diff options
| -rw-r--r-- | common/shaders/math/sdf_shapes.wgsl | 44 | ||||
| -rw-r--r-- | common/shaders/sdf_primitives.wgsl | 19 | ||||
| -rw-r--r-- | doc/COMPLETED.md | 15 | ||||
| -rw-r--r-- | src/gpu/shaders.cc | 2 | ||||
| -rw-r--r-- | src/tests/gpu/test_shader_assets.cc | 4 | ||||
| -rw-r--r-- | workspaces/main/assets.txt | 2 | ||||
| -rw-r--r-- | workspaces/main/shaders/ellipse.wgsl | 33 | ||||
| -rw-r--r-- | workspaces/main/shaders/scene1.wgsl | 2 | ||||
| -rw-r--r-- | workspaces/test/assets.txt | 2 | ||||
| -rw-r--r-- | workspaces/test/shaders/ellipse.wgsl | 33 |
10 files changed, 66 insertions, 90 deletions
diff --git a/common/shaders/math/sdf_shapes.wgsl b/common/shaders/math/sdf_shapes.wgsl index 31bbe2d..64df4fc 100644 --- a/common/shaders/math/sdf_shapes.wgsl +++ b/common/shaders/math/sdf_shapes.wgsl @@ -1,14 +1,56 @@ +// 3D SDF primitives 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; + return dot(p, n) + h; +} + +// 2D SDF primitives +fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 { + let d = abs(p) - b; + return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0); +} + +fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { + var p_abs = abs(p); + if (p_abs.x > p_abs.y) { + p_abs = vec2<f32>(p_abs.y, p_abs.x); + } + let l = ab.y * ab.y - ab.x * ab.x; + let m = ab.x * p_abs.x / l; + let n = ab.y * p_abs.y / l; + let m2 = m * m; + let n2 = n * n; + let c = (m2 + n2 - 1.0) / 3.0; + let c3 = c * c * c; + let d = c3 + m2 * n2; + let g = m + m * n2; + var co: f32; + if (d < 0.0) { + let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; + let s = cos(h); + let t = sin(h) * sqrt(3.0); + co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; + } else { + let h = 2.0 * m * n * sqrt(d); + let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); + let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); + let rx = -s - u + m2 * 2.0; + let ry = (s - u) * sqrt(3.0); + co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; + } + let si = sqrt(max(0.0, 1.0 - co * co)); + return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); } diff --git a/common/shaders/sdf_primitives.wgsl b/common/shaders/sdf_primitives.wgsl deleted file mode 100644 index 407fb29..0000000 --- a/common/shaders/sdf_primitives.wgsl +++ /dev/null @@ -1,19 +0,0 @@ -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; -} - -fn sdBox2D(p: vec2<f32>, b: vec2<f32>) -> f32 { - let d = abs(p) - b; - return length(max(d, vec2<f32>(0.0))) + min(max(d.x, d.y), 0.0); -} diff --git a/doc/COMPLETED.md b/doc/COMPLETED.md index dddcc3e..1acf8d1 100644 --- a/doc/COMPLETED.md +++ b/doc/COMPLETED.md @@ -31,6 +31,21 @@ Use `read @doc/archive/FILENAME.md` to access archived documents. ## Recently Completed (February 14, 2026) +- [x] **SDF Shapes Consolidation** + - **Goal**: Consolidate duplicate SDF primitive definitions into single source + - **Changes**: + - Merged `sdf_primitives.wgsl` into `math/sdf_shapes.wgsl` + - Added `sdBox2D()` and `sdEllipse()` to common shapes + - Removed duplicate sdEllipse from ellipse.wgsl shaders (main/test) + - Updated scene1.wgsl to use `math/sdf_shapes` include + - Renamed asset from SHADER_SDF_PRIMITIVES to SHADER_SDF_SHAPES + - **Impact**: + - ~60 lines eliminated from ellipse shaders + - Single source of truth for all SDF primitives (3D: sphere, box, torus, plane; 2D: box, ellipse) + - Consistent include path: `#include "math/sdf_shapes"` + - **Result**: 34/34 tests passing (100%) + - **Related**: Task #50 (WGSL Modularization) + - [x] **Fullscreen Vertex Shader Modularization** - **Goal**: Eliminate duplicate fullscreen triangle vertex shader code - **Changes**: diff --git a/src/gpu/shaders.cc b/src/gpu/shaders.cc index 60db655..1bf5604 100644 --- a/src/gpu/shaders.cc +++ b/src/gpu/shaders.cc @@ -45,7 +45,7 @@ void InitShaderComposer() { AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); - register_if_exists("sdf_primitives", AssetId::ASSET_SHADER_SDF_PRIMITIVES); + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES); register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); diff --git a/src/tests/gpu/test_shader_assets.cc b/src/tests/gpu/test_shader_assets.cc index 1736dc0..135c477 100644 --- a/src/tests/gpu/test_shader_assets.cc +++ b/src/tests/gpu/test_shader_assets.cc @@ -42,8 +42,8 @@ int main() { all_passed &= validate_shader(AssetId::ASSET_SHADER_COMMON_UNIFORMS, "COMMON_UNIFORMS", {"struct", "GlobalUniforms"}); - all_passed &= validate_shader(AssetId::ASSET_SHADER_SDF_PRIMITIVES, - "SDF_PRIMITIVES", {"fn", "sd"}); + all_passed &= validate_shader(AssetId::ASSET_SHADER_SDF_SHAPES, + "SDF_SHAPES", {"fn", "sd"}); all_passed &= validate_shader(AssetId::ASSET_SHADER_LIGHTING, "LIGHTING", {"fn", "calc"}); all_passed &= validate_shader(AssetId::ASSET_SHADER_RAY_BOX, "RAY_BOX", diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt index ace1462..0b64ba9 100644 --- a/workspaces/main/assets.txt +++ b/workspaces/main/assets.txt @@ -25,7 +25,7 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp # --- WGSL Shaders & Snippets --- SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" -SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet" +SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet" SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" diff --git a/workspaces/main/shaders/ellipse.wgsl b/workspaces/main/shaders/ellipse.wgsl index 07f0c9a..0aaa4ae 100644 --- a/workspaces/main/shaders/ellipse.wgsl +++ b/workspaces/main/shaders/ellipse.wgsl @@ -1,40 +1,9 @@ #include "common_uniforms" #include "render/fullscreen_vs" +#include "math/sdf_shapes" @group(0) @binding(0) var<uniform> uniforms: CommonUniforms; -fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { - var p_abs = abs(p); - if (p_abs.x > p_abs.y) { - p_abs = vec2<f32>(p_abs.y, p_abs.x); - } - let l = ab.y * ab.y - ab.x * ab.x; - let m = ab.x * p_abs.x / l; - let n = ab.y * p_abs.y / l; - let m2 = m * m; - let n2 = n * n; - let c = (m2 + n2 - 1.0) / 3.0; - let c3 = c * c * c; - let d = c3 + m2 * n2; - let g = m + m * n2; - var co: f32; - if (d < 0.0) { - let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; - let s = cos(h); - let t = sin(h) * sqrt(3.0); - co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; - } else { - let h = 2.0 * m * n * sqrt(d); - let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); - let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); - let rx = -s - u + m2 * 2.0; - let ry = (s - u) * sqrt(3.0); - co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; - } - let si = sqrt(max(0.0, 1.0 - co * co)); - return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); -} - @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); diff --git a/workspaces/main/shaders/scene1.wgsl b/workspaces/main/shaders/scene1.wgsl index 2a811f7..2723b66 100644 --- a/workspaces/main/shaders/scene1.wgsl +++ b/workspaces/main/shaders/scene1.wgsl @@ -4,7 +4,7 @@ #include "common_uniforms" #include "math/color" #include "math/utils" -#include "sdf_primitives" +#include "math/sdf_shapes" #include "render/raymarching" @group(0) @binding(0) var<uniform> uniforms: CommonUniforms; diff --git a/workspaces/test/assets.txt b/workspaces/test/assets.txt index b717e15..8eb692e 100644 --- a/workspaces/test/assets.txt +++ b/workspaces/test/assets.txt @@ -25,7 +25,7 @@ NOISE_TEX, PROC(gen_noise, 1234, 16), _, "Procedural noise texture for bump mapp # --- WGSL Shaders & Snippets --- SHADER_RENDERER_3D, NONE, shaders/renderer_3d.wgsl, "Hybrid 3D Renderer Shader" SHADER_COMMON_UNIFORMS, NONE, ../../common/shaders/common_uniforms.wgsl, "Common Uniforms Snippet" -SHADER_SDF_PRIMITIVES, NONE, ../../common/shaders/sdf_primitives.wgsl, "SDF Primitives Snippet" +SHADER_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes (2D/3D primitives)" SHADER_LIGHTING, NONE, ../../common/shaders/lighting.wgsl, "Lighting Snippet" SHADER_RAY_BOX, NONE, ../../common/shaders/ray_box.wgsl, "Ray-Box Intersection Snippet" SHADER_RAY_TRIANGLE, NONE, ../../common/shaders/ray_triangle.wgsl, "Ray-Triangle Intersection Snippet (Möller-Trumbore)" diff --git a/workspaces/test/shaders/ellipse.wgsl b/workspaces/test/shaders/ellipse.wgsl index 07f0c9a..0aaa4ae 100644 --- a/workspaces/test/shaders/ellipse.wgsl +++ b/workspaces/test/shaders/ellipse.wgsl @@ -1,40 +1,9 @@ #include "common_uniforms" #include "render/fullscreen_vs" +#include "math/sdf_shapes" @group(0) @binding(0) var<uniform> uniforms: CommonUniforms; -fn sdEllipse(p: vec2<f32>, ab: vec2<f32>) -> f32 { - var p_abs = abs(p); - if (p_abs.x > p_abs.y) { - p_abs = vec2<f32>(p_abs.y, p_abs.x); - } - let l = ab.y * ab.y - ab.x * ab.x; - let m = ab.x * p_abs.x / l; - let n = ab.y * p_abs.y / l; - let m2 = m * m; - let n2 = n * n; - let c = (m2 + n2 - 1.0) / 3.0; - let c3 = c * c * c; - let d = c3 + m2 * n2; - let g = m + m * n2; - var co: f32; - if (d < 0.0) { - let h = acos((c3 + m2 * n2 * 2.0) / c3) / 3.0; - let s = cos(h); - let t = sin(h) * sqrt(3.0); - co = (sqrt(-c * (s + t * 2.0) + m2) + sign(l) * sqrt(-c * (s - t * 2.0) + m2) + abs(g) / (sqrt(-c * (s + t * 2.0) + m2) * sqrt(-c * (s - t * 2.0) + m2)) - m) / 2.0; - } else { - let h = 2.0 * m * n * sqrt(d); - let s = sign(c3 + m2 * n2 + h) * pow(abs(c3 + m2 * n2 + h), 1.0 / 3.0); - let u = sign(c3 + m2 * n2 - h) * pow(abs(c3 + m2 * n2 - h), 1.0 / 3.0); - let rx = -s - u + m2 * 2.0; - let ry = (s - u) * sqrt(3.0); - co = (ry / sqrt(sqrt(rx * rx + ry * ry) - rx) + 2.0 * g / sqrt(rx * rx + ry * ry) - m) / 2.0; - } - let si = sqrt(max(0.0, 1.0 - co * co)); - return length(p_abs - vec2<f32>(ab.x * co, ab.y * si)) * sign(p_abs.y * ab.x * co - p_abs.x * ab.y * si); -} - @fragment fn fs_main(@builtin(position) p: vec4<f32>) -> @location(0) vec4<f32> { let uv = (p.xy / uniforms.resolution - 0.5) * 2.0; let movement = vec2<f32>(sin(uniforms.time * 0.7), cos(uniforms.time * 0.5)); |
