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authorskal <pascal.massimino@gmail.com>2026-03-08 10:38:19 +0100
committerskal <pascal.massimino@gmail.com>2026-03-08 10:38:19 +0100
commit21b061b951ec3a65bc479fabeb2d9565e08a807e (patch)
tree24755d905463c8a507a34624ab3edf7295c8e0c5 /src/3d
parent5f64a20daa81a6182d4898dcd6f86870ad0bf9d5 (diff)
fix: transpose matrices on GPU upload (row-major → column-major)
mini_math mat4 is row-major; WGSL mat4x4f is column-major. Matrices uploaded without transposing were interpreted as their own transpose on the GPU, causing RotatingCube and Renderer3D to render upside-down. - Add gpu_upload_mat4() to post_process_helper for standalone uploads - Add Uniforms::make() to RotatingCube::Uniforms (handles transpose) - Add GlobalUniforms::make() and ObjectData::make() to renderer.h - Update renderer_draw.cc and visual_debug.cc to use make() handoff(Gemini): matrix layout bug fixed across all rasterized effects. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/3d')
-rw-r--r--src/3d/renderer.h13
-rw-r--r--src/3d/renderer_draw.cc57
-rw-r--r--src/3d/visual_debug.cc7
3 files changed, 32 insertions, 45 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index bf3b497..4c31c97 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -23,6 +23,14 @@ struct GlobalUniforms {
vec4 params; // x = num_objects, yzw = padding
vec2 resolution;
vec2 padding;
+
+ // Transpose matrices: mini_math is row-major, WGSL expects column-major.
+ static GlobalUniforms make(const mat4& vp, const vec4& cam_pos_time,
+ const vec4& p, const vec2& res) {
+ return {mat4::transpose(vp), mat4::transpose(vp.inverse()),
+ cam_pos_time, p,
+ res, vec2(0.0f, 0.0f)};
+ }
};
// Matches the GPU struct layout
@@ -33,6 +41,11 @@ struct ObjectData {
// params.x = object type (as float), params.y = plane_distance (if
// applicable)
vec4 params;
+
+ // Transpose matrices: mini_math is row-major, WGSL expects column-major.
+ static ObjectData make(const mat4& m, const vec4& col, const vec4& p) {
+ return {mat4::transpose(m), mat4::transpose(m.inverse()), col, p};
+ }
};
class Renderer3D {
diff --git a/src/3d/renderer_draw.cc b/src/3d/renderer_draw.cc
index 8a08998..d4a35a8 100644
--- a/src/3d/renderer_draw.cc
+++ b/src/3d/renderer_draw.cc
@@ -9,63 +9,38 @@
void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
float time) {
- GlobalUniforms globals;
- globals.view_proj = camera.get_projection_matrix() * camera.get_view_matrix();
- globals.inv_view_proj = globals.view_proj.inverse();
- globals.camera_pos_time =
- vec4(camera.position.x, camera.position.y, camera.position.z, time);
- globals.params =
+ const mat4 vp = camera.get_projection_matrix() * camera.get_view_matrix();
+ const GlobalUniforms globals = GlobalUniforms::make(
+ vp,
+ vec4(camera.position.x, camera.position.y, camera.position.z, time),
vec4((float)std::min((size_t)kMaxObjects, scene.objects.size()), 0.0f,
- 0.0f, 0.0f);
- globals.resolution = vec2((float)width_, (float)height_);
- globals.padding = vec2(0.0f, 0.0f);
+ 0.0f, 0.0f),
+ vec2((float)width_, (float)height_));
wgpuQueueWriteBuffer(queue_, global_uniform_buffer_, 0, &globals,
sizeof(GlobalUniforms));
std::vector<ObjectData> obj_data;
for (const auto& obj : scene.objects) {
- ObjectData data;
- data.model = obj.get_model_matrix();
-
- // Calculate Inverse for point transformation
- data.inv_model = data.model.inverse();
-
- data.color = obj.color;
float type_id = 0.0f;
switch (obj.type) {
- case ObjectType::SPHERE:
- type_id = 1.0f;
- break;
- case ObjectType::BOX:
- type_id = 2.0f;
- break;
- case ObjectType::CUBE:
- type_id = 2.0f;
- break; // CUBE is same as BOX for shader
- case ObjectType::TORUS:
- type_id = 3.0f;
- break;
- case ObjectType::PLANE:
- type_id = 4.0f;
- break;
- case ObjectType::MESH:
- type_id = 5.0f;
- break;
- default:
- type_id = 0.0f;
- break;
+ case ObjectType::SPHERE: type_id = 1.0f; break;
+ case ObjectType::BOX: type_id = 2.0f; break;
+ case ObjectType::CUBE: type_id = 2.0f; break; // CUBE is same as BOX
+ case ObjectType::TORUS: type_id = 3.0f; break;
+ case ObjectType::PLANE: type_id = 4.0f; break;
+ case ObjectType::MESH: type_id = 5.0f; break;
+ default: type_id = 0.0f; break;
}
float plane_distance = 0.0f;
if (obj.type == ObjectType::PLANE && obj.shared_user_data) {
- // Safely cast shared_user_data to PlaneData* and get distance
plane_distance = ((PlaneData*)(obj.shared_user_data.get()))->distance;
}
- data.params =
- vec4(type_id, plane_distance, obj.local_extent.x, obj.local_extent.y);
- obj_data.push_back(data);
+ obj_data.push_back(ObjectData::make(
+ obj.get_model_matrix(), obj.color,
+ vec4(type_id, plane_distance, obj.local_extent.x, obj.local_extent.y)));
if (obj_data.size() >= kMaxObjects)
break;
}
diff --git a/src/3d/visual_debug.cc b/src/3d/visual_debug.cc
index cd4ccce..f6796d5 100644
--- a/src/3d/visual_debug.cc
+++ b/src/3d/visual_debug.cc
@@ -340,10 +340,9 @@ void VisualDebug::add_trajectory(const std::vector<vec3>& points,
}
void VisualDebug::update_buffers(const mat4& view_proj) {
- // Update Uniforms - fill entire GlobalUniforms structure
- GlobalUniforms uniforms = {};
- uniforms.view_proj = view_proj;
- // Other fields zeroed (not used by visual debug shader)
+ // Update Uniforms - only view_proj used by visual debug shader
+ const GlobalUniforms uniforms = GlobalUniforms::make(
+ view_proj, vec4(0, 0, 0, 0), vec4(0, 0, 0, 0), vec2(0, 0));
wgpuQueueWriteBuffer(wgpuDeviceGetQueue(device_), uniform_buffer_, 0,
&uniforms, sizeof(GlobalUniforms));