summaryrefslogtreecommitdiff
path: root/src/effects/shaders.cc
diff options
context:
space:
mode:
Diffstat (limited to 'src/effects/shaders.cc')
-rw-r--r--src/effects/shaders.cc109
1 files changed, 109 insertions, 0 deletions
diff --git a/src/effects/shaders.cc b/src/effects/shaders.cc
new file mode 100644
index 0000000..a9a82de
--- /dev/null
+++ b/src/effects/shaders.cc
@@ -0,0 +1,109 @@
+// 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