+
+ wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
+}
+```
+
+```wgsl
+// workspaces/main/shaders/my_sdf.wgsl
+#include "common_uniforms"
+#include "camera_common"
+#include "math/sdf_shapes"
+#include "render/raymarching"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> camera: CameraParams;
+
+fn df(p: vec3<f32>) -> f32 {
+ return sdSphere(p, 1.0);
+}
+
+@vertex
+fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> {
+ let x = f32((vid & 1u) << 2u) - 1.0;
+ let y = f32((vid & 2u) << 1u) - 1.0;
+ return vec4<f32>(x, y, 0.0, 1.0);
+}
+
+@fragment
+fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0;
+ let ray = getCameraRay(camera, uv);
+ let t = rayMarch(ray.origin, ray.direction, 0.0);
+
+ var col = vec3<f32>(0.1);
+ if (t < MAX_RAY_LENGTH) {
+ let hit_pos = ray.origin + ray.direction * t;
+ let n = normal(hit_pos);
+ col = vec3<f32>(n * 0.5 + 0.5);
+ }
+ return vec4<f32>(col, 1.0);
+}
+```
+
+---
+
+## Available Uniforms
+
+### CommonUniforms (binding 0)
+- `resolution`: vec2 (screen size)
+- `time`: float (physical seconds)
+- `beat_time`: float (musical beats)
+- `beat_phase`: float (0-1 within beat)
+- `audio_intensity`: float (peak)
+- `aspect_ratio`: float
+
+### CameraParams (binding 1)
+- `inv_view`: mat4x4 (inverse view matrix)
+- `fov`: float (vertical FOV in radians)
+- `near_plane`, `far_plane`: float
+- `aspect_ratio`: float
+
+---
+
+## WGSL Helpers
+
+From `camera_common.wgsl`:
+
+```wgsl
+fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray;
+fn getCameraPosition(cam: CameraParams) -> vec3<f32>;
+fn getCameraForward(cam: CameraParams) -> vec3<f32>;
+fn getCameraUp(cam: CameraParams) -> vec3<f32>;
+fn getCameraRight(cam: CameraParams) -> vec3<f32>;
+```
+
+From `render/raymarching.wgsl`:
+
+```wgsl
+fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, initt: f32) -> f32;
+fn normal(pos: vec3<f32>) -> vec3<f32>;
+fn shadow(lp: vec3<f32>, ld: vec3<f32>, mint: f32, maxt: f32) -> f32;
+```
+
+From `math/sdf_shapes.wgsl`:
+
+```wgsl
+fn sdSphere(p: vec3<f32>, r: float) -> f32;
+fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32;
+fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32;
+fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32;
+```
+
+---
+
+## Camera Control
+
+```cpp
+// Method 1: Manual values
+update_camera(position, target, up, fov, near, far, aspect);
+
+// Method 2: Camera object
+Camera cam;
+cam.position = vec3(0, 5, 10);
+cam.target = vec3(0, 0, 0);
+update_camera(cam, uniforms.aspect_ratio);
+```
+
+---
+
+## Registration Checklist
+
+1. Add shader to `workspaces/main/assets.txt`
+2. Add extern declaration to `src/gpu/shaders.h`
+3. Add definition to `src/gpu/shaders.cc`
+4. Add `.cc` to `cmake/DemoSourceLists.cmake` (both headless & normal)
+5. Include header in `src/gpu/demo_effects.h`
+6. Add to `src/tests/gpu/test_demo_effects.cc`
+
+---
+
+## Example: workspaces/main/shaders/sdf_test.wgsl