diff options
Diffstat (limited to 'src/effects/shaders.cc')
| -rw-r--r-- | src/effects/shaders.cc | 108 |
1 files changed, 108 insertions, 0 deletions
diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc new file mode 100644 index 0000000..d181632 --- /dev/null +++ b/src/effects/shaders.cc @@ -0,0 +1,108 @@ +// This file is part of the 64k demo project. +// It defines WGSL shader code for various effects. + +#include "effects/shaders.h" +#include "gpu/shader_composer.h" +#include "util/asset_manager.h" + +#if defined(USE_TEST_ASSETS) +#include "test_assets.h" +#else +#include "generated/assets.h" +#endif + +void InitShaderComposer() { + auto& sc = ShaderComposer::Get(); + + auto register_if_exists = [&](const char* name, AssetId id) { + size_t size; + + const char* data = (const char*)GetAsset(id, &size); + + if (data) { + sc.RegisterSnippet(name, std::string(data, size)); + } + }; + + register_if_exists("common_uniforms", AssetId::ASSET_SHADER_COMMON_UNIFORMS); + register_if_exists("sequence_uniforms", + AssetId::ASSET_SHADER_SEQUENCE_V2_UNIFORMS); + register_if_exists("postprocess_inline", + AssetId::ASSET_SHADER_POSTPROCESS_INLINE); + // register_if_exists("camera_common", AssetId::ASSET_SHADER_CAMERA_COMMON); + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_MATH_SDF_SHAPES); + register_if_exists("math/sdf_utils", AssetId::ASSET_SHADER_MATH_SDF_UTILS); + register_if_exists("math/common_utils", + AssetId::ASSET_SHADER_MATH_COMMON_UTILS); + register_if_exists("math/noise", AssetId::ASSET_SHADER_MATH_NOISE); + register_if_exists("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); + register_if_exists("render/scene_query_bvh", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_BVH); + register_if_exists("render/scene_query_linear", + AssetId::ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR); + register_if_exists("render/lighting_utils", + AssetId::ASSET_SHADER_RENDER_LIGHTING_UTILS); + register_if_exists("render/mesh", AssetId::ASSET_SHADER_MESH); + + register_if_exists("math/sdf_shapes", AssetId::ASSET_SHADER_SDF_SHAPES); + + register_if_exists("lighting", AssetId::ASSET_SHADER_LIGHTING); + + register_if_exists("ray_box", AssetId::ASSET_SHADER_RAY_BOX); + register_if_exists("ray_triangle", AssetId::ASSET_SHADER_RAY_TRIANGLE); + + register_if_exists("render/fullscreen_vs", + AssetId::ASSET_SHADER_RENDER_FULLSCREEN_VS); + register_if_exists("math/color", AssetId::ASSET_SHADER_MATH_COLOR); + register_if_exists("math/utils", AssetId::ASSET_SHADER_MATH_UTILS); + register_if_exists("render/raymarching", + AssetId::ASSET_SHADER_RENDER_RAYMARCHING); + + // CNN shaders (workspace-specific) + // register_if_exists("cnn_activation", AssetId::ASSET_SHADER_CNN_ACTIVATION); + // register_if_exists("cnn_conv1x1", AssetId::ASSET_SHADER_CNN_CONV1X1); + // register_if_exists("cnn_conv3x3", AssetId::ASSET_SHADER_CNN_CONV3X3); + // register_if_exists("cnn_conv5x5", AssetId::ASSET_SHADER_CNN_CONV5X5); + // register_if_exists("cnn_conv7x7", AssetId::ASSET_SHADER_CNN_CONV7X7); + // register_if_exists("cnn_weights_generated", + // AssetId::ASSET_SHADER_CNN_WEIGHTS); + +#if !defined(STRIP_ALL) + sc.VerifyIncludes(); +#endif +} + +// Helper to get asset string or empty string +static const char* SafeGetAsset(AssetId id) { + const uint8_t* data = GetAsset(id); + return data ? (const char*)data : ""; +} + +// Effect shaders +const char* passthrough_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PASSTHROUGH_V2); +const char* gaussian_blur_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_GAUSSIAN_BLUR_V2); +const char* heptagon_shader_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_HEPTAGON_V2); +const char* particle_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_COMPUTE); +const char* particle_render_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_PARTICLE_RENDER); +const char* rotating_cube_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_ROTATING_CUBE_V2); +const char* flash_shader_wgsl = SafeGetAsset(AssetId::ASSET_SHADER_FLASH); + +// Compute shaders +const char* gen_noise_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_NOISE); +const char* gen_perlin_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_PERLIN); +const char* gen_grid_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_GRID); +#if !defined(STRIP_GPU_COMPOSITE) +const char* gen_blend_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_BLEND); +const char* gen_mask_compute_wgsl = + SafeGetAsset(AssetId::ASSET_SHADER_COMPUTE_GEN_MASK); +#endif |
