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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 17:27:32 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 17:27:32 +0100 |
| commit | 1971b20ebca35bc8dbe24902dd5749413b43ff1b (patch) | |
| tree | 562eabce96ab2b78866a84bca8a26f0b22d5d764 /src/gpu/effects/shader_composer.h | |
| parent | 535ea3e2fdb90a524210e306d309f54f4630d348 (diff) | |
feat(3d): Implement Task 21.1 WGSL Library & Composer
- Implemented ShaderComposer for modular WGSL snippet management.
- Factored out common math, primitives, lighting, and ray-box helpers.
- Refactored Renderer3D to use dynamic shader composition.
- Consolidated high-DPI and shadow robustness fixes into final shader structure.
Diffstat (limited to 'src/gpu/effects/shader_composer.h')
| -rw-r--r-- | src/gpu/effects/shader_composer.h | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/src/gpu/effects/shader_composer.h b/src/gpu/effects/shader_composer.h new file mode 100644 index 0000000..7d918a9 --- /dev/null +++ b/src/gpu/effects/shader_composer.h @@ -0,0 +1,23 @@ +// This file is part of the 64k demo project. +// It defines the ShaderComposer class for managing WGSL snippets. + +#pragma once + +#include <string> +#include <map> +#include <vector> + +class ShaderComposer { +public: + static ShaderComposer& Get(); + + // Register a snippet (e.g. "common_math", "sdf_primitives") + void RegisterSnippet(const std::string& name, const std::string& code); + + // Assemble a final shader string by prepending required snippets + std::string Compose(const std::vector<std::string>& dependencies, const std::string& main_code); + +private: + ShaderComposer() = default; + std::map<std::string, std::string> snippets_; +}; |
