diff options
| -rw-r--r-- | assets/final/shaders/math/sdf_utils.wgsl | 8 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query.wgsl | 60 | ||||
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 15 | ||||
| -rw-r--r-- | src/3d/renderer.cc | 60 | ||||
| -rw-r--r-- | src/3d/renderer.h | 10 | ||||
| -rw-r--r-- | src/tests/test_3d_physics.cc | 3 | ||||
| -rw-r--r-- | src/tests/test_3d_render.cc | 3 |
7 files changed, 125 insertions, 34 deletions
diff --git a/assets/final/shaders/math/sdf_utils.wgsl b/assets/final/shaders/math/sdf_utils.wgsl index ce902bf..502ba5b 100644 --- a/assets/final/shaders/math/sdf_utils.wgsl +++ b/assets/final/shaders/math/sdf_utils.wgsl @@ -7,3 +7,11 @@ fn get_normal_basic(p: vec3<f32>, obj_type: f32) -> vec3<f32> { get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) )); } + +// Distance to an Axis-Aligned Bounding Box +fn aabb_sdf(p: vec3<f32>, min_p: vec3<f32>, max_p: vec3<f32>) -> f32 { + let center = (min_p + max_p) * 0.5; + let extent = (max_p - min_p) * 0.5; + let q = abs(p - center) - extent; + return length(max(q, vec3<f32>(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} diff --git a/assets/final/shaders/render/scene_query.wgsl b/assets/final/shaders/render/scene_query.wgsl index b58f28c..e44b79c 100644 --- a/assets/final/shaders/render/scene_query.wgsl +++ b/assets/final/shaders/render/scene_query.wgsl @@ -1,4 +1,5 @@ #include "math/sdf_shapes" +#include "math/sdf_utils" // For aabb_sdf helper fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 { if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere @@ -10,24 +11,51 @@ fn get_dist(p: vec3<f32>, obj_type: f32) -> f32 { fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { var d = 1000.0; - let count = u32(globals.params.x); - - for (var i = 0u; i < count; i = i + 1u) { - if (i == skip_idx) { continue; } - let obj = object_data.objects[i]; - let obj_type = obj.params.x; - // Skip rasterized objects (like the floor) in the SDF map - if (obj_type <= 0.0) { continue; } + let use_bvh = (globals.params.y > 0.5); - let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; + if (use_bvh) { + var stack: array<i32, 32>; + var stack_ptr = 0; - let scale_x = length(obj.model[0].xyz); - let scale_y = length(obj.model[1].xyz); - let scale_z = length(obj.model[2].xyz); - // Use conservative minimum scale to avoid overstepping the distance field - let s = min(scale_x, min(scale_y, scale_z)); - - d = min(d, get_dist(q, obj_type) * s); + 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; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + d = min(d, get_dist(q, obj.params.x) * 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++; + } + } + } + } + } else { // Fallback to linear scan + let count = u32(globals.params.x); + for (var i = 0u; i < count; i = i + 1u) { + if (i == skip_idx) { continue; } + let obj = object_data.objects[i]; + if (obj.params.x <= 0.0) { continue; } // Skip raster objects + let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + d = min(d, get_dist(q, obj.params.x) * s); + } } + return d; } diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index b39525d..723aeb0 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -2,9 +2,18 @@ @group(0) @binding(0) var<uniform> globals: GlobalUniforms; @group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; -@group(0) @binding(2) var noise_tex: texture_2d<f32>; -@group(0) @binding(3) var noise_sampler: sampler; -@group(0) @binding(4) var sky_tex: texture_2d<f32>; + +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>; + +@group(0) @binding(3) var noise_tex: texture_2d<f32>; +@group(0) @binding(4) var noise_sampler: sampler; +@group(0) @binding(5) var sky_tex: texture_2d<f32>; struct VertexOutput { @builtin(position) position: vec4<f32>, diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index 684fda9..cf1a067 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -12,6 +12,7 @@ #if !defined(STRIP_ALL) bool Renderer3D::s_debug_enabled_ = false; +bool Renderer3D::s_bvh_enabled_ = true; // Enabled by default #endif void Renderer3D::init(WGPUDevice device, WGPUQueue queue, @@ -143,6 +144,8 @@ void Renderer3D::shutdown() { wgpuBufferRelease(global_uniform_buffer_); if (object_storage_buffer_) wgpuBufferRelease(object_storage_buffer_); + if (bvh_storage_buffer_) + wgpuBufferRelease(bvh_storage_buffer_); if (depth_view_) wgpuTextureViewRelease(depth_view_); if (depth_texture_) @@ -189,6 +192,10 @@ void Renderer3D::create_default_resources() { WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst, nullptr) .buffer; + bvh_storage_buffer_ = gpu_create_buffer( + device_, sizeof(BVHNode) * kMaxObjects * 2, // Capacity for a full tree + WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst, nullptr) + .buffer; } void Renderer3D::set_noise_texture(WGPUTextureView noise_view) { @@ -207,33 +214,44 @@ void Renderer3D::add_debug_aabb(const vec3& min, const vec3& max, } void Renderer3D::create_pipeline() { - WGPUBindGroupLayoutEntry entries[5] = {}; + WGPUBindGroupLayoutEntry entries[6] = {}; + // Binding 0: Global Uniforms entries[0].binding = 0; entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; entries[0].buffer.type = WGPUBufferBindingType_Uniform; entries[0].buffer.minBindingSize = sizeof(GlobalUniforms); + // Binding 1: Object Data entries[1].binding = 1; entries[1].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; entries[1].buffer.type = WGPUBufferBindingType_ReadOnlyStorage; entries[1].buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects; + // Binding 2: BVH Nodes entries[2].binding = 2; entries[2].visibility = WGPUShaderStage_Fragment; - entries[2].texture.sampleType = WGPUTextureSampleType_Float; - entries[2].texture.viewDimension = WGPUTextureViewDimension_2D; + entries[2].buffer.type = WGPUBufferBindingType_ReadOnlyStorage; + entries[2].buffer.minBindingSize = sizeof(BVHNode) * kMaxObjects * 2; + // Binding 3: Noise Texture entries[3].binding = 3; entries[3].visibility = WGPUShaderStage_Fragment; - entries[3].sampler.type = WGPUSamplerBindingType_Filtering; + entries[3].texture.sampleType = WGPUTextureSampleType_Float; + entries[3].texture.viewDimension = WGPUTextureViewDimension_2D; + // Binding 4: Default Sampler entries[4].binding = 4; entries[4].visibility = WGPUShaderStage_Fragment; - entries[4].texture.sampleType = WGPUTextureSampleType_Float; - entries[4].texture.viewDimension = WGPUTextureViewDimension_2D; + entries[4].sampler.type = WGPUSamplerBindingType_Filtering; + + // Binding 5: Sky Texture + entries[5].binding = 5; + entries[5].visibility = WGPUShaderStage_Fragment; + entries[5].texture.sampleType = WGPUTextureSampleType_Float; + entries[5].texture.viewDimension = WGPUTextureViewDimension_2D; WGPUBindGroupLayoutDescriptor bgl_desc = {}; - bgl_desc.entryCount = 5; + bgl_desc.entryCount = 6; bgl_desc.entries = entries; WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc); @@ -311,8 +329,8 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, globals.camera_pos_time = vec4(camera.position.x, camera.position.y, camera.position.z, time); globals.params = - vec4((float)std::min((size_t)kMaxObjects, scene.objects.size()), 0.0f, - 0.0f, 0.0f); + vec4((float)std::min((size_t)kMaxObjects, scene.objects.size()), + s_bvh_enabled_ ? 1.0f : 0.0f, 0.0f, 0.0f); globals.resolution = vec2((float)width_, (float)height_); globals.padding = vec2(0.0f, 0.0f); @@ -346,6 +364,16 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, wgpuQueueWriteBuffer(queue_, object_storage_buffer_, 0, obj_data.data(), obj_data.size() * sizeof(ObjectData)); } + + // Build and upload BVH if enabled + if (s_bvh_enabled_) { + BVHBuilder::build(cpu_bvh_, scene.objects); + if (!cpu_bvh_.nodes.empty()) { + wgpuQueueWriteBuffer(queue_, bvh_storage_buffer_, 0, + cpu_bvh_.nodes.data(), + cpu_bvh_.nodes.size() * sizeof(BVHNode)); + } + } } void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, @@ -357,7 +385,7 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, if (bind_group_) wgpuBindGroupRelease(bind_group_); - WGPUBindGroupEntry bg_entries[5] = {}; + WGPUBindGroupEntry bg_entries[6] = {}; bg_entries[0].binding = 0; bg_entries[0].buffer = global_uniform_buffer_; @@ -368,18 +396,22 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, bg_entries[1].size = sizeof(ObjectData) * kMaxObjects; bg_entries[2].binding = 2; - bg_entries[2].textureView = noise_texture_view_; + bg_entries[2].buffer = bvh_storage_buffer_; + bg_entries[2].size = sizeof(BVHNode) * kMaxObjects * 2; bg_entries[3].binding = 3; - bg_entries[3].sampler = default_sampler_; + bg_entries[3].textureView = noise_texture_view_; bg_entries[4].binding = 4; - bg_entries[4].textureView = + bg_entries[4].sampler = default_sampler_; + + bg_entries[5].binding = 5; + bg_entries[5].textureView = sky_texture_view_ ? sky_texture_view_ : noise_texture_view_; // Fallback WGPUBindGroupDescriptor bg_desc = {}; bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); - bg_desc.entryCount = 5; + bg_desc.entryCount = 6; bg_desc.entries = bg_entries; bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc); diff --git a/src/3d/renderer.h b/src/3d/renderer.h index 8068bdc..b468423 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -6,6 +6,7 @@ #include "3d/camera.h" #include "3d/scene.h" +#include "3d/bvh.h" #include "gpu/gpu.h" #include <vector> @@ -18,7 +19,7 @@ struct GlobalUniforms { mat4 view_proj; mat4 inv_view_proj; // Added for skybox/raymarching vec4 camera_pos_time; // xyz = camera_pos, w = time - vec4 params; // x = num_objects, yzw = padding + vec4 params; // x = num_objects, y = use_bvh, zw = padding vec2 resolution; vec2 padding; }; @@ -40,6 +41,9 @@ class Renderer3D { static void SetDebugEnabled(bool enabled) { s_debug_enabled_ = enabled; } + static void SetBvhEnabled(bool enabled) { + s_bvh_enabled_ = enabled; + } #endif // Renders the scene to the given texture view (Convenience: creates a pass) @@ -83,6 +87,9 @@ class Renderer3D { WGPUBindGroup skybox_bind_group_ = nullptr; WGPUBuffer global_uniform_buffer_ = nullptr; WGPUBuffer object_storage_buffer_ = nullptr; + WGPUBuffer bvh_storage_buffer_ = nullptr; + + BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading WGPUTextureView noise_texture_view_ = nullptr; WGPUTextureView sky_texture_view_ = nullptr; @@ -100,5 +107,6 @@ class Renderer3D { #if !defined(STRIP_ALL) VisualDebug visual_debug_; static bool s_debug_enabled_; + static bool s_bvh_enabled_; #endif }; diff --git a/src/tests/test_3d_physics.cc b/src/tests/test_3d_physics.cc index 84be333..010d245 100644 --- a/src/tests/test_3d_physics.cc +++ b/src/tests/test_3d_physics.cc @@ -194,6 +194,9 @@ int main(int argc, char** argv) { if (strcmp(argv[i], "--debug") == 0) { Renderer3D::SetDebugEnabled(true); } + if (strcmp(argv[i], "--no-bvh") == 0) { + Renderer3D::SetBvhEnabled(false); + } } #else (void)argc; diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc index 002cb55..8b2b2c1 100644 --- a/src/tests/test_3d_render.cc +++ b/src/tests/test_3d_render.cc @@ -183,6 +183,9 @@ int main(int argc, char** argv) { if (strcmp(argv[i], "--debug") == 0) { Renderer3D::SetDebugEnabled(true); } + if (strcmp(argv[i], "--no-bvh") == 0) { + Renderer3D::SetBvhEnabled(false); + } } #else (void)argc; |
