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-rw-r--r--src/3d/object.h15
-rw-r--r--src/3d/renderer.cc286
-rw-r--r--src/3d/renderer.h23
-rw-r--r--src/3d/renderer_mesh.cc202
-rw-r--r--src/3d/renderer_sdf.cc158
-rw-r--r--src/3d/renderer_skybox.cc94
-rw-r--r--src/3d/visual_debug.cc29
-rw-r--r--src/3d/visual_debug.h4
8 files changed, 563 insertions, 248 deletions
diff --git a/src/3d/object.h b/src/3d/object.h
index 6d21393..c2d9ba1 100644
--- a/src/3d/object.h
+++ b/src/3d/object.h
@@ -5,6 +5,7 @@
#pragma once
#include "util/mini_math.h"
+#include "util/asset_manager_dcl.h"
enum class ObjectType {
CUBE,
@@ -12,7 +13,8 @@ enum class ObjectType {
PLANE,
TORUS,
BOX,
- SKYBOX
+ SKYBOX,
+ MESH
// Add more SDF types here
};
@@ -37,10 +39,15 @@ class Object3D {
float restitution;
bool is_static;
+ AssetId mesh_asset_id;
+ vec3 local_extent; // Half-extents for AABB (used by meshes for shadows)
+ void* user_data; // For tool-specific data, not for general use
+
Object3D(ObjectType t = ObjectType::CUBE)
: position(0, 0, 0), rotation(0, 0, 0, 1), scale(1, 1, 1), type(t),
color(1, 1, 1, 1), velocity(0, 0, 0), mass(1.0f), restitution(0.5f),
- is_static(false) {
+ is_static(false), mesh_asset_id((AssetId)0), local_extent(1, 1, 1),
+ user_data(nullptr) {
}
mat4 get_model_matrix() const {
@@ -56,7 +63,9 @@ class Object3D {
BoundingVolume get_local_bounds() const {
if (type == ObjectType::TORUS)
return {{-1.5f, -0.5f, -1.5f}, {1.5f, 0.5f, 1.5f}};
+ if (type == ObjectType::MESH)
+ return {-local_extent, local_extent};
// Simple defaults for unit primitives
return {{-1, -1, -1}, {1, 1, 1}};
}
-};
+}; \ No newline at end of file
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 9dfc1f8..eea3ff0 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -1,5 +1,5 @@
// This file is part of the 64k demo project.
-// It implements the Renderer3D class.
+// It implements the core Renderer3D class logic.
#include "3d/renderer.h"
#include "generated/assets.h"
@@ -37,93 +37,6 @@ void Renderer3D::init(WGPUDevice device, WGPUQueue queue,
#endif
}
-void Renderer3D::create_skybox_pipeline() {
- WGPUBindGroupLayoutEntry entries[3] = {};
- entries[0].binding = 0;
- entries[0].visibility = WGPUShaderStage_Fragment;
- entries[0].texture.sampleType = WGPUTextureSampleType_Float;
- entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
-
- entries[1].binding = 1;
- entries[1].visibility = WGPUShaderStage_Fragment;
- entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
-
- entries[2].binding = 2;
- entries[2].visibility = WGPUShaderStage_Fragment;
- entries[2].buffer.type = WGPUBufferBindingType_Uniform;
- entries[2].buffer.minBindingSize = sizeof(GlobalUniforms);
-
- WGPUBindGroupLayoutDescriptor bgl_desc = {};
- bgl_desc.entryCount = 3;
- bgl_desc.entries = entries;
- 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 uint8_t* shader_code_asset =
- GetAsset(AssetId::ASSET_SHADER_SKYBOX, nullptr);
- std::string shader_source =
- ShaderComposer::Get().Compose({}, (const char*)shader_code_asset);
-
-#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);
-
- 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
- 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;
- desc.multisample.count = 1;
- desc.multisample.mask = 0xFFFFFFFF;
-
- WGPUDepthStencilState depth_stencil = {};
- depth_stencil.format = WGPUTextureFormat_Depth24Plus;
- depth_stencil.depthWriteEnabled = WGPUOptionalBool_False;
- depth_stencil.depthCompare = WGPUCompareFunction_Always;
- desc.depthStencil = &depth_stencil;
-
- skybox_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
- wgpuBindGroupLayoutRelease(bgl);
- wgpuPipelineLayoutRelease(pipeline_layout);
- wgpuShaderModuleRelease(shader_module);
-}
-
void Renderer3D::shutdown() {
#if !defined(STRIP_ALL)
visual_debug_.shutdown();
@@ -137,6 +50,8 @@ void Renderer3D::shutdown() {
wgpuRenderPipelineRelease(pipeline_no_bvh_);
if (bind_group_)
wgpuBindGroupRelease(bind_group_);
+ if (mesh_pipeline_)
+ wgpuRenderPipelineRelease(mesh_pipeline_);
if (skybox_pipeline_)
wgpuRenderPipelineRelease(skybox_pipeline_);
if (skybox_bind_group_)
@@ -151,6 +66,15 @@ void Renderer3D::shutdown() {
wgpuTextureViewRelease(depth_view_);
if (depth_texture_)
wgpuTextureRelease(depth_texture_);
+
+ // Clear mesh cache
+ for (auto& pair : mesh_cache_) {
+ if (pair.second.vertex_buffer)
+ wgpuBufferRelease(pair.second.vertex_buffer);
+ if (pair.second.index_buffer)
+ wgpuBufferRelease(pair.second.index_buffer);
+ }
+ mesh_cache_.clear();
}
void Renderer3D::resize(int width, int height) {
@@ -214,157 +138,6 @@ void Renderer3D::add_debug_aabb(const vec3& min, const vec3& max,
#endif
}
-void Renderer3D::create_pipeline() {
- pipeline_ = create_pipeline_impl(true); // BVH enabled
- pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled
-}
-
-WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
- 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 (only if BVH is used)
- if (use_bvh) {
- 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* asset_data =
- (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
- std::string main_code = asset_data;
-
- // Use ShaderComposer to dynamically include the correct scene_query snippet
- ShaderComposer::CompositionMap composition_map;
- if (use_bvh) {
- 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({}, 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 = {};
- 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);
-
- WGPUDepthStencilState depth_stencil = {};
- depth_stencil.format = WGPUTextureFormat_Depth24Plus;
- depth_stencil.depthWriteEnabled = WGPUOptionalBool_True;
- depth_stencil.depthCompare = WGPUCompareFunction_Less;
-
- 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
- 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;
- desc.depthStencil = &depth_stencil;
- desc.multisample.count = 1;
- desc.multisample.mask = 0xFFFFFFFF;
-
- WGPURenderPipeline pipeline = wgpuDeviceCreateRenderPipeline(device_, &desc);
- wgpuBindGroupLayoutRelease(bgl);
- wgpuPipelineLayoutRelease(pipeline_layout);
- wgpuShaderModuleRelease(shader_module);
-
- return pipeline;
-}
-
void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
float time) {
GlobalUniforms globals;
@@ -399,7 +172,9 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
type_id = 3.0f;
else if (obj.type == ObjectType::PLANE)
type_id = 4.0f;
- data.params = vec4(type_id, 0, 0, 0);
+ else if (obj.type == ObjectType::MESH)
+ type_id = 5.0f;
+ data.params = vec4(type_id, obj.local_extent.x, obj.local_extent.y, obj.local_extent.z);
obj_data.push_back(data);
if (obj_data.size() >= kMaxObjects)
break;
@@ -497,15 +272,42 @@ 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 = temp_mesh_override_ ? temp_mesh_override_ : 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)
if (s_debug_enabled_) {
for (const auto& obj : scene.objects) {
- vec3 extent(1.0f, 1.0f, 1.0f);
+ vec3 extent = obj.local_extent;
if (obj.type == ObjectType::TORUS) {
extent = vec3(1.5f, 0.5f, 1.5f);
+ } else if (obj.type != ObjectType::MESH) {
+ extent = vec3(1.0f, 1.0f, 1.0f);
}
visual_debug_.add_box(obj.get_model_matrix(), extent,
vec3(1.0f, 1.0f, 0.0f)); // Yellow boxes
@@ -620,4 +422,4 @@ void Renderer3D::render(const Scene& scene, const Camera& camera, float time,
wgpuCommandBufferRelease(commands);
wgpuCommandEncoderRelease(encoder);
-}
+} \ No newline at end of file
diff --git a/src/3d/renderer.h b/src/3d/renderer.h
index db86b72..5c9fd38 100644
--- a/src/3d/renderer.h
+++ b/src/3d/renderer.h
@@ -8,6 +8,7 @@
#include "3d/scene.h"
#include "3d/bvh.h"
#include "gpu/gpu.h"
+#include <map>
#include <vector>
#if !defined(STRIP_ALL)
@@ -64,12 +65,30 @@ class Renderer3D {
// Set whether to use BVH acceleration
void SetBvhEnabled(bool enabled) { bvh_enabled_ = enabled; }
+ struct MeshGpuData {
+ WGPUBuffer vertex_buffer;
+ WGPUBuffer index_buffer;
+ uint32_t num_indices;
+ };
+
+ // HACK for test_mesh tool
+ void override_mesh_buffers(const MeshGpuData* data) {
+ temp_mesh_override_ = data;
+ }
+
+#if !defined(STRIP_ALL)
+ VisualDebug& GetVisualDebug() { return visual_debug_; }
+#endif
+
private:
+
void create_pipeline();
WGPURenderPipeline create_pipeline_impl(bool use_bvh);
+ void create_mesh_pipeline();
void create_skybox_pipeline();
void create_default_resources();
void update_uniforms(const Scene& scene, const Camera& camera, float time);
+ const MeshGpuData* get_or_create_mesh(AssetId asset_id);
WGPUDevice device_ = nullptr;
WGPUQueue queue_ = nullptr;
@@ -78,6 +97,7 @@ class Renderer3D {
WGPURenderPipeline pipeline_ = nullptr; // BVH enabled
WGPURenderPipeline pipeline_no_bvh_ = nullptr; // BVH disabled
WGPUBindGroup bind_group_ = nullptr;
+ WGPURenderPipeline mesh_pipeline_ = nullptr;
WGPURenderPipeline skybox_pipeline_ = nullptr;
WGPUBindGroup skybox_bind_group_ = nullptr;
WGPUBuffer global_uniform_buffer_ = nullptr;
@@ -87,6 +107,9 @@ class Renderer3D {
BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading
bool bvh_enabled_ = true;
+ std::map<AssetId, MeshGpuData> mesh_cache_;
+ const MeshGpuData* temp_mesh_override_ = nullptr; // HACK for test_mesh tool
+
WGPUTextureView noise_texture_view_ = nullptr;
WGPUTextureView sky_texture_view_ = nullptr;
WGPUSampler default_sampler_ = nullptr;
diff --git a/src/3d/renderer_mesh.cc b/src/3d/renderer_mesh.cc
new file mode 100644
index 0000000..0a098ef
--- /dev/null
+++ b/src/3d/renderer_mesh.cc
@@ -0,0 +1,202 @@
+// This file is part of the 64k demo project.
+// It implements mesh-related logic for Renderer3D.
+
+#include "3d/renderer.h"
+#include "generated/assets.h"
+#include "gpu/effects/shader_composer.h"
+#include "util/asset_manager_utils.h"
+#include <cstring>
+#include <vector>
+
+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);
+}
+
+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];
+}
diff --git a/src/3d/renderer_sdf.cc b/src/3d/renderer_sdf.cc
new file mode 100644
index 0000000..d94df11
--- /dev/null
+++ b/src/3d/renderer_sdf.cc
@@ -0,0 +1,158 @@
+// This file is part of the 64k demo project.
+// It implements SDF-related pipeline logic for Renderer3D.
+
+#include "3d/renderer.h"
+#include "generated/assets.h"
+#include "gpu/effects/shader_composer.h"
+#include "util/asset_manager.h"
+#include <vector>
+
+void Renderer3D::create_pipeline() {
+ pipeline_ = create_pipeline_impl(true); // BVH enabled
+ pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled
+ create_mesh_pipeline();
+}
+
+WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) {
+ 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 (only if BVH is used)
+ if (use_bvh) {
+ 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* asset_data =
+ (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D);
+ std::string main_code = asset_data;
+
+ // Use ShaderComposer to dynamically include the correct scene_query snippet
+ ShaderComposer::CompositionMap composition_map;
+ if (use_bvh) {
+ 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({}, main_code, 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);
+
+ WGPUDepthStencilState depth_stencil = {};
+ depth_stencil.format = WGPUTextureFormat_Depth24Plus;
+ depth_stencil.depthWriteEnabled = WGPUOptionalBool_True;
+ depth_stencil.depthCompare = WGPUCompareFunction_Less;
+
+ 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
+ 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;
+ desc.depthStencil = &depth_stencil;
+ desc.multisample.count = 1;
+ desc.multisample.mask = 0xFFFFFFFF;
+
+ WGPURenderPipeline pipeline = wgpuDeviceCreateRenderPipeline(device_, &desc);
+ wgpuBindGroupLayoutRelease(bgl);
+ wgpuPipelineLayoutRelease(pipeline_layout);
+ wgpuShaderModuleRelease(shader_module);
+
+ return pipeline;
+}
diff --git a/src/3d/renderer_skybox.cc b/src/3d/renderer_skybox.cc
new file mode 100644
index 0000000..203cc07
--- /dev/null
+++ b/src/3d/renderer_skybox.cc
@@ -0,0 +1,94 @@
+// This file is part of the 64k demo project.
+// It implements the skybox pipeline for Renderer3D.
+
+#include "3d/renderer.h"
+#include "generated/assets.h"
+#include "gpu/effects/shader_composer.h"
+#include "util/asset_manager.h"
+
+void Renderer3D::create_skybox_pipeline() {
+ WGPUBindGroupLayoutEntry entries[3] = {};
+ entries[0].binding = 0;
+ entries[0].visibility = WGPUShaderStage_Fragment;
+ entries[0].texture.sampleType = WGPUTextureSampleType_Float;
+ entries[0].texture.viewDimension = WGPUTextureViewDimension_2D;
+
+ entries[1].binding = 1;
+ entries[1].visibility = WGPUShaderStage_Fragment;
+ entries[1].sampler.type = WGPUSamplerBindingType_Filtering;
+
+ entries[2].binding = 2;
+ entries[2].visibility = WGPUShaderStage_Fragment;
+ entries[2].buffer.type = WGPUBufferBindingType_Uniform;
+ entries[2].buffer.minBindingSize = sizeof(GlobalUniforms);
+
+ WGPUBindGroupLayoutDescriptor bgl_desc = {};
+ bgl_desc.entryCount = 3;
+ bgl_desc.entries = entries;
+ 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 uint8_t* shader_code_asset =
+ GetAsset(AssetId::ASSET_SHADER_SKYBOX, nullptr);
+ std::string shader_source =
+ ShaderComposer::Get().Compose({}, (const char*)shader_code_asset);
+
+#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);
+
+ 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
+ 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;
+ desc.multisample.count = 1;
+ desc.multisample.mask = 0xFFFFFFFF;
+
+ WGPUDepthStencilState depth_stencil = {};
+ depth_stencil.format = WGPUTextureFormat_Depth24Plus;
+ depth_stencil.depthWriteEnabled = WGPUOptionalBool_False;
+ depth_stencil.depthCompare = WGPUCompareFunction_Always;
+ desc.depthStencil = &depth_stencil;
+
+ skybox_pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc);
+ wgpuBindGroupLayoutRelease(bgl);
+ wgpuPipelineLayoutRelease(pipeline_layout);
+ wgpuShaderModuleRelease(shader_module);
+}
diff --git a/src/3d/visual_debug.cc b/src/3d/visual_debug.cc
index 86f12b4..9667d87 100644
--- a/src/3d/visual_debug.cc
+++ b/src/3d/visual_debug.cc
@@ -6,7 +6,7 @@
#if !defined(STRIP_ALL)
#include "generated/assets.h"
-#include "util/asset_manager.h"
+#include "util/asset_manager_utils.h"
#include <cstdio>
#include <cstring>
@@ -107,7 +107,7 @@ void VisualDebug::create_pipeline(WGPUTextureFormat format) {
#if defined(DEMO_CROSS_COMPILE_WIN32)
pipeline_desc.vertex.entryPoint = "vs_main";
#else
- pipeline_desc.vertex.entryPoint = {"vs_main", 7};
+ pipeline_desc.vertex.entryPoint = str_view("vs_main");
#endif
pipeline_desc.vertex.bufferCount = 1;
pipeline_desc.vertex.buffers = &vertex_layout;
@@ -117,7 +117,7 @@ void VisualDebug::create_pipeline(WGPUTextureFormat format) {
#if defined(DEMO_CROSS_COMPILE_WIN32)
fragment_state.entryPoint = "fs_main";
#else
- fragment_state.entryPoint = {"fs_main", 7};
+ fragment_state.entryPoint = str_view("fs_main");
#endif
fragment_state.targetCount = 1;
@@ -203,6 +203,29 @@ void VisualDebug::add_aabb(const vec3& min, const vec3& max,
}
}
+void VisualDebug::add_mesh_normals(const mat4& transform, uint32_t num_vertices,
+ const MeshVertex* vertices) {
+ if (!vertices || num_vertices == 0)
+ return;
+
+ mat4 normal_matrix = mat4::transpose(transform.inverse());
+
+ for (uint32_t i = 0; i < num_vertices; ++i) {
+ const auto& v = vertices[i];
+
+ vec4 p_world = transform * vec4(v.p[0], v.p[1], v.p[2], 1.0f);
+ vec3 n_object = vec3(v.n[0], v.n[1], v.n[2]);
+ vec4 n_world_h = normal_matrix * vec4(n_object.x, n_object.y, n_object.z, 0.0f);
+ vec3 n_world = n_world_h.xyz().normalize();
+
+ lines_.push_back(
+ {p_world.xyz(), p_world.xyz() + n_world * 0.1f, // 0.1 is the length
+ {0.0f, 1.0f, 1.0f} // Cyan color
+ });
+ }
+}
+
+
void VisualDebug::update_buffers(const mat4& view_proj) {
// Update Uniforms
wgpuQueueWriteBuffer(wgpuDeviceGetQueue(device_), uniform_buffer_, 0,
diff --git a/src/3d/visual_debug.h b/src/3d/visual_debug.h
index 6173fc4..505a799 100644
--- a/src/3d/visual_debug.h
+++ b/src/3d/visual_debug.h
@@ -8,6 +8,8 @@
#include "gpu/gpu.h"
#include "util/mini_math.h"
+#include "util/asset_manager_utils.h"
+#include "3d/object.h"
#include <vector>
struct DebugLine {
@@ -27,6 +29,8 @@ class VisualDebug {
void add_aabb(const vec3& min, const vec3& max, const vec3& color);
+ void add_mesh_normals(const mat4& transform, uint32_t num_vertices, const MeshVertex* vertices);
+
// Render all queued primitives and clear the queue
void render(WGPURenderPassEncoder pass, const mat4& view_proj);