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authorskal <pascal.massimino@gmail.com>2026-02-06 06:57:04 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 06:57:04 +0100
commitc3d3fe94f59a9929387ea1f47ad1b56792411ff9 (patch)
treeabffd1bf16ac3a07e3a746dd673bb4585da90ada /src/3d/renderer_mesh.cc
parentb68c8d8cbe9274e42a89888186152d4ded1a2962 (diff)
refactor(3d): Split Renderer3D into sub-functionalities
Moved SDF, Mesh, and Skybox logic into separate files to adhere to the 500-line file limit rule. - src/3d/renderer_sdf.cc - src/3d/renderer_mesh.cc - src/3d/renderer_skybox.cc
Diffstat (limited to 'src/3d/renderer_mesh.cc')
-rw-r--r--src/3d/renderer_mesh.cc202
1 files changed, 202 insertions, 0 deletions
diff --git a/src/3d/renderer_mesh.cc b/src/3d/renderer_mesh.cc
new file mode 100644
index 0000000..97b91d3
--- /dev/null
+++ b/src/3d/renderer_mesh.cc
@@ -0,0 +1,202 @@
+// This file is part of the 64k demo project.
+// It implements mesh-related logic for Renderer3D.
+
+#include "3d/renderer.h"
+#include "generated/assets.h"
+#include "gpu/effects/shader_composer.h"
+#include "util/asset_manager.h"
+#include <cstring>
+#include <vector>
+
+void Renderer3D::create_mesh_pipeline() {
+ std::vector<WGPUBindGroupLayoutEntry> entries;
+
+ // Binding 0: Global Uniforms
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 0;
+ e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_Uniform;
+ e.buffer.minBindingSize = sizeof(GlobalUniforms);
+ entries.push_back(e);
+ }
+
+ // Binding 1: Object Data
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 1;
+ e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
+ e.buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects;
+ entries.push_back(e);
+ }
+
+ // Binding 2: BVH Nodes (Optional)
+ if (bvh_enabled_) {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 2;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
+ e.buffer.minBindingSize = sizeof(BVHNode) * kMaxObjects * 2;
+ entries.push_back(e);
+ }
+
+ // Binding 3: Noise Texture
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 3;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.texture.sampleType = WGPUTextureSampleType_Float;
+ e.texture.viewDimension = WGPUTextureViewDimension_2D;
+ entries.push_back(e);
+ }
+
+ // Binding 4: Default Sampler
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 4;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.sampler.type = WGPUSamplerBindingType_Filtering;
+ entries.push_back(e);
+ }
+
+ // Binding 5: Sky Texture
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 5;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.texture.sampleType = WGPUTextureSampleType_Float;
+ e.texture.viewDimension = WGPUTextureViewDimension_2D;
+ entries.push_back(e);
+ }
+
+ WGPUBindGroupLayoutDescriptor bgl_desc = {};
+ bgl_desc.entryCount = (uint32_t)entries.size();
+ bgl_desc.entries = entries.data();
+ WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
+
+ WGPUPipelineLayoutDescriptor pl_desc = {};
+ pl_desc.bindGroupLayoutCount = 1;
+ pl_desc.bindGroupLayouts = &bgl;
+ WGPUPipelineLayout pipeline_layout =
+ wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
+
+ const char* shader_code_asset = (const char*)GetAsset(AssetId::ASSET_SHADER_MESH);
+
+ ShaderComposer::CompositionMap composition_map;
+ if (bvh_enabled_) {
+ composition_map["render/scene_query_mode"] = "render/scene_query_bvh";
+ } else {
+ composition_map["render/scene_query_mode"] = "render/scene_query_linear";
+ }
+ std::string shader_source = ShaderComposer::Get().Compose({}, shader_code_asset, composition_map);
+
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
+ wgsl_desc.code = shader_source.c_str();
+ WGPUShaderModuleDescriptor shader_desc = {};
+ shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
+#else
+ WGPUShaderSourceWGSL wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
+ wgsl_desc.code = str_view(shader_source.c_str());
+ WGPUShaderModuleDescriptor shader_desc = {};
+ shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
+#endif
+ WGPUShaderModule shader_module =
+ wgpuDeviceCreateShaderModule(device_, &shader_desc);
+
+ WGPUVertexAttribute vert_attrs[3] = {};
+ // pos
+ vert_attrs[0].format = WGPUVertexFormat_Float32x3;
+ vert_attrs[0].offset = offsetof(MeshVertex, p);
+ vert_attrs[0].shaderLocation = 0;
+ // norm
+ vert_attrs[1].format = WGPUVertexFormat_Float32x3;
+ vert_attrs[1].offset = offsetof(MeshVertex, n);
+ vert_attrs[1].shaderLocation = 1;
+ // uv
+ vert_attrs[2].format = WGPUVertexFormat_Float32x2;
+ vert_attrs[2].offset = offsetof(MeshVertex, u);
+ vert_attrs[2].shaderLocation = 2;
+
+ WGPUVertexBufferLayout vert_layout = {};
+ vert_layout.arrayStride = sizeof(MeshVertex);
+ vert_layout.stepMode = WGPUVertexStepMode_Vertex;
+ vert_layout.attributeCount = 3;
+ vert_layout.attributes = vert_attrs;
+
+ WGPURenderPipelineDescriptor desc = {};
+ desc.layout = pipeline_layout;
+ desc.vertex.module = shader_module;
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ desc.vertex.entryPoint = "vs_main";
+#else
+ desc.vertex.entryPoint = {"vs_main", 7};
+#endif
+ desc.vertex.bufferCount = 1;
+ desc.vertex.buffers = &vert_layout;
+
+ WGPUColorTargetState color_target = {};
+ color_target.format = format_;
+ color_target.writeMask = WGPUColorWriteMask_All;
+ WGPUFragmentState fragment = {};
+ fragment.module = shader_module;
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ fragment.entryPoint = "fs_main";
+#else
+ fragment.entryPoint = {"fs_main", 7};
+#endif
+ fragment.targetCount = 1;
+ fragment.targets = &color_target;
+ desc.fragment = &fragment;
+
+ desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ desc.primitive.cullMode = WGPUCullMode_Back;
+ desc.primitive.frontFace = WGPUFrontFace_CCW;
+
+ WGPUDepthStencilState depth_stencil = {};
+ depth_stencil.format = WGPUTextureFormat_Depth24Plus;
+ depth_stencil.depthWriteEnabled = WGPUOptionalBool_True;
+ depth_stencil.depthCompare = WGPUCompareFunction_Less;
+ desc.depthStencil = &depth_stencil;
+
+ desc.multisample.count = 1;
+ desc.multisample.mask = 0xFFFFFFFF;
+
+ mesh_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
+ wgpuBindGroupLayoutRelease(bgl);
+ wgpuPipelineLayoutRelease(pipeline_layout);
+ wgpuShaderModuleRelease(shader_module);
+}
+
+const Renderer3D::MeshGpuData*
+Renderer3D::get_or_create_mesh(AssetId asset_id) {
+ auto it = mesh_cache_.find(asset_id);
+ if (it != mesh_cache_.end()) {
+ return &it->second;
+ }
+
+ MeshAsset asset = GetMeshAsset(asset_id);
+ if (!asset.vertices || asset.num_vertices == 0) {
+ return nullptr;
+ }
+
+ MeshGpuData data;
+ data.num_indices = asset.num_indices;
+
+ data.vertex_buffer =
+ gpu_create_buffer(device_, asset.num_vertices * sizeof(MeshVertex),
+ WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst,
+ asset.vertices)
+ .buffer;
+ data.index_buffer =
+ gpu_create_buffer(device_, asset.num_indices * sizeof(uint32_t),
+ WGPUBufferUsage_Index | WGPUBufferUsage_CopyDst,
+ asset.indices)
+ .buffer;
+
+ mesh_cache_[asset_id] = data;
+ return &mesh_cache_[asset_id];
+}