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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/render
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>
Diffstat (limited to 'workspaces/main/shaders/render')
-rw-r--r--workspaces/main/shaders/render/lighting_utils.wgsl6
-rw-r--r--workspaces/main/shaders/render/scene_query_bvh.wgsl67
-rw-r--r--workspaces/main/shaders/render/scene_query_linear.wgsl56
-rw-r--r--workspaces/main/shaders/render/shadows.wgsl13
4 files changed, 142 insertions, 0 deletions
diff --git a/workspaces/main/shaders/render/lighting_utils.wgsl b/workspaces/main/shaders/render/lighting_utils.wgsl
new file mode 100644
index 0000000..d2fd2e2
--- /dev/null
+++ b/workspaces/main/shaders/render/lighting_utils.wgsl
@@ -0,0 +1,6 @@
+fn calculate_lighting(color: vec3<f32>, normal: vec3<f32>, pos: vec3<f32>, shadow: f32) -> vec3<f32> {
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, 1.0));
+ let diffuse = max(dot(normal, light_dir), 0.0);
+ let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse
+ return color * lighting;
+}
diff --git a/workspaces/main/shaders/render/scene_query_bvh.wgsl b/workspaces/main/shaders/render/scene_query_bvh.wgsl
new file mode 100644
index 0000000..3e6f895
--- /dev/null
+++ b/workspaces/main/shaders/render/scene_query_bvh.wgsl
@@ -0,0 +1,67 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+struct BVHNode {
+ min: vec3<f32>,
+ left_idx: i32,
+ max: vec3<f32>,
+ obj_idx_or_right: i32,
+};
+
+@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>;
+
+fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+ var d = 1000.0;
+ var stack: array<i32, 32>;
+ var stack_ptr = 0;
+
+ if (arrayLength(&bvh_nodes) > 0u) {
+ stack[stack_ptr] = 0;
+ stack_ptr++;
+ }
+
+ while (stack_ptr > 0) {
+ stack_ptr--;
+ let node_idx = stack[stack_ptr];
+ let node = bvh_nodes[node_idx];
+
+ if (aabb_sdf(p, node.min, node.max) < d) {
+ if (node.left_idx < 0) { // Leaf
+ let obj_idx = u32(node.obj_idx_or_right);
+ if (obj_idx == skip_idx) { continue; }
+ let obj = object_data.objects[obj_idx];
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+
+ // Extract scale factors from the model matrix
+ let sx = length(obj.model[0].xyz);
+ let sy = length(obj.model[1].xyz);
+ let sz = length(obj.model[2].xyz);
+
+ var s = min(sx, min(sy, sz));
+ if (obj.params.x == 4.0) {
+ s = sy; // Plane normal is (0,1,0) in local space
+ }
+
+ d = min(d, get_dist(q, obj.params) * s);
+ } else { // Internal
+ if (stack_ptr < 31) {
+ stack[stack_ptr] = node.left_idx;
+ stack_ptr++;
+ stack[stack_ptr] = node.obj_idx_or_right;
+ stack_ptr++;
+ }
+ }
+ }
+ }
+ return d;
+}
diff --git a/workspaces/main/shaders/render/scene_query_linear.wgsl b/workspaces/main/shaders/render/scene_query_linear.wgsl
new file mode 100644
index 0000000..0497a40
--- /dev/null
+++ b/workspaces/main/shaders/render/scene_query_linear.wgsl
@@ -0,0 +1,56 @@
+#include "math/sdf_shapes"
+#include "math/sdf_utils"
+
+fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
+ let obj_type = obj_params.x;
+ if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere
+ if (obj_type == 2.0) { return sdBox(p, vec3<f32>(1.0)); } // Unit Box
+ if (obj_type == 3.0) { return sdTorus(p, vec2<f32>(1.0, 0.4)); } // Unit Torus
+ if (obj_type == 4.0) { return sdPlane(p, vec3<f32>(0.0, 1.0, 0.0), 0.0); }
+ if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
+ return 100.0;
+}
+
+fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+
+ var d = 1000.0;
+
+ let num_objects = arrayLength(&object_data.objects);
+
+ for (var i = 0u; i < num_objects; i++) {
+
+ if (i == skip_idx) { continue; }
+
+ let obj = object_data.objects[i];
+
+ let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
+
+
+
+ // Extract scale factors from the model matrix
+
+ let sx = length(obj.model[0].xyz);
+
+ let sy = length(obj.model[1].xyz);
+
+ let sz = length(obj.model[2].xyz);
+
+
+
+ var s = min(sx, min(sy, sz));
+
+ if (obj.params.x == 4.0) {
+
+ s = sy; // Plane normal is (0,1,0) in local space
+
+ }
+
+
+
+ d = min(d, get_dist(q, obj.params) * s);
+
+ }
+
+ return d;
+
+}
diff --git a/workspaces/main/shaders/render/shadows.wgsl b/workspaces/main/shaders/render/shadows.wgsl
new file mode 100644
index 0000000..7cba089
--- /dev/null
+++ b/workspaces/main/shaders/render/shadows.wgsl
@@ -0,0 +1,13 @@
+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);
+}