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authorskal <pascal.massimino@gmail.com>2026-02-02 17:27:32 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 17:27:32 +0100
commit1971b20ebca35bc8dbe24902dd5749413b43ff1b (patch)
tree562eabce96ab2b78866a84bca8a26f0b22d5d764 /src/gpu/effects/shader_composer.h
parent535ea3e2fdb90a524210e306d309f54f4630d348 (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.h23
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diff --git a/src/gpu/effects/shader_composer.h b/src/gpu/effects/shader_composer.h
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+// 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_;
+};