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Diffstat (limited to 'cnn_v3/src/gbuffer_effect.h')
-rw-r--r--cnn_v3/src/gbuffer_effect.h59
1 files changed, 43 insertions, 16 deletions
diff --git a/cnn_v3/src/gbuffer_effect.h b/cnn_v3/src/gbuffer_effect.h
index 42fb0ec..13d394d 100644
--- a/cnn_v3/src/gbuffer_effect.h
+++ b/cnn_v3/src/gbuffer_effect.h
@@ -10,6 +10,7 @@
#include "gpu/uniform_helper.h"
#include "gpu/wgpu_resource.h"
#include "util/mini_math.h"
+#include <vector>
// Uniform for the pack compute shader
struct GBufResUniforms {
@@ -20,6 +21,20 @@ struct GBufResUniforms {
static_assert(sizeof(GBufResUniforms) == 16,
"GBufResUniforms must be 16 bytes");
+// Single directional light: direction points *toward* the light source (world space).
+struct GBufLight {
+ vec4 direction; // xyz = normalized direction toward light, w = unused
+ vec4 color; // rgb = color, a = intensity
+};
+static_assert(sizeof(GBufLight) == 32, "GBufLight must be 32 bytes");
+
+struct GBufLightsUniforms {
+ GBufLight lights[2];
+ vec4 params; // x = num_lights
+};
+static_assert(sizeof(GBufLightsUniforms) == 80,
+ "GBufLightsUniforms must be 80 bytes");
+
class GBufferEffect : public Effect {
public:
GBufferEffect(const GpuContext& ctx, const std::vector<std::string>& inputs,
@@ -31,47 +46,59 @@ class GBufferEffect : public Effect {
void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
NodeRegistry& nodes) override;
- void set_scene(const Scene* scene, const Camera* camera);
+ // Populate the internal scene with ~20 rotating cubes and a few pumping
+ // spheres. Must be called once before the first render().
+ void set_scene();
private:
+ // Per-cube animation state (axis-angle rotation)
+ struct CubeAnim {
+ vec3 axis;
+ float speed; // radians/second, may be negative
+ };
+ // Per-sphere animation state (radius driven by audio_intensity)
+ struct SphereAnim {
+ int obj_idx; // index into scene_.objects
+ float base_radius;
+ };
+
// Internal G-buffer node names
std::string node_albedo_;
std::string node_normal_mat_;
std::string node_depth_;
std::string node_shadow_;
std::string node_transp_;
- std::string node_feat0_;
- std::string node_feat1_;
- const Scene* scene_ = nullptr;
- const Camera* camera_ = nullptr;
+ // Owned scene and camera — populated by set_scene()
+ Scene scene_;
+ Camera camera_;
+ bool scene_ready_ = false;
+
+ std::vector<CubeAnim> cube_anims_;
+ std::vector<SphereAnim> sphere_anims_;
// Pass 1: MRT rasterization pipeline
RenderPipeline raster_pipeline_;
BindGroup raster_bind_group_;
+ // Pass 2: SDF shadow pipeline
+ RenderPipeline shadow_pipeline_;
+
// Pass 4: Pack compute pipeline
ComputePipeline pack_pipeline_;
- BindGroup pack_bind_group_;
- UniformBuffer<GBufResUniforms> pack_res_uniform_;
-
- // Placeholder textures for shadow/transp (white/black cleared once)
- Texture shadow_placeholder_tex_;
- TextureView shadow_placeholder_view_;
- Texture transp_placeholder_tex_;
- TextureView transp_placeholder_view_;
+ UniformBuffer<GBufResUniforms> pack_res_uniform_;
+ UniformBuffer<GBufLightsUniforms> lights_uniform_;
// GPU-side object data buffers (global uniforms + objects storage)
- // These mirror the layout expected by gbuf_raster.wgsl
GpuBuffer global_uniforms_buf_;
GpuBuffer objects_buf_;
- int objects_buf_capacity_ = 0; // number of ObjectData slots allocated
+ int objects_buf_capacity_ = 0;
void create_raster_pipeline();
+ void create_shadow_pipeline();
void create_pack_pipeline();
void update_raster_bind_group(NodeRegistry& nodes);
- void update_pack_bind_group(NodeRegistry& nodes);
void upload_scene_data(const Scene& scene, const Camera& camera,
float time);