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authorskal <pascal.massimino@gmail.com>2026-02-04 11:56:03 +0100
committerskal <pascal.massimino@gmail.com>2026-02-04 11:56:03 +0100
commit2e34965e5e48175c5ee6016af1a858f7f3f02c1d (patch)
treea41ea2fdc50a18183742bffaf0705b394f2be69f /src/3d
parent0d29f340b9de8f6a14baa0a2c6f3c57b8d1458a5 (diff)
feat(gpu): Implement recursive WGSL composition and modularize shaders (Task #50)
- Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection. - Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils. - Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists. - Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings. - Added comprehensive unit tests for recursive composition in test_shader_composer. - Verified system stability with test_3d_render and full test suite. - Marked Task #50 as recurrent for future code hygiene.
Diffstat (limited to 'src/3d')
-rw-r--r--src/3d/renderer.cc15
1 files changed, 7 insertions, 8 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 778509f..e4320f4 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -66,8 +66,8 @@ void Renderer3D::create_skybox_pipeline() {
const uint8_t* shader_code_asset =
GetAsset(AssetId::ASSET_SHADER_SKYBOX, nullptr);
- std::string shader_source = ShaderComposer::Get().Compose(
- {"common_uniforms"}, (const char*)shader_code_asset);
+ std::string shader_source =
+ ShaderComposer::Get().Compose({}, (const char*)shader_code_asset);
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
@@ -78,7 +78,7 @@ void Renderer3D::create_skybox_pipeline() {
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_desc.code = {shader_source.c_str(), shader_source.length()};
+ wgsl_desc.code = str_view(shader_source.c_str());
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif
@@ -236,10 +236,9 @@ void Renderer3D::create_pipeline() {
WGPUPipelineLayout pipeline_layout =
wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
- std::string main_code =
- (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
- std::string shader_source = ShaderComposer::Get().Compose(
- {"common_uniforms", "sdf_primitives", "lighting", "ray_box"}, main_code);
+ const char* asset_data = (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
+ std::string main_code = asset_data;
+ std::string shader_source = ShaderComposer::Get().Compose({}, main_code);
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
@@ -250,7 +249,7 @@ void Renderer3D::create_pipeline() {
#else
WGPUShaderSourceWGSL wgsl_desc = {};
wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_desc.code = {shader_source.c_str(), shader_source.length()};
+ wgsl_desc.code = str_view(shader_source.c_str());
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
#endif