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authorskal <pascal.massimino@gmail.com>2026-02-20 15:11:20 +0100
committerskal <pascal.massimino@gmail.com>2026-02-20 15:11:20 +0100
commita64ce13649a01b1b793f3de3b6ef50bf30ce1717 (patch)
treecbd86d7ff70ee39f7f8d35f1ef16cdf1cc1522c5 /src/effects/scene1_effect.cc
parent850388bcaabf057beed8f126002b7b663183b2d8 (diff)
feat(scene1): replace ad-hoc camera with CameraParams uniform
Build camera via mat4::look_at + inverse in scene1_effect.cc, upload as CameraParams at binding 3. Shader uses getCameraRay() from camera_common. Enable camera_common snippet registration in shaders.cc. handoff(Claude): Scene1 camera now driven by CameraParams uniform; fov=TAU/6 (60° vFOV) matches original tan(PI/3) parameterization. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Diffstat (limited to 'src/effects/scene1_effect.cc')
-rw-r--r--src/effects/scene1_effect.cc20
1 files changed, 19 insertions, 1 deletions
diff --git a/src/effects/scene1_effect.cc b/src/effects/scene1_effect.cc
index 7c109e7..da2797c 100644
--- a/src/effects/scene1_effect.cc
+++ b/src/effects/scene1_effect.cc
@@ -5,6 +5,21 @@
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
#include "util/fatal_error.h"
+#include "util/mini_math.h"
+
+static CameraParams make_scene1_camera() {
+ const float TAU = 6.283185307f;
+ const vec3 ro(0.0f, 2.5f, 5.0f);
+ const vec3 la(0.0f, 0.0f, 0.0f);
+ const vec3 up(0.1f, 1.0f, 0.0f);
+ CameraParams cam;
+ cam.inv_view = mat4::look_at(ro, la, up).inverse();
+ cam.fov = TAU / 6.0f; // full vfov=60°; tan(fov/2)=tan(PI/6)=1/sqrt(3)=1/shader_fov
+ cam.near_plane = 0.1f;
+ cam.far_plane = 100.0f;
+ cam.aspect_ratio = 1.0f; // aspect handled in fs_main
+ return cam;
+}
Scene1::Scene1(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
@@ -15,6 +30,9 @@ Scene1::Scene1(const GpuContext& ctx, const std::vector<std::string>& inputs,
create_nearest_sampler();
create_dummy_scene_texture();
+ camera_params_.init(ctx_.device);
+ camera_params_.update(ctx_.queue, make_scene1_camera());
+
pipeline_.set(create_post_process_pipeline(
ctx_.device, WGPUTextureFormat_RGBA8Unorm, scene1_shader_wgsl));
}
@@ -26,7 +44,7 @@ void Scene1::render(WGPUCommandEncoder encoder,
pp_update_bind_group(ctx_.device, pipeline_.get(), bind_group_.get_address(),
dummy_texture_view_.get(), uniforms_buffer_.get(),
- {nullptr, 0});
+ camera_params_.get());
WGPURenderPassColorAttachment color_attachment = {};
gpu_init_color_attachment(color_attachment, output_view);