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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. |
