diff options
Diffstat (limited to 'src/3d')
| -rw-r--r-- | src/3d/renderer.h | 13 | ||||
| -rw-r--r-- | src/3d/renderer_draw.cc | 57 | ||||
| -rw-r--r-- | src/3d/visual_debug.cc | 7 |
3 files changed, 32 insertions, 45 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h index bf3b497..4c31c97 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -23,6 +23,14 @@ struct GlobalUniforms { vec4 params; // x = num_objects, yzw = padding vec2 resolution; vec2 padding; + + // Transpose matrices: mini_math is row-major, WGSL expects column-major. + static GlobalUniforms make(const mat4& vp, const vec4& cam_pos_time, + const vec4& p, const vec2& res) { + return {mat4::transpose(vp), mat4::transpose(vp.inverse()), + cam_pos_time, p, + res, vec2(0.0f, 0.0f)}; + } }; // Matches the GPU struct layout @@ -33,6 +41,11 @@ struct ObjectData { // params.x = object type (as float), params.y = plane_distance (if // applicable) vec4 params; + + // Transpose matrices: mini_math is row-major, WGSL expects column-major. + static ObjectData make(const mat4& m, const vec4& col, const vec4& p) { + return {mat4::transpose(m), mat4::transpose(m.inverse()), col, p}; + } }; class Renderer3D { diff --git a/src/3d/renderer_draw.cc b/src/3d/renderer_draw.cc index 8a08998..d4a35a8 100644 --- a/src/3d/renderer_draw.cc +++ b/src/3d/renderer_draw.cc @@ -9,63 +9,38 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, float time) { - GlobalUniforms globals; - globals.view_proj = camera.get_projection_matrix() * camera.get_view_matrix(); - globals.inv_view_proj = globals.view_proj.inverse(); - globals.camera_pos_time = - vec4(camera.position.x, camera.position.y, camera.position.z, time); - globals.params = + const mat4 vp = camera.get_projection_matrix() * camera.get_view_matrix(); + const GlobalUniforms globals = GlobalUniforms::make( + vp, + vec4(camera.position.x, camera.position.y, camera.position.z, time), vec4((float)std::min((size_t)kMaxObjects, scene.objects.size()), 0.0f, - 0.0f, 0.0f); - globals.resolution = vec2((float)width_, (float)height_); - globals.padding = vec2(0.0f, 0.0f); + 0.0f, 0.0f), + vec2((float)width_, (float)height_)); wgpuQueueWriteBuffer(queue_, global_uniform_buffer_, 0, &globals, sizeof(GlobalUniforms)); std::vector<ObjectData> obj_data; for (const auto& obj : scene.objects) { - ObjectData data; - data.model = obj.get_model_matrix(); - - // Calculate Inverse for point transformation - data.inv_model = data.model.inverse(); - - data.color = obj.color; float type_id = 0.0f; switch (obj.type) { - case ObjectType::SPHERE: - type_id = 1.0f; - break; - case ObjectType::BOX: - type_id = 2.0f; - break; - case ObjectType::CUBE: - type_id = 2.0f; - break; // CUBE is same as BOX for shader - case ObjectType::TORUS: - type_id = 3.0f; - break; - case ObjectType::PLANE: - type_id = 4.0f; - break; - case ObjectType::MESH: - type_id = 5.0f; - break; - default: - type_id = 0.0f; - break; + case ObjectType::SPHERE: type_id = 1.0f; break; + case ObjectType::BOX: type_id = 2.0f; break; + case ObjectType::CUBE: type_id = 2.0f; break; // CUBE is same as BOX + case ObjectType::TORUS: type_id = 3.0f; break; + case ObjectType::PLANE: type_id = 4.0f; break; + case ObjectType::MESH: type_id = 5.0f; break; + default: type_id = 0.0f; break; } float plane_distance = 0.0f; if (obj.type == ObjectType::PLANE && obj.shared_user_data) { - // Safely cast shared_user_data to PlaneData* and get distance plane_distance = ((PlaneData*)(obj.shared_user_data.get()))->distance; } - data.params = - vec4(type_id, plane_distance, obj.local_extent.x, obj.local_extent.y); - obj_data.push_back(data); + obj_data.push_back(ObjectData::make( + obj.get_model_matrix(), obj.color, + vec4(type_id, plane_distance, obj.local_extent.x, obj.local_extent.y))); if (obj_data.size() >= kMaxObjects) break; } diff --git a/src/3d/visual_debug.cc b/src/3d/visual_debug.cc index cd4ccce..f6796d5 100644 --- a/src/3d/visual_debug.cc +++ b/src/3d/visual_debug.cc @@ -340,10 +340,9 @@ void VisualDebug::add_trajectory(const std::vector<vec3>& points, } void VisualDebug::update_buffers(const mat4& view_proj) { - // Update Uniforms - fill entire GlobalUniforms structure - GlobalUniforms uniforms = {}; - uniforms.view_proj = view_proj; - // Other fields zeroed (not used by visual debug shader) + // Update Uniforms - only view_proj used by visual debug shader + const GlobalUniforms uniforms = GlobalUniforms::make( + view_proj, vec4(0, 0, 0, 0), vec4(0, 0, 0, 0), vec2(0, 0)); wgpuQueueWriteBuffer(wgpuDeviceGetQueue(device_), uniform_buffer_, 0, &uniforms, sizeof(GlobalUniforms)); |
