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-rw-r--r--doc/3D.md17
-rw-r--r--src/3d/renderer.h8
-rw-r--r--src/3d/renderer_pipelines.cc1
-rw-r--r--src/effects/ntsc.wgsl2
-rw-r--r--src/effects/rotating_cube_effect.cc1
-rw-r--r--src/effects/rotating_cube_effect.h5
-rw-r--r--src/util/mini_math.h2
7 files changed, 25 insertions, 11 deletions
diff --git a/doc/3D.md b/doc/3D.md
index c27b034..dbcd6f9 100644
--- a/doc/3D.md
+++ b/doc/3D.md
@@ -24,6 +24,23 @@
- WebGPU framebuffer: y-down (pixel row 0 at top)
- `uv.y = 0` → NDC `y = -1` → bottom of framebuffer ✓
+### Rasterized 3D and the Y-flip rule
+
+The fullscreen post-process VS (`fullscreen_uv_vs.wgsl`) uses **Y-up UVs** (`uv.y=0` = bottom of screen).
+`textureSample(tex, s, uv)` with those UVs samples the **top** of the input texture at the bottom of
+the screen — a Y-flip. SDF effects are authored Y-down and appear correct after this flip. Rasterized
+effects (RotatingCube, Hybrid3D) render into an offscreen texture and are consumed by the post-process
+chain, so they must **pre-flip** their geometry to compensate:
+
+- **`mat4::perspective()`** uses `m[5] = -t` (negated Y scale) — renders geometry upside-down into the
+ texture so the post-process chain flips it right-side up.
+- **Rasterized pipelines** with `cullMode = Back` must set `frontFace = WGPUFrontFace_CW` — the Y-flip
+ reverses winding order on screen, so CW becomes the visible (front) face.
+- Pipelines with `cullMode = None` (SDF proxy hull, skybox) need no winding change.
+
+**Do not** set `m[5] = +t` or use `frontFace = WGPUFrontFace_CCW` (default) in rasterized 3D
+pipelines — the result will be upside-down with back-faces culled.
+
## Core Concept
Hybrid SDF/rasterization pipeline with physics and collision detection.
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index 4c31c97..11a7931 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -24,12 +24,9 @@ struct GlobalUniforms {
vec2 resolution;
vec2 padding;
- // Transpose matrices: mini_math is row-major, WGSL expects column-major.
static GlobalUniforms make(const mat4& vp, const vec4& cam_pos_time,
const vec4& p, const vec2& res) {
- return {mat4::transpose(vp), mat4::transpose(vp.inverse()),
- cam_pos_time, p,
- res, vec2(0.0f, 0.0f)};
+ return {vp, vp.inverse(), cam_pos_time, p, res, vec2(0.0f, 0.0f)};
}
};
@@ -42,9 +39,8 @@ struct ObjectData {
// applicable)
vec4 params;
- // Transpose matrices: mini_math is row-major, WGSL expects column-major.
static ObjectData make(const mat4& m, const vec4& col, const vec4& p) {
- return {mat4::transpose(m), mat4::transpose(m.inverse()), col, p};
+ return {m, m.inverse(), col, p};
}
};
diff --git a/src/3d/renderer_pipelines.cc b/src/3d/renderer_pipelines.cc
index be4a317..2950a7f 100644
--- a/src/3d/renderer_pipelines.cc
+++ b/src/3d/renderer_pipelines.cc
@@ -249,6 +249,7 @@ void Renderer3D::create_mesh_pipeline() {
pipeline_desc.vertex.buffers = &vert_buffer_layout;
pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipeline_desc.primitive.cullMode = WGPUCullMode_Back;
+ pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; // Y-flipped perspective
pipeline_desc.multisample.count = 1;
pipeline_desc.fragment = &fragment_state;
pipeline_desc.depthStencil = &depth_stencil;
diff --git a/src/effects/ntsc.wgsl b/src/effects/ntsc.wgsl
index 5c27695..4e72f0a 100644
--- a/src/effects/ntsc.wgsl
+++ b/src/effects/ntsc.wgsl
@@ -2,6 +2,7 @@
#include "sequence_uniforms"
#include "render/fullscreen_uv_vs"
#include "math/noise"
+#include "debug/debug_print"
const vignetteRounding = 160.0f;
const vignetteSmoothness = 0.7f;
@@ -68,5 +69,6 @@ fn vignette(uv: vec2f) -> f32 {
col.g *= 1.01;
col.b *= 0.94;
+ col = debug_f32(col, in.position.xy / uniforms.resolution, vec2f(10., 10.), 3.2);
return vec4f(clamp(col, vec3f(0.0), vec3f(1.0)), 1.0);
}
diff --git a/src/effects/rotating_cube_effect.cc b/src/effects/rotating_cube_effect.cc
index 757d64c..197bc26 100644
--- a/src/effects/rotating_cube_effect.cc
+++ b/src/effects/rotating_cube_effect.cc
@@ -75,6 +75,7 @@ RotatingCube::RotatingCube(const GpuContext& ctx,
pipeline_desc.vertex.entryPoint = str_view("vs_main");
pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipeline_desc.primitive.cullMode = WGPUCullMode_Back;
+ pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; // Y-flipped perspective
pipeline_desc.depthStencil = &depth_stencil;
pipeline_desc.multisample.count = 1;
pipeline_desc.multisample.mask = 0xFFFFFFFF;
diff --git a/src/effects/rotating_cube_effect.h b/src/effects/rotating_cube_effect.h
index 920be5c..fb321fa 100644
--- a/src/effects/rotating_cube_effect.h
+++ b/src/effects/rotating_cube_effect.h
@@ -29,12 +29,9 @@ class RotatingCube : public Effect {
float aspect_ratio;
float _pad;
- // Transpose matrices: mini_math is row-major, WGSL expects column-major.
static Uniforms make(const mat4& vp, const vec4& cam_pos_time,
const vec4& p, const vec2& res, float asp) {
- return {mat4::transpose(vp), mat4::transpose(vp.inverse()),
- cam_pos_time, p,
- res, asp};
+ return {vp, vp.inverse(), cam_pos_time, p, res, asp};
}
};
static_assert(sizeof(Uniforms) == 176, "Uniforms size mismatch");
diff --git a/src/util/mini_math.h b/src/util/mini_math.h
index 29dc38f..0aa66a3 100644
--- a/src/util/mini_math.h
+++ b/src/util/mini_math.h
@@ -229,7 +229,7 @@ struct mat4 {
mat4 r = {};
float t = 1.0f / std::tan(fov * 0.5f);
r.m[0] = t / asp;
- r.m[5] = t;
+ r.m[5] = -t; // Negate Y: post-process chain samples textures Y-flipped
r.m[10] = f / (n - f);
r.m[11] = -1;
r.m[14] = (n * f) / (n - f);