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authorskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
committerskal <pascal.massimino@gmail.com>2026-02-09 18:51:54 +0100
commit7790472dabfa0ecd06f3408d847860ec6072866e (patch)
tree5bce7b119f42d131daf746ddc052da2da5ff0650 /workspaces/main/shaders/math/common_utils.wgsl
parent002ab9094f638c46d5db95d478e71c10933aceb2 (diff)
feat: Implement workspace system (Task #77)
Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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+// Common utility functions for WGSL shaders.
+// Reduces duplication across renderer_3d, mesh_render, etc.
+
+// Constants
+const PI: f32 = 3.14159265359;
+const TAU: f32 = 6.28318530718;
+
+// Transform normal from local to world space using inverse model matrix
+fn transform_normal(inv_model: mat4x4<f32>, normal_local: vec3<f32>) -> vec3<f32> {
+ let normal_matrix = mat3x3<f32>(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
+ return normalize(normal_matrix * normal_local);
+}
+
+// Spherical UV mapping (sphere or any radial surface)
+// Returns UV in [0,1] range
+fn spherical_uv(p: vec3<f32>) -> vec2<f32> {
+ let u = atan2(p.x, p.z) / TAU + 0.5;
+ let v = acos(clamp(p.y / length(p), -1.0, 1.0)) / PI;
+ return vec2<f32>(u, v);
+}
+
+// Spherical UV from direction vector (for skybox, etc.)
+fn spherical_uv_from_dir(dir: vec3<f32>) -> vec2<f32> {
+ let u = atan2(dir.z, dir.x) / TAU + 0.5;
+ let v = asin(clamp(dir.y, -1.0, 1.0)) / PI + 0.5;
+ return vec2<f32>(u, v);
+}
+
+// Grid pattern for procedural texturing (checkerboard-like)
+fn grid_pattern(uv: vec2<f32>) -> f32 {
+ let grid = 0.5 + 0.5 * sin(uv.x * PI) * sin(uv.y * PI);
+ return smoothstep(0.45, 0.55, grid);
+}
+
+// NOTE: calc_sdf_normal_bumped() removed - too specialized, depends on get_dist()
+// from scene_query snippets. Keep bump mapping code inline in shaders that use it.