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authorskal <pascal.massimino@gmail.com>2026-02-14 19:05:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 19:05:34 +0100
commitb8d4a815453acac752c6fb3c56d047e39a76fd05 (patch)
treee8b49ac34aed2b5cfbdbdc4a4c99903fbd709cef /src/gpu/sdf_effect.h
parent57aeae226617dbce364716f2d4e7c4aaa6271c1d (diff)
feat(gpu): add SDF camera infrastructure and effect base class
Add unified camera system for SDF raymarching effects: - CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect - SDFEffect base class: manages camera uniform, provides update_camera() helpers - camera_common.wgsl: getCameraRay(), position/forward/up/right extractors - SDFTestEffect: working example with orbiting camera + animated sphere Refactor effect headers: - Extract class definitions from demo_effects.h to individual .h files - Update includes in .cc files to use specific headers - Cleaner compilation dependencies, faster incremental builds Documentation: - Add SDF_EFFECT_GUIDE.md with complete workflow - Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md - Update EFFECT_WORKFLOW.md, CONTRIBUTING.md Tests: 34/34 passing, SDFTestEffect validated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'src/gpu/sdf_effect.h')
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1 files changed, 53 insertions, 0 deletions
diff --git a/src/gpu/sdf_effect.h b/src/gpu/sdf_effect.h
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+// This file is part of the 64k demo project.
+// It defines SDFEffect base class for raymarching effects.
+
+#pragma once
+
+#include "3d/camera.h"
+#include "gpu/camera_params.h"
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+// Base class for SDF raymarching effects
+// Provides CameraParams uniform buffer and helper methods
+//
+// Binding convention:
+// @group(0) @binding(2): CommonPostProcessUniforms (from Effect base)
+// @group(0) @binding(3): CameraParams
+// @group(0) @binding(4+): Per-effect custom parameters
+class SDFEffect : public Effect {
+ public:
+ SDFEffect(const GpuContext& ctx) : Effect(ctx) {
+ camera_params_.init(ctx.device);
+ }
+
+ virtual ~SDFEffect() = default;
+
+ // Populate camera parameters from Camera object
+ void update_camera(const Camera& camera, float aspect_ratio) {
+ CameraParams params;
+ params.inv_view = camera.get_view_matrix().inverse();
+ params.fov = camera.fov_y_rad;
+ params.near_plane = camera.near_plane;
+ params.far_plane = camera.far_plane;
+ params.aspect_ratio = aspect_ratio;
+ camera_params_.update(ctx_.queue, params);
+ }
+
+ // Populate camera parameters with custom values
+ void update_camera(const vec3& position, const vec3& target, const vec3& up,
+ float fov, float near_plane, float far_plane,
+ float aspect_ratio) {
+ mat4 view = mat4::look_at(position, target, up);
+ CameraParams params;
+ params.inv_view = view.inverse();
+ params.fov = fov;
+ params.near_plane = near_plane;
+ params.far_plane = far_plane;
+ params.aspect_ratio = aspect_ratio;
+ camera_params_.update(ctx_.queue, params);
+ }
+
+ protected:
+ UniformBuffer<CameraParams> camera_params_;
+};