summaryrefslogtreecommitdiff
path: root/src/3d/renderer.h
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-06 02:14:30 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 02:14:30 +0100
commit75bdd2f8c17169422d175ed2d9dfceb9acb0fe77 (patch)
tree9a08a9cc1527c36d10cad71b34ab8ffa64c9cef0 /src/3d/renderer.h
parentae4b03ef6f5ef07dcc80affd6877d17fceee7d29 (diff)
refactor(gpu): Implement compile-time BVH toggle via shader composition
Completed Task #18-B optimization and refactoring. - Replaced runtime branching in shader with compile-time snippet substitution in ShaderComposer. - Added 'scene_query_bvh.wgsl' and 'scene_query_linear.wgsl' as distinct snippets. - Refactored Renderer3D to manage two separate pipelines (with and without BVH). - Updated ShaderComposer to support snippet substitution during composition. - Verified both paths with test_3d_render (default and --no-bvh). - Removed temporary shader hacks and cleaned up renderer_3d.wgsl.
Diffstat (limited to 'src/3d/renderer.h')
-rw-r--r--src/3d/renderer.h23
1 files changed, 9 insertions, 14 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index b468423..db86b72 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -19,7 +19,7 @@ struct GlobalUniforms {
mat4 view_proj;
mat4 inv_view_proj; // Added for skybox/raymarching
vec4 camera_pos_time; // xyz = camera_pos, w = time
- vec4 params; // x = num_objects, y = use_bvh, zw = padding
+ vec4 params; // x = num_objects, yzw = padding
vec2 resolution;
vec2 padding;
};
@@ -41,25 +41,15 @@ class Renderer3D {
static void SetDebugEnabled(bool enabled) {
s_debug_enabled_ = enabled;
}
- static void SetBvhEnabled(bool enabled) {
- s_bvh_enabled_ = enabled;
- }
#endif
// Renders the scene to the given texture view (Convenience: creates a pass)
-
void render(const Scene& scene, const Camera& camera, float time,
-
WGPUTextureView target_view,
WGPUTextureView depth_view_opt = nullptr);
// Records draw commands to an existing pass.
-
// Assumes the pass has a compatible pipeline (or we set it here).
-
- // Note: Caller must ensure depth/color attachments are set up correctly in
- // the pass.
-
void draw(WGPURenderPassEncoder pass, const Scene& scene,
const Camera& camera, float time);
@@ -71,8 +61,12 @@ class Renderer3D {
// Resize handler (if needed for internal buffers)
void resize(int width, int height);
+ // Set whether to use BVH acceleration
+ void SetBvhEnabled(bool enabled) { bvh_enabled_ = enabled; }
+
private:
void create_pipeline();
+ WGPURenderPipeline create_pipeline_impl(bool use_bvh);
void create_skybox_pipeline();
void create_default_resources();
void update_uniforms(const Scene& scene, const Camera& camera, float time);
@@ -81,7 +75,8 @@ class Renderer3D {
WGPUQueue queue_ = nullptr;
WGPUTextureFormat format_ = WGPUTextureFormat_Undefined;
- WGPURenderPipeline pipeline_ = nullptr;
+ WGPURenderPipeline pipeline_ = nullptr; // BVH enabled
+ WGPURenderPipeline pipeline_no_bvh_ = nullptr; // BVH disabled
WGPUBindGroup bind_group_ = nullptr;
WGPURenderPipeline skybox_pipeline_ = nullptr;
WGPUBindGroup skybox_bind_group_ = nullptr;
@@ -90,6 +85,7 @@ class Renderer3D {
WGPUBuffer bvh_storage_buffer_ = nullptr;
BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading
+ bool bvh_enabled_ = true;
WGPUTextureView noise_texture_view_ = nullptr;
WGPUTextureView sky_texture_view_ = nullptr;
@@ -107,6 +103,5 @@ class Renderer3D {
#if !defined(STRIP_ALL)
VisualDebug visual_debug_;
static bool s_debug_enabled_;
- static bool s_bvh_enabled_;
#endif
-};
+}; \ No newline at end of file