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-rw-r--r--src/3d/renderer.h21
1 files changed, 12 insertions, 9 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index 8068bdc..db86b72 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -6,6 +6,7 @@
#include "3d/camera.h"
#include "3d/scene.h"
+#include "3d/bvh.h"
#include "gpu/gpu.h"
#include <vector>
@@ -43,19 +44,12 @@ class Renderer3D {
#endif
// Renders the scene to the given texture view (Convenience: creates a pass)
-
void render(const Scene& scene, const Camera& camera, float time,
-
WGPUTextureView target_view,
WGPUTextureView depth_view_opt = nullptr);
// Records draw commands to an existing pass.
-
// Assumes the pass has a compatible pipeline (or we set it here).
-
- // Note: Caller must ensure depth/color attachments are set up correctly in
- // the pass.
-
void draw(WGPURenderPassEncoder pass, const Scene& scene,
const Camera& camera, float time);
@@ -67,8 +61,12 @@ class Renderer3D {
// Resize handler (if needed for internal buffers)
void resize(int width, int height);
+ // Set whether to use BVH acceleration
+ void SetBvhEnabled(bool enabled) { bvh_enabled_ = enabled; }
+
private:
void create_pipeline();
+ WGPURenderPipeline create_pipeline_impl(bool use_bvh);
void create_skybox_pipeline();
void create_default_resources();
void update_uniforms(const Scene& scene, const Camera& camera, float time);
@@ -77,12 +75,17 @@ class Renderer3D {
WGPUQueue queue_ = nullptr;
WGPUTextureFormat format_ = WGPUTextureFormat_Undefined;
- WGPURenderPipeline pipeline_ = nullptr;
+ WGPURenderPipeline pipeline_ = nullptr; // BVH enabled
+ WGPURenderPipeline pipeline_no_bvh_ = nullptr; // BVH disabled
WGPUBindGroup bind_group_ = nullptr;
WGPURenderPipeline skybox_pipeline_ = nullptr;
WGPUBindGroup skybox_bind_group_ = nullptr;
WGPUBuffer global_uniform_buffer_ = nullptr;
WGPUBuffer object_storage_buffer_ = nullptr;
+ WGPUBuffer bvh_storage_buffer_ = nullptr;
+
+ BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading
+ bool bvh_enabled_ = true;
WGPUTextureView noise_texture_view_ = nullptr;
WGPUTextureView sky_texture_view_ = nullptr;
@@ -101,4 +104,4 @@ class Renderer3D {
VisualDebug visual_debug_;
static bool s_debug_enabled_;
#endif
-};
+}; \ No newline at end of file