summaryrefslogtreecommitdiff
path: root/src/3d/renderer.cc
diff options
context:
space:
mode:
Diffstat (limited to 'src/3d/renderer.cc')
-rw-r--r--src/3d/renderer.cc224
1 files changed, 221 insertions, 3 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 9dfc1f8..c3083fc 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -217,6 +217,170 @@ void Renderer3D::add_debug_aabb(const vec3& min, const vec3& max,
void Renderer3D::create_pipeline() {
pipeline_ = create_pipeline_impl(true); // BVH enabled
pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled
+ create_mesh_pipeline();
+}
+
+void Renderer3D::create_mesh_pipeline() {
+ std::vector<WGPUBindGroupLayoutEntry> entries;
+
+ // Binding 0: Global Uniforms
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 0;
+ e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_Uniform;
+ e.buffer.minBindingSize = sizeof(GlobalUniforms);
+ entries.push_back(e);
+ }
+
+ // Binding 1: Object Data
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 1;
+ e.visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
+ e.buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects;
+ entries.push_back(e);
+ }
+
+ // Binding 2: BVH Nodes (Optional)
+ if (bvh_enabled_) {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 2;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.buffer.type = WGPUBufferBindingType_ReadOnlyStorage;
+ e.buffer.minBindingSize = sizeof(BVHNode) * kMaxObjects * 2;
+ entries.push_back(e);
+ }
+
+ // Binding 3: Noise Texture
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 3;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.texture.sampleType = WGPUTextureSampleType_Float;
+ e.texture.viewDimension = WGPUTextureViewDimension_2D;
+ entries.push_back(e);
+ }
+
+ // Binding 4: Default Sampler
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 4;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.sampler.type = WGPUSamplerBindingType_Filtering;
+ entries.push_back(e);
+ }
+
+ // Binding 5: Sky Texture
+ {
+ WGPUBindGroupLayoutEntry e = {};
+ e.binding = 5;
+ e.visibility = WGPUShaderStage_Fragment;
+ e.texture.sampleType = WGPUTextureSampleType_Float;
+ e.texture.viewDimension = WGPUTextureViewDimension_2D;
+ entries.push_back(e);
+ }
+
+ WGPUBindGroupLayoutDescriptor bgl_desc = {};
+ bgl_desc.entryCount = (uint32_t)entries.size();
+ bgl_desc.entries = entries.data();
+ WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc);
+
+ WGPUPipelineLayoutDescriptor pl_desc = {};
+ pl_desc.bindGroupLayoutCount = 1;
+ pl_desc.bindGroupLayouts = &bgl;
+ WGPUPipelineLayout pipeline_layout =
+ wgpuDeviceCreatePipelineLayout(device_, &pl_desc);
+
+ const char* shader_code_asset = (const char*)GetAsset(AssetId::ASSET_SHADER_MESH);
+
+ ShaderComposer::CompositionMap composition_map;
+ if (bvh_enabled_) {
+ composition_map["render/scene_query_mode"] = "render/scene_query_bvh";
+ } else {
+ composition_map["render/scene_query_mode"] = "render/scene_query_linear";
+ }
+ std::string shader_source = ShaderComposer::Get().Compose({}, shader_code_asset, composition_map);
+
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderModuleWGSLDescriptor;
+ wgsl_desc.code = shader_source.c_str();
+ WGPUShaderModuleDescriptor shader_desc = {};
+ shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
+#else
+ WGPUShaderSourceWGSL wgsl_desc = {};
+ wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL;
+ wgsl_desc.code = str_view(shader_source.c_str());
+ WGPUShaderModuleDescriptor shader_desc = {};
+ shader_desc.nextInChain = (const WGPUChainedStruct*)&wgsl_desc.chain;
+#endif
+ WGPUShaderModule shader_module =
+ wgpuDeviceCreateShaderModule(device_, &shader_desc);
+
+ WGPUVertexAttribute vert_attrs[3] = {};
+ // pos
+ vert_attrs[0].format = WGPUVertexFormat_Float32x3;
+ vert_attrs[0].offset = offsetof(MeshVertex, p);
+ vert_attrs[0].shaderLocation = 0;
+ // norm
+ vert_attrs[1].format = WGPUVertexFormat_Float32x3;
+ vert_attrs[1].offset = offsetof(MeshVertex, n);
+ vert_attrs[1].shaderLocation = 1;
+ // uv
+ vert_attrs[2].format = WGPUVertexFormat_Float32x2;
+ vert_attrs[2].offset = offsetof(MeshVertex, u);
+ vert_attrs[2].shaderLocation = 2;
+
+ WGPUVertexBufferLayout vert_layout = {};
+ vert_layout.arrayStride = sizeof(MeshVertex);
+ vert_layout.stepMode = WGPUVertexStepMode_Vertex;
+ vert_layout.attributeCount = 3;
+ vert_layout.attributes = vert_attrs;
+
+ WGPURenderPipelineDescriptor desc = {};
+ desc.layout = pipeline_layout;
+ desc.vertex.module = shader_module;
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ desc.vertex.entryPoint = "vs_main";
+#else
+ desc.vertex.entryPoint = {"vs_main", 7};
+#endif
+ desc.vertex.bufferCount = 1;
+ desc.vertex.buffers = &vert_layout;
+
+ WGPUColorTargetState color_target = {};
+ color_target.format = format_;
+ color_target.writeMask = WGPUColorWriteMask_All;
+ WGPUFragmentState fragment = {};
+ fragment.module = shader_module;
+#if defined(DEMO_CROSS_COMPILE_WIN32)
+ fragment.entryPoint = "fs_main";
+#else
+ fragment.entryPoint = {"fs_main", 7};
+#endif
+ fragment.targetCount = 1;
+ fragment.targets = &color_target;
+ desc.fragment = &fragment;
+
+ desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
+ desc.primitive.cullMode = WGPUCullMode_Back;
+ desc.primitive.frontFace = WGPUFrontFace_CCW;
+
+ WGPUDepthStencilState depth_stencil = {};
+ depth_stencil.format = WGPUTextureFormat_Depth24Plus;
+ depth_stencil.depthWriteEnabled = WGPUOptionalBool_True;
+ depth_stencil.depthCompare = WGPUCompareFunction_Less;
+ desc.depthStencil = &depth_stencil;
+
+ desc.multisample.count = 1;
+ desc.multisample.mask = 0xFFFFFFFF;
+
+ mesh_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
+ wgpuBindGroupLayoutRelease(bgl);
+ wgpuPipelineLayoutRelease(pipeline_layout);
+ wgpuShaderModuleRelease(shader_module);
}
WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
@@ -304,9 +468,6 @@ WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
composition_map["render/scene_query_mode"] = "render/scene_query_linear";
}
std::string shader_source = ShaderComposer::Get().Compose({}, main_code, composition_map);
-
- // DEBUG: Print shader source to check for include errors
- std::cout << "Shader Source (BVH=" << use_bvh << "):" << std::endl << shader_source << std::endl;
#if defined(DEMO_CROSS_COMPILE_WIN32)
WGPUShaderModuleWGSLDescriptor wgsl_desc = {};
@@ -365,6 +526,36 @@ WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
return pipeline;
}
+const Renderer3D::MeshGpuData*
+Renderer3D::get_or_create_mesh(AssetId asset_id) {
+ auto it = mesh_cache_.find(asset_id);
+ if (it != mesh_cache_.end()) {
+ return &it->second;
+ }
+
+ MeshAsset asset = GetMeshAsset(asset_id);
+ if (!asset.vertices || asset.num_vertices == 0) {
+ return nullptr;
+ }
+
+ MeshGpuData data;
+ data.num_indices = asset.num_indices;
+
+ data.vertex_buffer =
+ gpu_create_buffer(device_, asset.num_vertices * sizeof(MeshVertex),
+ WGPUBufferUsage_Vertex | WGPUBufferUsage_CopyDst,
+ asset.vertices)
+ .buffer;
+ data.index_buffer =
+ gpu_create_buffer(device_, asset.num_indices * sizeof(uint32_t),
+ WGPUBufferUsage_Index | WGPUBufferUsage_CopyDst,
+ asset.indices)
+ .buffer;
+
+ mesh_cache_[asset_id] = data;
+ return &mesh_cache_[asset_id];
+}
+
void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
float time) {
GlobalUniforms globals;
@@ -399,6 +590,8 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
type_id = 3.0f;
else if (obj.type == ObjectType::PLANE)
type_id = 4.0f;
+ else if (obj.type == ObjectType::MESH)
+ type_id = 5.0f;
data.params = vec4(type_id, 0, 0, 0);
obj_data.push_back(data);
if (obj_data.size() >= kMaxObjects)
@@ -497,7 +690,32 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene,
(uint32_t)std::min((size_t)kMaxObjects, scene.objects.size());
if (instance_count > 0) {
+ wgpuRenderPassEncoderSetPipeline(pass, current_pipeline);
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
wgpuRenderPassEncoderDraw(pass, 36, instance_count, 0, 0);
+
+ // Mesh pass
+ if (mesh_pipeline_) {
+ wgpuRenderPassEncoderSetPipeline(pass, mesh_pipeline_);
+ // Bind group is the same layout
+ wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr);
+
+ for (uint32_t i = 0; i < instance_count; ++i) {
+ const auto& obj = scene.objects[i];
+ if (obj.type == ObjectType::MESH) {
+ const MeshGpuData* mesh = get_or_create_mesh(obj.mesh_asset_id);
+ if (mesh) {
+ wgpuRenderPassEncoderSetVertexBuffer(pass, 0, mesh->vertex_buffer, 0,
+ WGPU_WHOLE_SIZE);
+ wgpuRenderPassEncoderSetIndexBuffer(
+ pass, mesh->index_buffer, WGPUIndexFormat_Uint32, 0,
+ WGPU_WHOLE_SIZE);
+ wgpuRenderPassEncoderDrawIndexed(pass, mesh->num_indices, 1, 0, 0,
+ i);
+ }
+ }
+ }
+ }
}
#if !defined(STRIP_ALL)