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-rw-r--r--GEMINI.md1
-rw-r--r--cmake/DemoSourceLists.cmake4
-rw-r--r--common/shaders/camera_common.wgsl52
-rw-r--r--doc/ARCHITECTURE.md26
-rw-r--r--doc/CONTRIBUTING.md8
-rw-r--r--doc/EFFECT_WORKFLOW.md8
-rw-r--r--doc/SDF_EFFECT_GUIDE.md164
-rw-r--r--doc/UNIFORM_BUFFER_GUIDELINES.md40
-rw-r--r--src/effects/chroma_aberration_effect.cc3
-rw-r--r--src/effects/chroma_aberration_effect.h29
-rw-r--r--src/effects/distort_effect.cc3
-rw-r--r--src/effects/distort_effect.h28
-rw-r--r--src/effects/gaussian_blur_effect.cc3
-rw-r--r--src/effects/gaussian_blur_effect.h32
-rw-r--r--src/effects/heptagon_effect.cc3
-rw-r--r--src/effects/heptagon_effect.h16
-rw-r--r--src/effects/moving_ellipse_effect.cc3
-rw-r--r--src/effects/moving_ellipse_effect.h16
-rw-r--r--src/effects/particle_defs.h13
-rw-r--r--src/effects/particle_spray_effect.cc3
-rw-r--r--src/effects/particle_spray_effect.h21
-rw-r--r--src/effects/particles_effect.cc3
-rw-r--r--src/effects/particles_effect.h21
-rw-r--r--src/effects/passthrough_effect.cc3
-rw-r--r--src/effects/passthrough_effect.h14
-rw-r--r--src/effects/sdf_test_effect.cc36
-rw-r--r--src/effects/sdf_test_effect.h16
-rw-r--r--src/effects/solarize_effect.cc3
-rw-r--r--src/effects/solarize_effect.h16
-rw-r--r--src/effects/vignette_effect.cc3
-rw-r--r--src/effects/vignette_effect.h26
-rw-r--r--src/gpu/camera_params.h18
-rw-r--r--src/gpu/demo_effects.h203
-rw-r--r--src/gpu/sdf_effect.h53
-rw-r--r--src/gpu/shaders.cc5
-rw-r--r--src/gpu/shaders.h1
-rw-r--r--src/tests/gpu/test_demo_effects.cc1
-rw-r--r--workspaces/main/assets.txt2
-rw-r--r--workspaces/main/shaders/sdf_test.wgsl68
39 files changed, 777 insertions, 191 deletions
diff --git a/GEMINI.md b/GEMINI.md
index 8e0ee33..787ba22 100644
--- a/GEMINI.md
+++ b/GEMINI.md
@@ -119,6 +119,7 @@ IMPORTANT:
- **CNNv2 Training Pipeline:** Fixed critical checkpointing bugs and streamlined the output of the training scripts for faster iteration.
- **Effect Render API Refactor:** Simplified the `Effect::render` API and fixed uniform initialization bugs across 19 effects.
- **CNN Shader Testing Tool:** Implemented `tools/cnn_test` for offline GPU-accelerated validation of trained CNN models.
+ - **Effect Source Hierarchy Cleanup**: Refactored the effects system by splitting `src/gpu/demo_effects.h` into individual header files for each effect, creating 10 new headers, moving class definitions, updating `.cc` files with new includes, fixing missing `#include` statements, creating a common `particle_defs.h`, and cleaning up `demo_effects.h`. Verified by passing all 34 tests. handoff(Gemini):
</recent_actions>
<task_state>
diff --git a/cmake/DemoSourceLists.cmake b/cmake/DemoSourceLists.cmake
index a54eb4b..d4cdd21 100644
--- a/cmake/DemoSourceLists.cmake
+++ b/cmake/DemoSourceLists.cmake
@@ -29,11 +29,11 @@ set(UTIL_SOURCES src/util/asset_manager.cc src/util/file_watcher.cc)
# GPU sources (conditional: HEADLESS / STRIP_EXTERNAL / NORMAL)
demo_set_conditional_sources(GPU_SOURCES
# Headless mode: Functional stubs (timeline/audio work)
- "src/gpu/headless_gpu.cc;src/gpu/demo_effects.cc;src/gpu/effect.cc;src/effects/heptagon_effect.cc;src/effects/particles_effect.cc;src/effects/passthrough_effect.cc;src/effects/moving_ellipse_effect.cc;src/effects/particle_spray_effect.cc;src/effects/gaussian_blur_effect.cc;src/effects/solarize_effect.cc;src/effects/scene1_effect.cc;src/effects/chroma_aberration_effect.cc;src/effects/vignette_effect.cc;src/effects/cnn_effect.cc;src/effects/cnn_v2_effect.cc;src/gpu/post_process_helper.cc;src/gpu/shaders.cc;src/effects/hybrid_3d_effect.cc;src/effects/flash_cube_effect.cc;src/effects/theme_modulation_effect.cc;src/effects/fade_effect.cc;src/effects/flash_effect.cc;src/gpu/shader_composer.cc;src/effects/circle_mask_effect.cc;src/effects/rotating_cube_effect.cc;src/gpu/texture_manager.cc;src/gpu/texture_readback.cc"
+ "src/gpu/headless_gpu.cc;src/gpu/demo_effects.cc;src/gpu/effect.cc;src/effects/heptagon_effect.cc;src/effects/particles_effect.cc;src/effects/passthrough_effect.cc;src/effects/moving_ellipse_effect.cc;src/effects/particle_spray_effect.cc;src/effects/gaussian_blur_effect.cc;src/effects/solarize_effect.cc;src/effects/scene1_effect.cc;src/effects/chroma_aberration_effect.cc;src/effects/vignette_effect.cc;src/effects/cnn_effect.cc;src/effects/cnn_v2_effect.cc;src/gpu/post_process_helper.cc;src/gpu/shaders.cc;src/effects/hybrid_3d_effect.cc;src/effects/flash_cube_effect.cc;src/effects/theme_modulation_effect.cc;src/effects/fade_effect.cc;src/effects/flash_effect.cc;src/gpu/shader_composer.cc;src/effects/circle_mask_effect.cc;src/effects/rotating_cube_effect.cc;src/gpu/texture_manager.cc;src/gpu/texture_readback.cc;src/effects/sdf_test_effect.cc"
# Strip mode: Minimal GPU stubs only
"src/gpu/stub_gpu.cc"
# Normal mode: Full GPU implementation
- "src/gpu/gpu.cc;src/gpu/effect.cc;src/effects/heptagon_effect.cc;src/effects/particles_effect.cc;src/effects/passthrough_effect.cc;src/effects/moving_ellipse_effect.cc;src/effects/particle_spray_effect.cc;src/effects/gaussian_blur_effect.cc;src/effects/solarize_effect.cc;src/effects/scene1_effect.cc;src/effects/chroma_aberration_effect.cc;src/effects/vignette_effect.cc;src/effects/cnn_effect.cc;src/effects/cnn_v2_effect.cc;src/gpu/post_process_helper.cc;src/gpu/shaders.cc;src/effects/hybrid_3d_effect.cc;src/effects/flash_cube_effect.cc;src/effects/theme_modulation_effect.cc;src/effects/fade_effect.cc;src/effects/flash_effect.cc;src/gpu/shader_composer.cc;src/effects/circle_mask_effect.cc;src/effects/rotating_cube_effect.cc;src/gpu/texture_manager.cc;src/gpu/texture_readback.cc"
+ "src/gpu/gpu.cc;src/gpu/effect.cc;src/effects/heptagon_effect.cc;src/effects/particles_effect.cc;src/effects/passthrough_effect.cc;src/effects/moving_ellipse_effect.cc;src/effects/particle_spray_effect.cc;src/effects/gaussian_blur_effect.cc;src/effects/solarize_effect.cc;src/effects/scene1_effect.cc;src/effects/chroma_aberration_effect.cc;src/effects/vignette_effect.cc;src/effects/cnn_effect.cc;src/effects/cnn_v2_effect.cc;src/gpu/post_process_helper.cc;src/gpu/shaders.cc;src/effects/hybrid_3d_effect.cc;src/effects/flash_cube_effect.cc;src/effects/theme_modulation_effect.cc;src/effects/fade_effect.cc;src/effects/flash_effect.cc;src/gpu/shader_composer.cc;src/effects/circle_mask_effect.cc;src/effects/rotating_cube_effect.cc;src/gpu/texture_manager.cc;src/gpu/texture_readback.cc;src/effects/sdf_test_effect.cc"
)
# 3D sources (conditional: HEADLESS / STRIP_EXTERNAL / NORMAL)
diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl
new file mode 100644
index 0000000..bd29775
--- /dev/null
+++ b/common/shaders/camera_common.wgsl
@@ -0,0 +1,52 @@
+// Camera parameters and helpers for SDF raymarching effects
+
+struct CameraParams {
+ inv_view: mat4x4<f32>,
+ fov: f32,
+ near_plane: f32,
+ far_plane: f32,
+ aspect_ratio: f32,
+}
+
+struct Ray {
+ origin: vec3<f32>,
+ direction: vec3<f32>,
+}
+
+// Generate camera ray for given UV coordinates (-1 to 1)
+fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray {
+ let cam_pos = vec3<f32>(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
+
+ // Compute ray direction from FOV and aspect ratio
+ let tan_fov = tan(cam.fov * 0.5);
+ let ndc = vec3<f32>(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0);
+
+ // Transform direction by inverse view matrix (rotation only)
+ let dir = normalize(
+ cam.inv_view[0].xyz * ndc.x +
+ cam.inv_view[1].xyz * ndc.y +
+ cam.inv_view[2].xyz * ndc.z
+ );
+
+ return Ray(cam_pos, dir);
+}
+
+// Extract camera position from inverse view matrix
+fn getCameraPosition(cam: CameraParams) -> vec3<f32> {
+ return vec3<f32>(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z);
+}
+
+// Extract camera forward vector (view direction)
+fn getCameraForward(cam: CameraParams) -> vec3<f32> {
+ return -normalize(vec3<f32>(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z));
+}
+
+// Extract camera up vector
+fn getCameraUp(cam: CameraParams) -> vec3<f32> {
+ return normalize(vec3<f32>(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z));
+}
+
+// Extract camera right vector
+fn getCameraRight(cam: CameraParams) -> vec3<f32> {
+ return normalize(vec3<f32>(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z));
+}
diff --git a/doc/ARCHITECTURE.md b/doc/ARCHITECTURE.md
index 4c36ec5..ebb2a59 100644
--- a/doc/ARCHITECTURE.md
+++ b/doc/ARCHITECTURE.md
@@ -4,6 +4,28 @@ Detailed system architecture for the 64k demo project.
---
+## SDF Camera System
+
+**Purpose**: Unified camera infrastructure for SDF raymarching effects.
+
+**CameraParams** (80 bytes, `src/gpu/camera_params.h`):
+- `inv_view`: mat4 (inverse view matrix for screen→world transform)
+- `fov`, `near_plane`, `far_plane`, `aspect_ratio`: f32 (camera parameters)
+
+**SDFEffect Base Class** (`src/gpu/sdf_effect.h`):
+- Manages `UniformBuffer<CameraParams>`
+- Provides `update_camera()` helper methods (from Camera object or manual values)
+- Standard binding: 0=CommonUniforms, 1=CameraParams
+
+**WGSL Helpers** (`common/shaders/camera_common.wgsl`):
+- `getCameraRay(cam, uv)`: Generate ray from screen UV coordinates
+- `getCameraPosition/Forward/Up/Right()`: Extract camera vectors from inv_view
+- Integrates with existing `render/raymarching.wgsl` (rayMarch, normal, shadow)
+
+**Usage**: Effects inherit from SDFEffect, update camera each frame, shader accesses camera uniforms for raymarching.
+
+---
+
## Hybrid 3D Renderer
**Core Idea**: Uses standard rasterization to draw proxy hulls (boxes), then raymarches inside the fragment shader to find the exact SDF surface.
@@ -18,6 +40,10 @@ Detailed system architecture for the 64k demo project.
**Effect**: Abstract base for visual elements. Supports `compute` and `render` phases.
+**PostProcessEffect**: Subclass for full-screen post-processing effects.
+
+**SDFEffect**: Subclass for SDF raymarching effects with camera management (see SDF Camera System below).
+
**Sequence**: Timeline of effects with start/end times defined in beats.
**MainSequence**: Top-level coordinator and framebuffer manager.
diff --git a/doc/CONTRIBUTING.md b/doc/CONTRIBUTING.md
index d7ef88a..7fbfd64 100644
--- a/doc/CONTRIBUTING.md
+++ b/doc/CONTRIBUTING.md
@@ -65,10 +65,14 @@ See `doc/CODING_STYLE.md` for detailed examples.
## Development Protocols
### Adding Visual Effect
-1. Create effect class files (use `tools/shadertoy/convert_shadertoy.py` or templates)
+
+**For SDF/raymarching effects:** Use `SDFEffect` base class (see `doc/SDF_EFFECT_GUIDE.md`).
+
+**For standard effects:**
+1. Create effect class files (each effect should have its own `.h` and `.cc` file, e.g., `src/effects/my_effect.h` and `src/effects/my_effect.cc`). Use `tools/shadertoy/convert_shadertoy.py` or templates.
2. Add shader to `workspaces/main/assets.txt`
3. Add effect `.cc` file to `CMakeLists.txt` GPU_SOURCES (both sections)
-4. Include header in `src/gpu/demo_effects.h`
+4. Include header in `src/gpu/demo_effects.h` (which now serves as a central include for all individual effect headers)
5. Add to workspace `timeline.seq` (e.g., `workspaces/main/timeline.seq`)
6. **Update `src/tests/gpu/test_demo_effects.cc`**:
- Add to `post_process_effects` list (lines 80-93) or `scene_effects` list (lines 125-137)
diff --git a/doc/EFFECT_WORKFLOW.md b/doc/EFFECT_WORKFLOW.md
index 22b8dc9..57cf904 100644
--- a/doc/EFFECT_WORKFLOW.md
+++ b/doc/EFFECT_WORKFLOW.md
@@ -10,6 +10,8 @@ Automated checklist for adding new visual effects to the demo.
**For ShaderToy conversions:** Use `tools/shadertoy/convert_shadertoy.py` then follow steps 3-8 below.
+**For SDF/raymarching effects:** See `doc/SDF_EFFECT_GUIDE.md` for streamlined workflow using SDFEffect base class.
+
**For custom effects:** Follow all steps 1-8.
---
@@ -18,6 +20,8 @@ Automated checklist for adding new visual effects to the demo.
### 1. Create Effect Files
+**Description:** Each visual effect must have its own dedicated header (`.h`) and implementation (`.cc`) file pair.
+
**Location:**
- Header: `src/effects/<effect_name>_effect.h`
- Implementation: `src/effects/<effect_name>_effect.cc`
@@ -84,7 +88,7 @@ SHADER_TUNNEL, NONE, shaders/tunnel.wgsl, "Tunnel effect shader"
# In normal section (line ~183):
src/effects/solarize_effect.cc
- src/effects/tunnel_effect.cc # <-- Add here
+ src/effects/tunnel.cc # <-- Add here
src/effects/chroma_aberration_effect.cc
```
@@ -92,7 +96,7 @@ SHADER_TUNNEL, NONE, shaders/tunnel.wgsl, "Tunnel effect shader"
**File:** `src/gpu/demo_effects.h`
-**Action:** Add include directive:
+**Action:** `src/gpu/demo_effects.h` now acts as a central include file. Add a single include directive for your new effect's header:
```cpp
#include "effects/<effect_name>_effect.h"
```
diff --git a/doc/SDF_EFFECT_GUIDE.md b/doc/SDF_EFFECT_GUIDE.md
new file mode 100644
index 0000000..fba80e7
--- /dev/null
+++ b/doc/SDF_EFFECT_GUIDE.md
@@ -0,0 +1,164 @@
+# SDF Effect Guide
+
+Streamlined workflow for SDF raymarching effects using the `SDFEffect` base class.
+
+---
+
+## Quick Start
+
+```cpp
+// src/effects/my_sdf_effect.h
+class MySDFEffect : public SDFEffect {
+ MySDFEffect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ RenderPass pass_;
+};
+```
+
+```cpp
+// src/effects/my_sdf_effect.cc
+#include "effects/my_sdf_effect.h"
+#include "gpu/gpu.h"
+#include "gpu/shaders.h"
+
+MySDFEffect::MySDFEffect(const GpuContext& ctx) : SDFEffect(ctx) {
+ ResourceBinding bindings[] = {
+ {uniforms_.get(), WGPUBufferBindingType_Uniform},
+ {camera_params_.get(), WGPUBufferBindingType_Uniform}};
+ pass_ = gpu_create_render_pass(ctx_.device, ctx_.format,
+ my_sdf_shader_wgsl, bindings, 2);
+ pass_.vertex_count = 3;
+}
+
+void MySDFEffect::render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) {
+ uniforms_.update(ctx_.queue, uniforms);
+
+ // Orbiting camera
+ vec3 cam_pos(std::cos(uniforms.time * 0.5f) * 5.0f, 2.0f,
+ std::sin(uniforms.time * 0.5f) * 5.0f);
+ update_camera(cam_pos, vec3(0, 0, 0), vec3(0, 1, 0), 0.785398f, 0.1f, 100.0f,
+ uniforms.aspect_ratio);
+
+ wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
+}
+```
+
+```wgsl
+// workspaces/main/shaders/my_sdf.wgsl
+#include "common_uniforms"
+#include "camera_common"
+#include "math/sdf_shapes"
+#include "render/raymarching"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> camera: CameraParams;
+
+fn df(p: vec3<f32>) -> f32 {
+ return sdSphere(p, 1.0);
+}
+
+@vertex
+fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> {
+ let x = f32((vid & 1u) << 2u) - 1.0;
+ let y = f32((vid & 2u) << 1u) - 1.0;
+ return vec4<f32>(x, y, 0.0, 1.0);
+}
+
+@fragment
+fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
+ let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0;
+ let ray = getCameraRay(camera, uv);
+ let t = rayMarch(ray.origin, ray.direction, 0.0);
+
+ var col = vec3<f32>(0.1);
+ if (t < MAX_RAY_LENGTH) {
+ let hit_pos = ray.origin + ray.direction * t;
+ let n = normal(hit_pos);
+ col = vec3<f32>(n * 0.5 + 0.5);
+ }
+ return vec4<f32>(col, 1.0);
+}
+```
+
+---
+
+## Available Uniforms
+
+### CommonUniforms (binding 0)
+- `resolution`: vec2 (screen size)
+- `time`: float (physical seconds)
+- `beat_time`: float (musical beats)
+- `beat_phase`: float (0-1 within beat)
+- `audio_intensity`: float (peak)
+- `aspect_ratio`: float
+
+### CameraParams (binding 1)
+- `inv_view`: mat4x4 (inverse view matrix)
+- `fov`: float (vertical FOV in radians)
+- `near_plane`, `far_plane`: float
+- `aspect_ratio`: float
+
+---
+
+## WGSL Helpers
+
+From `camera_common.wgsl`:
+
+```wgsl
+fn getCameraRay(cam: CameraParams, uv: vec2<f32>) -> Ray;
+fn getCameraPosition(cam: CameraParams) -> vec3<f32>;
+fn getCameraForward(cam: CameraParams) -> vec3<f32>;
+fn getCameraUp(cam: CameraParams) -> vec3<f32>;
+fn getCameraRight(cam: CameraParams) -> vec3<f32>;
+```
+
+From `render/raymarching.wgsl`:
+
+```wgsl
+fn rayMarch(ro: vec3<f32>, rd: vec3<f32>, initt: f32) -> f32;
+fn normal(pos: vec3<f32>) -> vec3<f32>;
+fn shadow(lp: vec3<f32>, ld: vec3<f32>, mint: f32, maxt: f32) -> f32;
+```
+
+From `math/sdf_shapes.wgsl`:
+
+```wgsl
+fn sdSphere(p: vec3<f32>, r: float) -> f32;
+fn sdBox(p: vec3<f32>, b: vec3<f32>) -> f32;
+fn sdTorus(p: vec3<f32>, t: vec2<f32>) -> f32;
+fn sdPlane(p: vec3<f32>, n: vec3<f32>, h: f32) -> f32;
+```
+
+---
+
+## Camera Control
+
+```cpp
+// Method 1: Manual values
+update_camera(position, target, up, fov, near, far, aspect);
+
+// Method 2: Camera object
+Camera cam;
+cam.position = vec3(0, 5, 10);
+cam.target = vec3(0, 0, 0);
+update_camera(cam, uniforms.aspect_ratio);
+```
+
+---
+
+## Registration Checklist
+
+1. Add shader to `workspaces/main/assets.txt`
+2. Add extern declaration to `src/gpu/shaders.h`
+3. Add definition to `src/gpu/shaders.cc`
+4. Add `.cc` to `cmake/DemoSourceLists.cmake` (both headless & normal)
+5. Include header in `src/gpu/demo_effects.h`
+6. Add to `src/tests/gpu/test_demo_effects.cc`
+
+---
+
+## Example: workspaces/main/shaders/sdf_test.wgsl
diff --git a/doc/UNIFORM_BUFFER_GUIDELINES.md b/doc/UNIFORM_BUFFER_GUIDELINES.md
index 93999d8..c6cf9c8 100644
--- a/doc/UNIFORM_BUFFER_GUIDELINES.md
+++ b/doc/UNIFORM_BUFFER_GUIDELINES.md
@@ -16,11 +16,17 @@ Structs are padded to the alignment of their largest member. Any trailing space
## Standard Uniform Buffer Pattern
-To maintain consistency and facilitate efficient rendering, a standard pattern for uniform buffer usage is established:
+To maintain consistency and facilitate efficient rendering, standard patterns for uniform buffer usage are established:
+### Post-Process Effects
- **Binding 0 & 1:** Reserved for Sampler and Texture access (handled by `pp_update_bind_group`).
-- **Binding 2:** **Common Uniforms** (`CommonPostProcessUniforms` or similar). This buffer should contain frequently used data like resolution, aspect ratio, physical time, beat time, beat phase, and audio intensity.
-- **Binding 3:** **Effect-Specific Parameters**. This buffer holds parameters unique to a particular effect (e.g., `strength`, `speed`, `fade_amount`).
+- **Binding 2:** **Common Uniforms** (`CommonPostProcessUniforms`). Contains resolution, aspect ratio, physical time, beat time, beat phase, audio intensity.
+- **Binding 3:** **Effect-Specific Parameters**. Unique per-effect data (e.g., `strength`, `speed`, `fade_amount`).
+
+### SDF/Raymarching Effects
+- **Binding 0:** **Common Uniforms** (`CommonPostProcessUniforms`). Same as above.
+- **Binding 1:** **Camera Parameters** (`CameraParams`). Camera transform and projection data for raymarching.
+- **Binding 2+:** **Effect-Specific Parameters** (optional).
This pattern ensures that common data is shared efficiently across effects, while effect-specific data remains isolated.
@@ -98,10 +104,36 @@ struct GaussianBlurParams {
float strength = 2.0f;
float _pad = 0.0f;
};
-static_assert(sizeof(GaussianBlurParams) == 8,
+static_assert(sizeof(GaussianBlurParams) == 8,
"GaussianBlurParams must be 8 bytes for WGSL alignment");
```
+**Example (C++ CameraParams):**
+
+```cpp
+struct CameraParams {
+ mat4 inv_view; // 64 bytes - inverse view matrix (screen→world)
+ float fov; // 4 bytes - vertical field of view (radians)
+ float near_plane; // 4 bytes - near clipping plane
+ float far_plane; // 4 bytes - far clipping plane
+ float aspect_ratio; // 4 bytes - width/height ratio
+};
+static_assert(sizeof(CameraParams) == 80,
+ "CameraParams must be 80 bytes for WGSL alignment");
+```
+
+**Corresponding WGSL:**
+
+```wgsl
+struct CameraParams {
+ inv_view: mat4x4<f32>, // 64 bytes
+ fov: f32, // 4 bytes
+ near_plane: f32, // 4 bytes
+ far_plane: f32, // 4 bytes
+ aspect_ratio: f32, // 4 bytes
+}
+```
+
## Handling Common Pitfalls
- **`vec3<f32>` Padding:** Avoid using `vec3<f32>` for padding in WGSL, as it has a 16-byte alignment. If padding is needed, use `vec2<f32>` for 8 bytes or individual `f32`s for 4-byte alignment.
diff --git a/src/effects/chroma_aberration_effect.cc b/src/effects/chroma_aberration_effect.cc
index 2a92225..4038696 100644
--- a/src/effects/chroma_aberration_effect.cc
+++ b/src/effects/chroma_aberration_effect.cc
@@ -1,9 +1,10 @@
// This file is part of the 64k demo project.
// It implements the ChromaAberrationEffect with parameterization.
-#include "gpu/demo_effects.h"
+#include "effects/chroma_aberration_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
// --- ChromaAberrationEffect ---
diff --git a/src/effects/chroma_aberration_effect.h b/src/effects/chroma_aberration_effect.h
new file mode 100644
index 0000000..1790952
--- /dev/null
+++ b/src/effects/chroma_aberration_effect.h
@@ -0,0 +1,29 @@
+// This file is part of the 64k demo project.
+// It declares the ChromaAberrationEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+// Parameters for ChromaAberrationEffect (set at construction time)
+struct ChromaAberrationParams {
+ float offset_scale = 0.02f; // Default: 2% screen offset
+ float angle = 0.0f; // Default: horizontal (0 radians)
+};
+
+class ChromaAberrationEffect : public PostProcessEffect {
+ public:
+ // Backward compatibility constructor (uses default params)
+ ChromaAberrationEffect(const GpuContext& ctx);
+ // New parameterized constructor
+ ChromaAberrationEffect(const GpuContext& ctx,
+ const ChromaAberrationParams& params);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+ ChromaAberrationParams params_;
+ UniformBuffer<ChromaAberrationParams> params_buffer_;
+};
diff --git a/src/effects/distort_effect.cc b/src/effects/distort_effect.cc
index f4e68d2..aa72386 100644
--- a/src/effects/distort_effect.cc
+++ b/src/effects/distort_effect.cc
@@ -1,8 +1,9 @@
// This file is part of the 64k demo project.
// It implements the DistortEffect.
-#include "gpu/demo_effects.h"
+#include "effects/distort_effect.h"
#include "gpu/gpu.h"
+#include "gpu/shaders.h"
// --- DistortEffect ---
DistortEffect::DistortEffect(const GpuContext& ctx)
diff --git a/src/effects/distort_effect.h b/src/effects/distort_effect.h
new file mode 100644
index 0000000..548cf91
--- /dev/null
+++ b/src/effects/distort_effect.h
@@ -0,0 +1,28 @@
+// This file is part of the 64k demo project.
+// It declares the DistortEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+// Parameters for DistortEffect
+struct DistortParams {
+ float strength = 0.01f; // Default distortion strength
+ float speed = 1.0f; // Default distortion speed
+};
+static_assert(sizeof(DistortParams) == 8,
+ "DistortParams must be 8 bytes for WGSL alignment");
+
+class DistortEffect : public PostProcessEffect {
+ public:
+ DistortEffect(const GpuContext& ctx);
+ DistortEffect(const GpuContext& ctx, const DistortParams& params);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+ DistortParams params_;
+ UniformBuffer<DistortParams> params_buffer_;
+};
diff --git a/src/effects/gaussian_blur_effect.cc b/src/effects/gaussian_blur_effect.cc
index 6a0675d..b5961fa 100644
--- a/src/effects/gaussian_blur_effect.cc
+++ b/src/effects/gaussian_blur_effect.cc
@@ -1,9 +1,10 @@
// This file is part of the 64k demo project.
// It implements the GaussianBlurEffect with parameterization.
-#include "gpu/demo_effects.h"
+#include "effects/gaussian_blur_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
// --- GaussianBlurEffect ---
diff --git a/src/effects/gaussian_blur_effect.h b/src/effects/gaussian_blur_effect.h
new file mode 100644
index 0000000..651c5c3
--- /dev/null
+++ b/src/effects/gaussian_blur_effect.h
@@ -0,0 +1,32 @@
+// This file is part of the 64k demo project.
+// It declares the GaussianBlurEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+// Parameters for GaussianBlurEffect (set at construction time)
+struct GaussianBlurParams {
+ float strength = 1.0f; // Default
+ float strength_audio = 0.5f; // how much to pulse with audio
+ float stretch = 1.f; // y/x axis ratio
+ float _pad = 0.;
+};
+static_assert(sizeof(GaussianBlurParams) == 16,
+ "GaussianBlurParams must be 16 bytes for WGSL alignment");
+
+class GaussianBlurEffect : public PostProcessEffect {
+ public:
+ // Backward compatibility constructor (uses default params)
+ GaussianBlurEffect(const GpuContext& ctx);
+ // New parameterized constructor
+ GaussianBlurEffect(const GpuContext& ctx, const GaussianBlurParams& params);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+ GaussianBlurParams params_;
+ UniformBuffer<GaussianBlurParams> params_buffer_;
+};
diff --git a/src/effects/heptagon_effect.cc b/src/effects/heptagon_effect.cc
index 273adc2..d15882d 100644
--- a/src/effects/heptagon_effect.cc
+++ b/src/effects/heptagon_effect.cc
@@ -1,8 +1,9 @@
// This file is part of the 64k demo project.
// It implements the HeptagonEffect.
-#include "gpu/demo_effects.h"
+#include "effects/heptagon_effect.h"
#include "gpu/gpu.h"
+#include "gpu/shaders.h"
#include "util/mini_math.h"
// --- HeptagonEffect ---
diff --git a/src/effects/heptagon_effect.h b/src/effects/heptagon_effect.h
new file mode 100644
index 0000000..fe19839
--- /dev/null
+++ b/src/effects/heptagon_effect.h
@@ -0,0 +1,16 @@
+// This file is part of the 64k demo project.
+// It declares the HeptagonEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+
+class HeptagonEffect : public Effect {
+ public:
+ HeptagonEffect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+
+ private:
+ RenderPass pass_;
+};
diff --git a/src/effects/moving_ellipse_effect.cc b/src/effects/moving_ellipse_effect.cc
index e641927..6fb0195 100644
--- a/src/effects/moving_ellipse_effect.cc
+++ b/src/effects/moving_ellipse_effect.cc
@@ -1,9 +1,10 @@
// This file is part of the 64k demo project.
// It implements the MovingEllipseEffect.
-#include "gpu/demo_effects.h"
+#include "effects/moving_ellipse_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
// --- MovingEllipseEffect ---
MovingEllipseEffect::MovingEllipseEffect(const GpuContext& ctx) : Effect(ctx) {
diff --git a/src/effects/moving_ellipse_effect.h b/src/effects/moving_ellipse_effect.h
new file mode 100644
index 0000000..46c1f0e
--- /dev/null
+++ b/src/effects/moving_ellipse_effect.h
@@ -0,0 +1,16 @@
+// This file is part of the 64k demo project.
+// It declares the MovingEllipseEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+
+class MovingEllipseEffect : public Effect {
+ public:
+ MovingEllipseEffect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+
+ private:
+ RenderPass pass_;
+};
diff --git a/src/effects/particle_defs.h b/src/effects/particle_defs.h
new file mode 100644
index 0000000..dcbb830
--- /dev/null
+++ b/src/effects/particle_defs.h
@@ -0,0 +1,13 @@
+// This file is part of the 64k demo project.
+// It defines common structures for particle-based effects.
+
+#pragma once
+
+static const int NUM_PARTICLES = 10000;
+
+struct Particle {
+ float pos[4];
+ float vel[4];
+ float rot[4];
+ float color[4];
+};
diff --git a/src/effects/particle_spray_effect.cc b/src/effects/particle_spray_effect.cc
index 0b0dba1..1acf67d 100644
--- a/src/effects/particle_spray_effect.cc
+++ b/src/effects/particle_spray_effect.cc
@@ -1,9 +1,10 @@
// This file is part of the 64k demo project.
// It implements the ParticleSprayEffect.
-#include "gpu/demo_effects.h"
+#include "effects/particle_spray_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
#include <vector>
// --- ParticleSprayEffect ---
diff --git a/src/effects/particle_spray_effect.h b/src/effects/particle_spray_effect.h
new file mode 100644
index 0000000..c83d691
--- /dev/null
+++ b/src/effects/particle_spray_effect.h
@@ -0,0 +1,21 @@
+// This file is part of the 64k demo project.
+// It declares the ParticleSprayEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+#include "effects/particle_defs.h"
+
+class ParticleSprayEffect : public Effect {
+ public:
+ ParticleSprayEffect(const GpuContext& ctx);
+ void compute(WGPUCommandEncoder encoder,
+ const CommonPostProcessUniforms& uniforms) override;
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+
+ private:
+ ComputePass compute_pass_;
+ RenderPass render_pass_;
+ GpuBuffer particles_buffer_;
+};
diff --git a/src/effects/particles_effect.cc b/src/effects/particles_effect.cc
index b05aecd..25589fd 100644
--- a/src/effects/particles_effect.cc
+++ b/src/effects/particles_effect.cc
@@ -1,9 +1,10 @@
// This file is part of the 64k demo project.
// It implements the ParticlesEffect.
-#include "gpu/demo_effects.h"
+#include "effects/particles_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
#include <vector>
// --- ParticlesEffect ---
diff --git a/src/effects/particles_effect.h b/src/effects/particles_effect.h
new file mode 100644
index 0000000..6d46ea2
--- /dev/null
+++ b/src/effects/particles_effect.h
@@ -0,0 +1,21 @@
+// This file is part of the 64k demo project.
+// It declares the ParticlesEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+#include "effects/particle_defs.h"
+
+class ParticlesEffect : public Effect {
+ public:
+ ParticlesEffect(const GpuContext& ctx);
+ void compute(WGPUCommandEncoder encoder,
+ const CommonPostProcessUniforms& uniforms) override;
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+
+ private:
+ ComputePass compute_pass_;
+ RenderPass render_pass_;
+ GpuBuffer particles_buffer_;
+};
diff --git a/src/effects/passthrough_effect.cc b/src/effects/passthrough_effect.cc
index aedb387..50f5a5c 100644
--- a/src/effects/passthrough_effect.cc
+++ b/src/effects/passthrough_effect.cc
@@ -1,8 +1,9 @@
// This file is part of the 64k demo project.
// It implements the PassthroughEffect.
-#include "gpu/demo_effects.h"
+#include "effects/passthrough_effect.h"
#include "gpu/gpu.h"
+#include "gpu/shaders.h"
// --- PassthroughEffect ---
PassthroughEffect::PassthroughEffect(const GpuContext& ctx)
diff --git a/src/effects/passthrough_effect.h b/src/effects/passthrough_effect.h
new file mode 100644
index 0000000..36f93f2
--- /dev/null
+++ b/src/effects/passthrough_effect.h
@@ -0,0 +1,14 @@
+// This file is part of the 64k demo project.
+// It declares the PassthroughEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+
+class PassthroughEffect : public PostProcessEffect {
+ public:
+ PassthroughEffect(const GpuContext& ctx);
+ void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+};
diff --git a/src/effects/sdf_test_effect.cc b/src/effects/sdf_test_effect.cc
new file mode 100644
index 0000000..28b3513
--- /dev/null
+++ b/src/effects/sdf_test_effect.cc
@@ -0,0 +1,36 @@
+// This file is part of the 64k demo project.
+// It implements the SDFTestEffect.
+
+#include "effects/sdf_test_effect.h"
+#include "gpu/gpu.h"
+#include "gpu/shaders.h"
+
+SDFTestEffect::SDFTestEffect(const GpuContext& ctx) : SDFEffect(ctx) {
+ ResourceBinding bindings[] = {
+ {uniforms_.get(), WGPUBufferBindingType_Uniform},
+ {camera_params_.get(), WGPUBufferBindingType_Uniform}};
+ pass_ = gpu_create_render_pass(ctx_.device, ctx_.format,
+ sdf_test_shader_wgsl, bindings, 2);
+ pass_.vertex_count = 3;
+}
+
+void SDFTestEffect::render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) {
+ // Update common uniforms
+ uniforms_.update(ctx_.queue, uniforms);
+
+ // Update camera (simple orbiting camera)
+ const float radius = 5.0f;
+ const float speed = 0.3f;
+ vec3 cam_pos(std::cos(uniforms.time * speed) * radius, 2.0f,
+ std::sin(uniforms.time * speed) * radius);
+ vec3 cam_target(0.0f, 0.0f, 0.0f);
+ vec3 cam_up(0.0f, 1.0f, 0.0f);
+ update_camera(cam_pos, cam_target, cam_up, 0.785398f, 0.1f, 100.0f,
+ uniforms.aspect_ratio);
+
+ // Render
+ wgpuRenderPassEncoderSetPipeline(pass, pass_.pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, pass_.bind_group, 0, nullptr);
+ wgpuRenderPassEncoderDraw(pass, pass_.vertex_count, 1, 0, 0);
+}
diff --git a/src/effects/sdf_test_effect.h b/src/effects/sdf_test_effect.h
new file mode 100644
index 0000000..41baf83
--- /dev/null
+++ b/src/effects/sdf_test_effect.h
@@ -0,0 +1,16 @@
+// This file is part of the 64k demo project.
+// It demonstrates SDFEffect base class usage.
+
+#pragma once
+
+#include "gpu/sdf_effect.h"
+
+class SDFTestEffect : public SDFEffect {
+ public:
+ SDFTestEffect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+
+ private:
+ RenderPass pass_;
+};
diff --git a/src/effects/solarize_effect.cc b/src/effects/solarize_effect.cc
index cdb9354..a367e51 100644
--- a/src/effects/solarize_effect.cc
+++ b/src/effects/solarize_effect.cc
@@ -1,8 +1,9 @@
// This file is part of the 64k demo project.
// It implements the SolarizeEffect.
-#include "gpu/demo_effects.h"
+#include "effects/solarize_effect.h"
#include "gpu/gpu.h"
+#include "gpu/shaders.h"
// --- SolarizeEffect ---
SolarizeEffect::SolarizeEffect(const GpuContext& ctx) : PostProcessEffect(ctx) {
diff --git a/src/effects/solarize_effect.h b/src/effects/solarize_effect.h
new file mode 100644
index 0000000..6132f58
--- /dev/null
+++ b/src/effects/solarize_effect.h
@@ -0,0 +1,16 @@
+// This file is part of the 64k demo project.
+// It declares the SolarizeEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+
+class SolarizeEffect : public PostProcessEffect {
+ public:
+ SolarizeEffect(const GpuContext& ctx);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+};
diff --git a/src/effects/vignette_effect.cc b/src/effects/vignette_effect.cc
index f5c3f05..3ddbee3 100644
--- a/src/effects/vignette_effect.cc
+++ b/src/effects/vignette_effect.cc
@@ -1,9 +1,10 @@
// This file is part of the 64k demo project.
// It implements the VignetteEffect.
-#include "gpu/demo_effects.h"
+#include "effects/vignette_effect.h"
#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
+#include "gpu/shaders.h"
VignetteEffect::VignetteEffect(const GpuContext& ctx)
: VignetteEffect(ctx, VignetteParams()) {
diff --git a/src/effects/vignette_effect.h b/src/effects/vignette_effect.h
new file mode 100644
index 0000000..f891d14
--- /dev/null
+++ b/src/effects/vignette_effect.h
@@ -0,0 +1,26 @@
+// This file is part of the 64k demo project.
+// It declares the VignetteEffect.
+
+#pragma once
+
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+// Parameters for VignetteEffect
+struct VignetteParams {
+ float radius = 0.5f; // Radius of the clear center
+ float softness = 0.5f; // Softness of the vignette edge
+};
+
+class VignetteEffect : public PostProcessEffect {
+ public:
+ VignetteEffect(const GpuContext& ctx);
+ VignetteEffect(const GpuContext& ctx, const VignetteParams& params);
+ void render(WGPURenderPassEncoder pass,
+ const CommonPostProcessUniforms& uniforms) override;
+ void update_bind_group(WGPUTextureView input_view) override;
+
+ private:
+ VignetteParams params_;
+ UniformBuffer<VignetteParams> params_buffer_;
+};
diff --git a/src/gpu/camera_params.h b/src/gpu/camera_params.h
new file mode 100644
index 0000000..361f65f
--- /dev/null
+++ b/src/gpu/camera_params.h
@@ -0,0 +1,18 @@
+// This file is part of the 64k demo project.
+// It defines CameraParams for raymarching effects.
+
+#pragma once
+
+#include "util/mini_math.h"
+
+// Camera parameters for SDF raymarching effects
+// Binding convention: @group(0) @binding(3)
+struct CameraParams {
+ mat4 inv_view; // Inverse view matrix (screen→world transform)
+ float fov; // Vertical field of view in radians
+ float near_plane; // Near clipping plane
+ float far_plane; // Far clipping plane
+ float aspect_ratio; // Width/height ratio
+};
+static_assert(sizeof(CameraParams) == 80,
+ "CameraParams must be 80 bytes for WGSL alignment");
diff --git a/src/gpu/demo_effects.h b/src/gpu/demo_effects.h
index 72c8e6e..85498ad 100644
--- a/src/gpu/demo_effects.h
+++ b/src/gpu/demo_effects.h
@@ -1,192 +1,53 @@
// This file is part of the 64k demo project.
-// It declares the concrete effects used in the demo.
+// It includes all concrete effects used in the demo.
#pragma once
+
+// Core 3D
#include "3d/camera.h"
#include "3d/renderer.h"
#include "3d/scene.h"
+
+// Base effect classes
#include "effect.h"
-#include "effects/circle_mask_effect.h"
-#include "effects/fade_effect.h" // FadeEffect with full definition
-#include "effects/flash_cube_effect.h"
-#include "effects/flash_effect.h" // FlashEffect with params support
-#include "effects/hybrid_3d_effect.h"
-#include "effects/rotating_cube_effect.h"
-#include "effects/scene1_effect.h"
-#include "effects/theme_modulation_effect.h" // ThemeModulationEffect with full definition
-#include "gpu/gpu.h"
#include "gpu/post_process_helper.h"
#include "gpu/shaders.h"
#include "gpu/texture_manager.h"
#include "gpu/uniform_helper.h"
-#include <memory>
-
-static const int NUM_PARTICLES = 10000;
-
-struct Particle {
- float pos[4];
- float vel[4];
- float rot[4];
- float color[4];
-};
-
-class HeptagonEffect : public Effect {
- public:
- HeptagonEffect(const GpuContext& ctx);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
-
- private:
- RenderPass pass_;
-};
-
-class ParticlesEffect : public Effect {
- public:
- ParticlesEffect(const GpuContext& ctx);
- void compute(WGPUCommandEncoder encoder,
- const CommonPostProcessUniforms& uniforms) override;
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
-
- private:
- ComputePass compute_pass_;
- RenderPass render_pass_;
- GpuBuffer particles_buffer_;
-};
-
-class PassthroughEffect : public PostProcessEffect {
- public:
- PassthroughEffect(const GpuContext& ctx);
- void update_bind_group(WGPUTextureView input_view) override;
-
- private:
-};
-
-class MovingEllipseEffect : public Effect {
- public:
- MovingEllipseEffect(const GpuContext& ctx);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
-
- private:
- RenderPass pass_;
-};
-
-class ParticleSprayEffect : public Effect {
- public:
- ParticleSprayEffect(const GpuContext& ctx);
- void compute(WGPUCommandEncoder encoder,
- const CommonPostProcessUniforms& uniforms) override;
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- private:
- ComputePass compute_pass_;
- RenderPass render_pass_;
- GpuBuffer particles_buffer_;
-};
-
-// Parameters for GaussianBlurEffect (set at construction time)
-struct GaussianBlurParams {
- float strength = 1.0f; // Default
- float strength_audio = 0.5f; // how much to pulse with audio
- float stretch = 1.f; // y/x axis ratio
- float _pad = 0.;
-};
-static_assert(sizeof(GaussianBlurParams) == 16,
- "GaussianBlurParams must be 16 bytes for WGSL alignment");
-
-class GaussianBlurEffect : public PostProcessEffect {
- public:
- // Backward compatibility constructor (uses default params)
- GaussianBlurEffect(const GpuContext& ctx);
- // New parameterized constructor
- GaussianBlurEffect(const GpuContext& ctx, const GaussianBlurParams& params);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- void update_bind_group(WGPUTextureView input_view) override;
-
- private:
- GaussianBlurParams params_;
- UniformBuffer<GaussianBlurParams> params_buffer_;
-};
-
-class SolarizeEffect : public PostProcessEffect {
- public:
- SolarizeEffect(const GpuContext& ctx);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- void update_bind_group(WGPUTextureView input_view) override;
-
- private:
-};
-
-// Parameters for VignetteEffect
-struct VignetteParams {
- float radius = 0.5f; // Radius of the clear center
- float softness = 0.5f; // Softness of the vignette edge
-};
-
-class VignetteEffect : public PostProcessEffect {
- public:
- VignetteEffect(const GpuContext& ctx);
- VignetteEffect(const GpuContext& ctx, const VignetteParams& params);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- void update_bind_group(WGPUTextureView input_view) override;
-
- private:
- VignetteParams params_;
- UniformBuffer<VignetteParams> params_buffer_;
-};
+// Individual Effect Headers
+#include "effects/chroma_aberration_effect.h"
+#include "effects/circle_mask_effect.h"
+#include "effects/cnn_effect.h"
+#include "effects/cnn_v2_effect.h"
+#include "effects/distort_effect.h"
+#include "effects/fade_effect.h"
+#include "effects/flash_cube_effect.h"
+#include "effects/flash_effect.h"
+#include "effects/gaussian_blur_effect.h"
+#include "effects/heptagon_effect.h"
+#include "effects/hybrid_3d_effect.h"
+#include "effects/moving_ellipse_effect.h"
+#include "effects/particle_spray_effect.h"
+#include "effects/particles_effect.h"
+#include "effects/passthrough_effect.h"
+#include "effects/rotating_cube_effect.h"
+#include "effects/scene1_effect.h"
+#include "effects/sdf_test_effect.h"
+#include "effects/solarize_effect.h"
+#include "effects/theme_modulation_effect.h"
+#include "effects/vignette_effect.h"
-// Parameters for ChromaAberrationEffect (set at construction time)
-struct ChromaAberrationParams {
- float offset_scale = 0.02f; // Default: 2% screen offset
- float angle = 0.0f; // Default: horizontal (0 radians)
-};
+#include <memory>
-class ChromaAberrationEffect : public PostProcessEffect {
- public:
- // Backward compatibility constructor (uses default params)
- ChromaAberrationEffect(const GpuContext& ctx);
- // New parameterized constructor
- ChromaAberrationEffect(const GpuContext& ctx,
- const ChromaAberrationParams& params);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- void update_bind_group(WGPUTextureView input_view) override;
- private:
- ChromaAberrationParams params_;
- UniformBuffer<ChromaAberrationParams> params_buffer_;
-};
-// Parameters for DistortEffect
-struct DistortParams {
- float strength = 0.01f; // Default distortion strength
- float speed = 1.0f; // Default distortion speed
-};
-static_assert(sizeof(DistortParams) == 8,
- "DistortParams must be 8 bytes for WGSL alignment");
+// Common particle definition is now in effects/particle_defs.h
-class DistortEffect : public PostProcessEffect {
- public:
- DistortEffect(const GpuContext& ctx);
- DistortEffect(const GpuContext& ctx, const DistortParams& params);
- void render(WGPURenderPassEncoder pass,
- const CommonPostProcessUniforms& uniforms) override;
- void update_bind_group(WGPUTextureView input_view) override;
- private:
- DistortParams params_;
- UniformBuffer<DistortParams> params_buffer_;
-};
-#include "effects/cnn_effect.h"
-#include "effects/cnn_v2_effect.h"
+// Auto-generated functions from sequence compiler
-// Auto-generated functions
void LoadTimeline(MainSequence& main_seq, const GpuContext& ctx);
-float GetDemoDuration(); // Returns demo end time in seconds, or -1 if not
- // specified \ No newline at end of file
+
+float GetDemoDuration();
diff --git a/src/gpu/sdf_effect.h b/src/gpu/sdf_effect.h
new file mode 100644
index 0000000..4f23604
--- /dev/null
+++ b/src/gpu/sdf_effect.h
@@ -0,0 +1,53 @@
+// This file is part of the 64k demo project.
+// It defines SDFEffect base class for raymarching effects.
+
+#pragma once
+
+#include "3d/camera.h"
+#include "gpu/camera_params.h"
+#include "gpu/effect.h"
+#include "gpu/uniform_helper.h"
+
+// Base class for SDF raymarching effects
+// Provides CameraParams uniform buffer and helper methods
+//
+// Binding convention:
+// @group(0) @binding(2): CommonPostProcessUniforms (from Effect base)
+// @group(0) @binding(3): CameraParams
+// @group(0) @binding(4+): Per-effect custom parameters
+class SDFEffect : public Effect {
+ public:
+ SDFEffect(const GpuContext& ctx) : Effect(ctx) {
+ camera_params_.init(ctx.device);
+ }
+
+ virtual ~SDFEffect() = default;
+
+ // Populate camera parameters from Camera object
+ void update_camera(const Camera& camera, float aspect_ratio) {
+ CameraParams params;
+ params.inv_view = camera.get_view_matrix().inverse();
+ params.fov = camera.fov_y_rad;
+ params.near_plane = camera.near_plane;
+ params.far_plane = camera.far_plane;
+ params.aspect_ratio = aspect_ratio;
+ camera_params_.update(ctx_.queue, params);
+ }
+
+ // Populate camera parameters with custom values
+ void update_camera(const vec3& position, const vec3& target, const vec3& up,
+ float fov, float near_plane, float far_plane,
+ float aspect_ratio) {
+ mat4 view = mat4::look_at(position, target, up);
+ CameraParams params;
+ params.inv_view = view.inverse();
+ params.fov = fov;
+ params.near_plane = near_plane;
+ params.far_plane = far_plane;
+ params.aspect_ratio = aspect_ratio;
+ camera_params_.update(ctx_.queue, params);
+ }
+
+ protected:
+ UniformBuffer<CameraParams> camera_params_;
+};
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);
diff --git a/src/gpu/shaders.h b/src/gpu/shaders.h
index 03fa48c..03263db 100644
--- a/src/gpu/shaders.h
+++ b/src/gpu/shaders.h
@@ -16,6 +16,7 @@ extern const char* particle_spray_compute_wgsl;
extern const char* gaussian_blur_shader_wgsl;
extern const char* solarize_shader_wgsl;
extern const char* scene1_shader_wgsl;
+extern const char* sdf_test_shader_wgsl;
extern const char* distort_shader_wgsl;
extern const char* chroma_aberration_shader_wgsl;
extern const char* vignette_shader_wgsl;
diff --git a/src/tests/gpu/test_demo_effects.cc b/src/tests/gpu/test_demo_effects.cc
index 4234901..ec78c10 100644
--- a/src/tests/gpu/test_demo_effects.cc
+++ b/src/tests/gpu/test_demo_effects.cc
@@ -136,6 +136,7 @@ static void test_scene_effects() {
{"RotatingCubeEffect",
std::make_shared<RotatingCubeEffect>(fixture.ctx())},
{"Scene1Effect", std::make_shared<Scene1Effect>(fixture.ctx())},
+ {"SDFTestEffect", std::make_shared<SDFTestEffect>(fixture.ctx())},
};
int passed = 0;
diff --git a/workspaces/main/assets.txt b/workspaces/main/assets.txt
index 0b64ba9..972cc8b 100644
--- a/workspaces/main/assets.txt
+++ b/workspaces/main/assets.txt
@@ -25,6 +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_CAMERA_COMMON, NONE, ../../common/shaders/camera_common.wgsl, "Camera parameters and raymarching helpers"
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"
@@ -50,6 +51,7 @@ SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader"
SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader"
SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader"
SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader"
+SHADER_SDF_TEST, NONE, shaders/sdf_test.wgsl, "SDF test effect demonstrating SDFEffect base class"
SHADER_SKYBOX, NONE, ../../common/shaders/skybox.wgsl, "Skybox background shader"
SHADER_MATH_SDF_SHAPES, NONE, ../../common/shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet"
SHADER_MATH_SDF_UTILS, NONE, ../../common/shaders/math/sdf_utils.wgsl, "SDF Utils Snippet"
diff --git a/workspaces/main/shaders/sdf_test.wgsl b/workspaces/main/shaders/sdf_test.wgsl
new file mode 100644
index 0000000..3c97613
--- /dev/null
+++ b/workspaces/main/shaders/sdf_test.wgsl
@@ -0,0 +1,68 @@
+// SDF Test Effect - demonstrates SDFEffect base class usage
+// Simple scene with a sphere and box
+
+#include "common_uniforms"
+#include "camera_common"
+#include "math/sdf_shapes"
+#include "render/raymarching"
+
+@group(0) @binding(0) var<uniform> uniforms: CommonUniforms;
+@group(0) @binding(1) var<uniform> camera: CameraParams;
+
+// Scene distance function
+fn df(p: vec3<f32>) -> f32 {
+ // Animated sphere
+ let sphere_pos = vec3<f32>(sin(uniforms.beat_time * 0.5) * 2.0, 0.0, 0.0);
+ let d_sphere = sdSphere(p - sphere_pos, 1.0);
+
+ // Static box
+ let box_pos = vec3<f32>(0.0, -2.0, 0.0);
+ let d_box = sdBox(p - box_pos, vec3<f32>(3.0, 0.5, 3.0));
+
+ return min(d_sphere, d_box);
+}
+
+// Simple lighting
+fn shade(pos: vec3<f32>, rd: vec3<f32>) -> vec3<f32> {
+ let n = normal(pos);
+ let light_dir = normalize(vec3<f32>(1.0, 1.0, -1.0));
+ let diff = max(dot(n, light_dir), 0.0);
+ let amb = 0.2;
+
+ // Color based on position
+ let col = mix(vec3<f32>(0.2, 0.6, 0.9), vec3<f32>(0.9, 0.3, 0.2),
+ smoothstep(-2.0, 2.0, pos.x));
+
+ return col * (diff + amb);
+}
+
+@vertex
+fn vs_main(@builtin(vertex_index) vid: u32) -> @builtin(position) vec4<f32> {
+ // Fullscreen triangle
+ let x = f32((vid & 1u) << 2u) - 1.0;
+ let y = f32((vid & 2u) << 1u) - 1.0;
+ return vec4<f32>(x, y, 0.0, 1.0);
+}
+
+@fragment
+fn fs_main(@builtin(position) pos: vec4<f32>) -> @location(0) vec4<f32> {
+ // UV coordinates (-1 to 1)
+ let uv = (pos.xy / uniforms.resolution - 0.5) * 2.0;
+
+ // Generate ray
+ let ray = getCameraRay(camera, uv);
+
+ // Raymarch
+ let t = rayMarch(ray.origin, ray.direction, 0.0);
+
+ // Background color
+ var col = vec3<f32>(0.1, 0.1, 0.15);
+
+ // Shade hit point
+ if (t < MAX_RAY_LENGTH) {
+ let hit_pos = ray.origin + ray.direction * t;
+ col = shade(hit_pos, ray.direction);
+ }
+
+ return vec4<f32>(col, 1.0);
+}