diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-14 19:05:34 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-14 19:05:34 +0100 |
| commit | b8d4a815453acac752c6fb3c56d047e39a76fd05 (patch) | |
| tree | e8b49ac34aed2b5cfbdbdc4a4c99903fbd709cef /src/gpu/shaders.cc | |
| parent | 57aeae226617dbce364716f2d4e7c4aaa6271c1d (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/shaders.cc')
| -rw-r--r-- | src/gpu/shaders.cc | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc index 1bf5604..30bbb0c 100644 --- a/src/gpu/shaders.cc +++ b/src/gpu/shaders.cc @@ -31,6 +31,7 @@ void InitShaderComposer() { }; register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); + register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON); register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); register_if_exists("math/common_utils", @@ -114,6 +115,10 @@ const char* scene1_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_SCENE1); +const char* sdf_test_shader_wgsl = + + SafeGetAsset(AssetId::ASSET_SHADER_SDF_TEST); + const char* distort_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_DISTORT); |
