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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/shaders.cc | |
| 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/shaders.cc')
| -rw-r--r-- | src/gpu/effects/shaders.cc | 81 |
1 files changed, 81 insertions, 0 deletions
diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc index ac0bba9..6d86d2b 100644 --- a/src/gpu/effects/shaders.cc +++ b/src/gpu/effects/shaders.cc @@ -3,6 +3,87 @@ #include "../demo_effects.h" +#include "gpu/effects/shader_composer.h" + +void InitShaderComposer() { + auto& sc = ShaderComposer::Get(); + + sc.RegisterSnippet("common_uniforms", R"( +struct GlobalUniforms { + view_proj: mat4x4<f32>, + camera_pos_time: vec4<f32>, + params: vec4<f32>, +}; +struct ObjectData { + model: mat4x4<f32>, + inv_model: mat4x4<f32>, + color: vec4<f32>, + params: vec4<f32>, +}; +struct ObjectsBuffer { + objects: array<ObjectData>, +}; +)"); + + sc.RegisterSnippet("sdf_primitives", R"( +fn sdSphere(p: vec3<f32>, r: f32) -> f32 { + return length(p) - r; +} +fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32 { + let q = abs(p) - b; + return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} +fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32 { + let q = vec2<f32>(length(p.xz) - t.x, p.y); + return length(q) - t.y; +} +fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32 { + return dot(p, n) + h; +} + sc.RegisterSnippet("lighting", R"( +fn get_normal_basic(p: vec3<f32>, obj_type: f32) -> vec3<f32> { + if (obj_type == 1.0) { return normalize(p); } + let e = vec2<f32>(0.001, 0.0); + return normalize(vec3<f32>( + get_dist(p + e.xyy, obj_type) - get_dist(p - e.xyy, obj_type), + get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type), + get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) + )); +} + +fn calc_shadow(ro: vec3<f32>, rd: vec3<f32>, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { + var res = 1.0; + var t = tmin; + if (t < 0.05) { t = 0.05; } + for (var i = 0; i < 32; i = i + 1) { + let h = map_scene(ro + rd * t, skip_idx); + if (h < 0.001) { return 0.0; } + res = min(res, 16.0 * h / t); + t = t + clamp(h, 0.02, 0.4); + if (t > tmax) { break; } + } + return clamp(res, 0.0, 1.0); +} + sc.RegisterSnippet("ray_box", R"( +struct RayBounds { + t_entry: f32, + t_exit: f32, + hit: bool, +}; + +fn ray_box_intersection(ro: vec3<f32>, rd: vec3<f32>, extent: vec3<f32>) -> RayBounds { + let inv_rd = 1.0 / rd; + let t0 = (-extent - ro) * inv_rd; + let t1 = (extent - ro) * inv_rd; + let tmin_vec = min(t0, t1); + let tmax_vec = max(t0, t1); + let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z))); + let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z)); + return RayBounds(t_entry, t_exit, t_entry <= t_exit); +} +)"); +} + const char* main_shader_wgsl = R"( struct Uniforms { audio_peak: f32, |
