diff options
Diffstat (limited to 'src')
| -rw-r--r-- | src/3d/renderer.cc | 189 | ||||
| -rw-r--r-- | src/3d/renderer.h | 21 | ||||
| -rw-r--r-- | src/generated/assets.h | 7 | ||||
| -rw-r--r-- | src/generated/assets_data.cc | 628 | ||||
| -rw-r--r-- | src/generated/test_assets.h | 7 | ||||
| -rw-r--r-- | src/generated/test_assets_data.cc | 94 | ||||
| -rw-r--r-- | src/gpu/effects/shader_composer.cc | 33 | ||||
| -rw-r--r-- | src/gpu/effects/shader_composer.h | 9 | ||||
| -rw-r--r-- | src/gpu/effects/shaders.cc | 6 | ||||
| -rw-r--r-- | src/tests/test_3d_physics.cc | 3 | ||||
| -rw-r--r-- | src/tests/test_3d_render.cc | 3 |
11 files changed, 649 insertions, 351 deletions
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index 684fda9..9dfc1f8 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -133,6 +133,8 @@ void Renderer3D::shutdown() { wgpuSamplerRelease(default_sampler_); if (pipeline_) wgpuRenderPipelineRelease(pipeline_); + if (pipeline_no_bvh_) + wgpuRenderPipelineRelease(pipeline_no_bvh_); if (bind_group_) wgpuBindGroupRelease(bind_group_); if (skybox_pipeline_) @@ -143,6 +145,8 @@ void Renderer3D::shutdown() { wgpuBufferRelease(global_uniform_buffer_); if (object_storage_buffer_) wgpuBufferRelease(object_storage_buffer_); + if (bvh_storage_buffer_) + wgpuBufferRelease(bvh_storage_buffer_); if (depth_view_) wgpuTextureViewRelease(depth_view_); if (depth_texture_) @@ -189,6 +193,10 @@ void Renderer3D::create_default_resources() { WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst, nullptr) .buffer; + bvh_storage_buffer_ = gpu_create_buffer( + device_, sizeof(BVHNode) * kMaxObjects * 2, // Capacity for a full tree + WGPUBufferUsage_Storage | WGPUBufferUsage_CopyDst, nullptr) + .buffer; } void Renderer3D::set_noise_texture(WGPUTextureView noise_view) { @@ -207,34 +215,75 @@ void Renderer3D::add_debug_aabb(const vec3& min, const vec3& max, } void Renderer3D::create_pipeline() { - WGPUBindGroupLayoutEntry entries[5] = {}; - entries[0].binding = 0; - entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; - entries[0].buffer.type = WGPUBufferBindingType_Uniform; - entries[0].buffer.minBindingSize = sizeof(GlobalUniforms); + pipeline_ = create_pipeline_impl(true); // BVH enabled + pipeline_no_bvh_ = create_pipeline_impl(false); // BVH disabled +} - entries[1].binding = 1; - entries[1].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; - entries[1].buffer.type = WGPUBufferBindingType_ReadOnlyStorage; - entries[1].buffer.minBindingSize = sizeof(ObjectData) * kMaxObjects; +WGPURenderPipeline Renderer3D::create_pipeline_impl(bool use_bvh) { + std::vector<WGPUBindGroupLayoutEntry> entries; - entries[2].binding = 2; - entries[2].visibility = WGPUShaderStage_Fragment; - entries[2].texture.sampleType = WGPUTextureSampleType_Float; - entries[2].texture.viewDimension = WGPUTextureViewDimension_2D; + // 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); + } - entries[3].binding = 3; - entries[3].visibility = WGPUShaderStage_Fragment; - entries[3].sampler.type = WGPUSamplerBindingType_Filtering; + // 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); + } - entries[4].binding = 4; - entries[4].visibility = WGPUShaderStage_Fragment; - entries[4].texture.sampleType = WGPUTextureSampleType_Float; - entries[4].texture.viewDimension = WGPUTextureViewDimension_2D; + // 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 = 5; - bgl_desc.entries = entries; + bgl_desc.entryCount = (uint32_t)entries.size(); + bgl_desc.entries = entries.data(); WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(device_, &bgl_desc); WGPUPipelineLayoutDescriptor pl_desc = {}; @@ -246,7 +295,18 @@ void Renderer3D::create_pipeline() { const char* asset_data = (const char*)GetAsset(AssetId::ASSET_SHADER_RENDERER_3D); std::string main_code = asset_data; - std::string shader_source = ShaderComposer::Get().Compose({}, main_code); + + // 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 = {}; @@ -297,10 +357,12 @@ void Renderer3D::create_pipeline() { desc.multisample.count = 1; desc.multisample.mask = 0xFFFFFFFF; - pipeline_ = wgpuDeviceCreateRenderPipeline(device_, &desc); + 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, @@ -346,6 +408,13 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, wgpuQueueWriteBuffer(queue_, object_storage_buffer_, 0, obj_data.data(), obj_data.size() * sizeof(ObjectData)); } + + // Build and upload BVH (always uploaded, used by BVH pipeline) + BVHBuilder::build(cpu_bvh_, scene.objects); + if (!cpu_bvh_.nodes.empty()) { + wgpuQueueWriteBuffer(queue_, bvh_storage_buffer_, 0, cpu_bvh_.nodes.data(), + cpu_bvh_.nodes.size() * sizeof(BVHNode)); + } } void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, @@ -357,36 +426,70 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, if (bind_group_) wgpuBindGroupRelease(bind_group_); - WGPUBindGroupEntry bg_entries[5] = {}; + std::vector<WGPUBindGroupEntry> bg_entries; + + { + WGPUBindGroupEntry e = {}; + e.binding = 0; + e.buffer = global_uniform_buffer_; + e.size = sizeof(GlobalUniforms); + bg_entries.push_back(e); + } - bg_entries[0].binding = 0; - bg_entries[0].buffer = global_uniform_buffer_; - bg_entries[0].size = sizeof(GlobalUniforms); + { + WGPUBindGroupEntry e = {}; + e.binding = 1; + e.buffer = object_storage_buffer_; + e.size = sizeof(ObjectData) * kMaxObjects; + bg_entries.push_back(e); + } - bg_entries[1].binding = 1; - bg_entries[1].buffer = object_storage_buffer_; - bg_entries[1].size = sizeof(ObjectData) * kMaxObjects; + if (bvh_enabled_) { + WGPUBindGroupEntry e = {}; + e.binding = 2; + e.buffer = bvh_storage_buffer_; + e.size = sizeof(BVHNode) * kMaxObjects * 2; + bg_entries.push_back(e); + } - bg_entries[2].binding = 2; - bg_entries[2].textureView = noise_texture_view_; + { + WGPUBindGroupEntry e = {}; + e.binding = 3; + e.textureView = noise_texture_view_; + bg_entries.push_back(e); + } - bg_entries[3].binding = 3; - bg_entries[3].sampler = default_sampler_; + { + WGPUBindGroupEntry e = {}; + e.binding = 4; + e.sampler = default_sampler_; + bg_entries.push_back(e); + } + + { + WGPUBindGroupEntry e = {}; + e.binding = 5; + e.textureView = + sky_texture_view_ ? sky_texture_view_ : noise_texture_view_; + bg_entries.push_back(e); + } - bg_entries[4].binding = 4; - bg_entries[4].textureView = - sky_texture_view_ ? sky_texture_view_ : noise_texture_view_; // Fallback + // Select the correct pipeline and bind group layout + WGPURenderPipeline current_pipeline = + bvh_enabled_ ? pipeline_ : pipeline_no_bvh_; + WGPUBindGroupLayout current_layout = + wgpuRenderPipelineGetBindGroupLayout(current_pipeline, 0); WGPUBindGroupDescriptor bg_desc = {}; - bg_desc.layout = wgpuRenderPipelineGetBindGroupLayout(pipeline_, 0); - bg_desc.entryCount = 5; - bg_desc.entries = bg_entries; + bg_desc.layout = current_layout; + bg_desc.entryCount = (uint32_t)bg_entries.size(); + bg_desc.entries = bg_entries.data(); bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc); - wgpuBindGroupLayoutRelease(bg_desc.layout); + wgpuBindGroupLayoutRelease(current_layout); - wgpuRenderPassEncoderSetPipeline(pass, pipeline_); + wgpuRenderPassEncoderSetPipeline(pass, current_pipeline); wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); 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 diff --git a/src/generated/assets.h b/src/generated/assets.h index cda571b..7a4f449 100644 --- a/src/generated/assets.h +++ b/src/generated/assets.h @@ -41,9 +41,10 @@ enum class AssetId : uint16_t { ASSET_SHADER_MATH_SDF_SHAPES = 34, ASSET_SHADER_MATH_SDF_UTILS = 35, ASSET_SHADER_RENDER_SHADOWS = 36, - ASSET_SHADER_RENDER_SCENE_QUERY = 37, - ASSET_SHADER_RENDER_LIGHTING_UTILS = 38, - ASSET_LAST_ID = 39, + ASSET_SHADER_RENDER_SCENE_QUERY_BVH = 37, + ASSET_SHADER_RENDER_SCENE_QUERY_LINEAR = 38, + ASSET_SHADER_RENDER_LIGHTING_UTILS = 39, + ASSET_LAST_ID = 40, }; #include "util/asset_manager.h" diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc index 8bcd6d5..b6a3c7b 100644 --- a/src/generated/assets_data.cc +++ b/src/generated/assets_data.cc @@ -369584,7 +369584,7 @@ static const float ASSET_PROC_PARAMS_NOISE_TEX[] = {1234.000000, 16.000000}; static const char* ASSET_PROC_FUNC_STR_NOISE_TEX = "gen_noise"; -const size_t ASSET_SIZE_SHADER_RENDERER_3D = 7477; +const size_t ASSET_SIZE_SHADER_RENDERER_3D = 7536; alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = { 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x22, 0x63, 0x6f, 0x6d, 0x6d, 0x6f, 0x6e, 0x5f, 0x75, 0x6e, 0x69, 0x66, 0x6f, 0x72, 0x6d, @@ -369599,187 +369599,192 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = { 0x65, 0x2c, 0x20, 0x72, 0x65, 0x61, 0x64, 0x3e, 0x20, 0x6f, 0x62, 0x6a, 0x65, 0x63, 0x74, 0x5f, 0x64, 0x61, 0x74, 0x61, 0x3a, 0x20, 0x4f, 0x62, 0x6a, 0x65, 0x63, 0x74, 0x73, 0x42, 0x75, 0x66, 0x66, 0x65, 0x72, 0x3b, - 0x0a, 0x40, 0x67, 0x72, 0x6f, 0x75, 0x70, 0x28, 0x30, 0x29, 0x20, 0x40, - 0x62, 0x69, 0x6e, 0x64, 0x69, 0x6e, 0x67, 0x28, 0x32, 0x29, 0x20, 0x76, - 0x61, 0x72, 0x20, 0x6e, 0x6f, 0x69, 0x73, 0x65, 0x5f, 0x74, 0x65, 0x78, - 0x3a, 0x20, 0x74, 0x65, 0x78, 0x74, 0x75, 0x72, 0x65, 0x5f, 0x32, 0x64, - 0x3c, 0x66, 0x33, 0x32, 0x3e, 0x3b, 0x0a, 0x40, 0x67, 0x72, 0x6f, 0x75, - 0x70, 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0x20, 0x22, 0x72, 0x65, @@ -370209,7 +370214,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDERER_3D[] = { 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x76, 0x65, 0x63, 0x34, 0x3c, 0x66, 0x33, 0x32, 0x3e, 0x28, 0x6c, 0x69, 0x74, 0x5f, 0x63, 0x6f, 0x6c, 0x6f, 0x72, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d, - 0x0a, 0x00 + 0x00 }; const size_t ASSET_SIZE_SHADER_COMMON_UNIFORMS = 346; alignas(16) static const uint8_t ASSET_DATA_SHADER_COMMON_UNIFORMS[] = { @@ -371636,7 +371641,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_MATH_SDF_SHAPES[] = { 0x74, 0x75, 0x72, 0x6e, 0x20, 0x64, 0x6f, 0x74, 0x28, 0x70, 0x2c, 0x20, 0x6e, 0x29, 0x20, 0x2b, 0x20, 0x68, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 }; -const size_t ASSET_SIZE_SHADER_MATH_SDF_UTILS = 403; +const size_t ASSET_SIZE_SHADER_MATH_SDF_UTILS = 718; alignas(16) static const uint8_t ASSET_DATA_SHADER_MATH_SDF_UTILS[] = { 0x66, 0x6e, 0x20, 0x67, 0x65, 0x74, 0x5f, 0x6e, 0x6f, 0x72, 0x6d, 0x61, 0x6c, 0x5f, 0x62, 0x61, 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0x0a, 0x7d, 0x0a, 0x00 + 0x5b, 0x31, 0x5d, 0x2e, 0x78, 0x79, 0x7a, 0x29, 0x2c, 0x20, 0x6c, 0x65, + 0x6e, 0x67, 0x74, 0x68, 0x28, 0x6f, 0x62, 0x6a, 0x2e, 0x6d, 0x6f, 0x64, + 0x65, 0x6c, 0x5b, 0x32, 0x5d, 0x2e, 0x78, 0x79, 0x7a, 0x29, 0x29, 0x29, + 0x3b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x20, 0x64, 0x20, + 0x3d, 0x20, 0x6d, 0x69, 0x6e, 0x28, 0x64, 0x2c, 0x20, 0x67, 0x65, 0x74, + 0x5f, 0x64, 0x69, 0x73, 0x74, 0x28, 0x71, 0x2c, 0x20, 0x6f, 0x62, 0x6a, + 0x5f, 0x74, 0x79, 0x70, 0x65, 0x29, 0x20, 0x2a, 0x20, 0x73, 0x29, 0x3b, + 0x0a, 0x20, 0x20, 0x20, 0x20, 0x7d, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, + 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x64, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 }; const size_t ASSET_SIZE_SHADER_RENDER_LIGHTING_UTILS = 330; alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_LIGHTING_UTILS[] = { @@ -371888,13 +372049,14 @@ const AssetRecord* GetAssetRecordTable() { { ASSET_DATA_SHADER_MATH_SDF_SHAPES, ASSET_SIZE_SHADER_MATH_SDF_SHAPES, false, nullptr, nullptr, 0 }, { ASSET_DATA_SHADER_MATH_SDF_UTILS, ASSET_SIZE_SHADER_MATH_SDF_UTILS, false, nullptr, nullptr, 0 }, { ASSET_DATA_SHADER_RENDER_SHADOWS, ASSET_SIZE_SHADER_RENDER_SHADOWS, false, nullptr, nullptr, 0 }, - { ASSET_DATA_SHADER_RENDER_SCENE_QUERY, ASSET_SIZE_SHADER_RENDER_SCENE_QUERY, false, nullptr, nullptr, 0 }, + { ASSET_DATA_SHADER_RENDER_SCENE_QUERY_BVH, ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_BVH, false, nullptr, nullptr, 0 }, + { ASSET_DATA_SHADER_RENDER_SCENE_QUERY_LINEAR, ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_LINEAR, false, nullptr, nullptr, 0 }, { ASSET_DATA_SHADER_RENDER_LIGHTING_UTILS, ASSET_SIZE_SHADER_RENDER_LIGHTING_UTILS, false, nullptr, nullptr, 0 }, }; return assets; } size_t GetAssetCount() { - return 39; + return 40; } diff --git a/src/generated/test_assets.h b/src/generated/test_assets.h index 7b66e75..f5ba129 100644 --- a/src/generated/test_assets.h +++ b/src/generated/test_assets.h @@ -9,9 +9,10 @@ enum class AssetId : uint16_t { ASSET_SHADER_SNIPPET_A = 2, ASSET_SHADER_SNIPPET_B = 3, ASSET_PROC_NOISE_256 = 4, - ASSET_PROC_UNKNOWN = 5, - ASSET_PROC_FAIL = 6, - ASSET_LAST_ID = 7, + ASSET_TEST_IMAGE = 5, + ASSET_PROC_UNKNOWN = 6, + ASSET_PROC_FAIL = 7, + ASSET_LAST_ID = 8, }; #include "util/asset_manager.h" diff --git a/src/generated/test_assets_data.cc b/src/generated/test_assets_data.cc index bb222f0..03da564 100644 --- a/src/generated/test_assets_data.cc +++ b/src/generated/test_assets_data.cc @@ -1,50 +1,55 @@ // This file is auto-generated by asset_packer.cc. Do not edit. -#include "test_assets.h" #include "util/asset_manager.h" -namespace procedural { -void gen_noise(uint8_t*, int, int, const float*, int); -} -namespace procedural { -void gen_grid(uint8_t*, int, int, const float*, int); -} -namespace procedural { -void make_periodic(uint8_t*, int, int, const float*, int); -} +#include "test_assets.h" +namespace procedural { void gen_noise(uint8_t*, int, int, const float*, int); } +namespace procedural { void gen_grid(uint8_t*, int, int, const float*, int); } +namespace procedural { void make_periodic(uint8_t*, int, int, const float*, int); } const size_t ASSET_SIZE_TEST_ASSET_1 = 101; alignas(16) static const uint8_t ASSET_DATA_TEST_ASSET_1[] = { - 0x54, 0x68, 0x69, 0x73, 0x20, 0x69, 0x73, 0x20, 0x61, 0x20, 0x74, 0x65, - 0x73, 0x74, 0x20, 0x61, 0x73, 0x73, 0x65, 0x74, 0x20, 0x66, 0x69, 0x6c, - 0x65, 0x2e, 0x0a, 0x49, 0x74, 0x20, 0x63, 0x6f, 0x6e, 0x74, 0x61, 0x69, - 0x6e, 0x73, 0x20, 0x73, 0x6f, 0x6d, 0x65, 0x20, 0x74, 0x65, 0x78, 0x74, - 0x20, 0x64, 0x61, 0x74, 0x61, 0x20, 0x74, 0x6f, 0x20, 0x76, 0x65, 0x72, - 0x69, 0x66, 0x79, 0x20, 0x74, 0x68, 0x65, 0x20, 0x61, 0x73, 0x73, 0x65, - 0x74, 0x20, 0x70, 0x61, 0x63, 0x6b, 0x69, 0x6e, 0x67, 0x20, 0x73, 0x79, - 0x73, 0x74, 0x65, 0x6d, 0x2e, 0x0a, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, - 0x37, 0x38, 0x39, 0x30, 0x0a, 0x00}; + 0x54, 0x68, 0x69, 0x73, 0x20, 0x69, 0x73, 0x20, 0x61, 0x20, 0x74, 0x65, + 0x73, 0x74, 0x20, 0x61, 0x73, 0x73, 0x65, 0x74, 0x20, 0x66, 0x69, 0x6c, + 0x65, 0x2e, 0x0a, 0x49, 0x74, 0x20, 0x63, 0x6f, 0x6e, 0x74, 0x61, 0x69, + 0x6e, 0x73, 0x20, 0x73, 0x6f, 0x6d, 0x65, 0x20, 0x74, 0x65, 0x78, 0x74, + 0x20, 0x64, 0x61, 0x74, 0x61, 0x20, 0x74, 0x6f, 0x20, 0x76, 0x65, 0x72, + 0x69, 0x66, 0x79, 0x20, 0x74, 0x68, 0x65, 0x20, 0x61, 0x73, 0x73, 0x65, + 0x74, 0x20, 0x70, 0x61, 0x63, 0x6b, 0x69, 0x6e, 0x67, 0x20, 0x73, 0x79, + 0x73, 0x74, 0x65, 0x6d, 0x2e, 0x0a, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, + 0x37, 0x38, 0x39, 0x30, 0x0a, 0x00 +}; const size_t ASSET_SIZE_NULL_ASSET = 0; -alignas(16) static const uint8_t ASSET_DATA_NULL_ASSET[] = {0x00}; +alignas(16) static const uint8_t ASSET_DATA_NULL_ASSET[] = { + 0x00 +}; const size_t ASSET_SIZE_SHADER_SNIPPET_A = 65; alignas(16) static const uint8_t ASSET_DATA_SHADER_SNIPPET_A[] = { - 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, - 0x70, 0x70, 0x65, 0x74, 0x5f, 0x61, 0x2e, 0x77, 0x67, 0x73, 0x6c, - 0x0a, 0x66, 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, - 0x5f, 0x61, 0x28, 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, - 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, - 0x72, 0x6e, 0x20, 0x31, 0x2e, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00}; + 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, 0x70, + 0x70, 0x65, 0x74, 0x5f, 0x61, 0x2e, 0x77, 0x67, 0x73, 0x6c, 0x0a, 0x66, + 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, 0x5f, 0x61, 0x28, + 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, 0x20, 0x7b, 0x0a, 0x20, + 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x31, 0x2e, + 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 +}; const size_t ASSET_SIZE_SHADER_SNIPPET_B = 65; alignas(16) static const uint8_t ASSET_DATA_SHADER_SNIPPET_B[] = { - 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, - 0x70, 0x70, 0x65, 0x74, 0x5f, 0x62, 0x2e, 0x77, 0x67, 0x73, 0x6c, - 0x0a, 0x66, 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, - 0x5f, 0x62, 0x28, 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, - 0x20, 0x7b, 0x0a, 0x20, 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, - 0x72, 0x6e, 0x20, 0x32, 0x2e, 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00}; + 0x2f, 0x2f, 0x20, 0x74, 0x65, 0x73, 0x74, 0x5f, 0x73, 0x6e, 0x69, 0x70, + 0x70, 0x65, 0x74, 0x5f, 0x62, 0x2e, 0x77, 0x67, 0x73, 0x6c, 0x0a, 0x66, + 0x6e, 0x20, 0x73, 0x6e, 0x69, 0x70, 0x70, 0x65, 0x74, 0x5f, 0x62, 0x28, + 0x29, 0x20, 0x2d, 0x3e, 0x20, 0x66, 0x33, 0x32, 0x20, 0x7b, 0x0a, 0x20, + 0x20, 0x20, 0x20, 0x72, 0x65, 0x74, 0x75, 0x72, 0x6e, 0x20, 0x32, 0x2e, + 0x30, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 +}; static const float ASSET_PROC_PARAMS_PROC_NOISE_256[] = {4321.000000, 8.000000}; static const char* ASSET_PROC_FUNC_STR_PROC_NOISE_256 = "gen_noise"; +const size_t ASSET_SIZE_TEST_IMAGE = 24; +alignas(16) static const uint8_t ASSET_DATA_TEST_IMAGE[] = { + 0x02, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff, + 0x00, 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, + 0x00 +}; static const float ASSET_PROC_PARAMS_PROC_UNKNOWN[] = {0.000000}; static const char* ASSET_PROC_FUNC_STR_PROC_UNKNOWN = "gen_unknown_func"; @@ -55,24 +60,19 @@ static const char* ASSET_PROC_FUNC_STR_PROC_FAIL = "gen_noise"; const AssetRecord* GetAssetRecordTable() { static const AssetRecord assets[] = { - {ASSET_DATA_TEST_ASSET_1, ASSET_SIZE_TEST_ASSET_1, false, nullptr, - nullptr, 0}, - {ASSET_DATA_NULL_ASSET, ASSET_SIZE_NULL_ASSET, false, nullptr, nullptr, - 0}, - {ASSET_DATA_SHADER_SNIPPET_A, ASSET_SIZE_SHADER_SNIPPET_A, false, nullptr, - nullptr, 0}, - {ASSET_DATA_SHADER_SNIPPET_B, ASSET_SIZE_SHADER_SNIPPET_B, false, nullptr, - nullptr, 0}, - {nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_NOISE_256, - ASSET_PROC_PARAMS_PROC_NOISE_256, 2}, - {nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_UNKNOWN, - ASSET_PROC_PARAMS_PROC_UNKNOWN, 1}, - {nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_FAIL, - ASSET_PROC_PARAMS_PROC_FAIL, 2}, + { ASSET_DATA_TEST_ASSET_1, ASSET_SIZE_TEST_ASSET_1, false, nullptr, nullptr, 0 }, + { ASSET_DATA_NULL_ASSET, ASSET_SIZE_NULL_ASSET, false, nullptr, nullptr, 0 }, + { ASSET_DATA_SHADER_SNIPPET_A, ASSET_SIZE_SHADER_SNIPPET_A, false, nullptr, nullptr, 0 }, + { ASSET_DATA_SHADER_SNIPPET_B, ASSET_SIZE_SHADER_SNIPPET_B, false, nullptr, nullptr, 0 }, + { nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_NOISE_256, ASSET_PROC_PARAMS_PROC_NOISE_256, 2 }, + { ASSET_DATA_TEST_IMAGE, ASSET_SIZE_TEST_IMAGE, false, nullptr, nullptr, 0 }, + { nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_UNKNOWN, ASSET_PROC_PARAMS_PROC_UNKNOWN, 1 }, + { nullptr, 0, true, ASSET_PROC_FUNC_STR_PROC_FAIL, ASSET_PROC_PARAMS_PROC_FAIL, 2 }, }; return assets; } size_t GetAssetCount() { - return 7; + return 8; } + diff --git a/src/gpu/effects/shader_composer.cc b/src/gpu/effects/shader_composer.cc index 8d66ad7..055b996 100644 --- a/src/gpu/effects/shader_composer.cc +++ b/src/gpu/effects/shader_composer.cc @@ -17,7 +17,8 @@ void ShaderComposer::RegisterSnippet(const std::string& name, void ShaderComposer::ResolveRecursive(const std::string& source, std::stringstream& ss, - std::set<std::string>& included) { + std::set<std::string>& included, + const CompositionMap& substitutions) { std::istringstream stream(source); std::string line; while (std::getline(stream, line)) { @@ -27,12 +28,19 @@ void ShaderComposer::ResolveRecursive(const std::string& source, size_t end = line.find('"', start + 1); if (start != std::string::npos && end != std::string::npos) { std::string name = line.substr(start + 1, end - start - 1); + + // Apply substitution if available + auto sub_it = substitutions.find(name); + if (sub_it != substitutions.end()) { + name = sub_it->second; + } + if (included.find(name) == included.end()) { included.insert(name); auto it = snippets_.find(name); if (it != snippets_.end()) { ss << "// --- Included: " << name << " ---\n"; - ResolveRecursive(it->second, ss, included); + ResolveRecursive(it->second, ss, included, substitutions); ss << "// --- End Include: " << name << " ---\n"; } else { ss << "// ERROR: Snippet not found: " << name << "\n"; @@ -47,7 +55,8 @@ void ShaderComposer::ResolveRecursive(const std::string& source, std::string ShaderComposer::Compose(const std::vector<std::string>& dependencies, - const std::string& main_code) { + const std::string& main_code, + const CompositionMap& substitutions) { std::stringstream ss; ss << "// Generated by ShaderComposer\n\n"; @@ -55,19 +64,25 @@ ShaderComposer::Compose(const std::vector<std::string>& dependencies, // Process explicit dependencies first for (const auto& dep : dependencies) { - if (included.find(dep) == included.end()) { - included.insert(dep); - auto it = snippets_.find(dep); + std::string name = dep; + auto sub_it = substitutions.find(name); + if (sub_it != substitutions.end()) { + name = sub_it->second; + } + + if (included.find(name) == included.end()) { + included.insert(name); + auto it = snippets_.find(name); if (it != snippets_.end()) { - ss << "// --- Dependency: " << dep << " ---\n"; - ResolveRecursive(it->second, ss, included); + ss << "// --- Dependency: " << name << " ---\n"; + ResolveRecursive(it->second, ss, included, substitutions); ss << "\n"; } } } ss << "// --- Main Code ---\n"; - ResolveRecursive(main_code, ss, included); + ResolveRecursive(main_code, ss, included, substitutions); return ss.str(); } diff --git a/src/gpu/effects/shader_composer.h b/src/gpu/effects/shader_composer.h index a63a6a4..9eb43f4 100644 --- a/src/gpu/effects/shader_composer.h +++ b/src/gpu/effects/shader_composer.h @@ -15,16 +15,21 @@ class ShaderComposer { // Register a snippet (e.g. "common_math", "sdf_primitives") void RegisterSnippet(const std::string& name, const std::string& code); + using CompositionMap = std::map<std::string, std::string>; + // Assemble a final shader string by prepending required snippets // and recursively resolving #include "snippet_name" directives. + // Optional substitutions: map "placeholder_name" -> "actual_snippet_name" std::string Compose(const std::vector<std::string>& dependencies, - const std::string& main_code); + const std::string& main_code, + const CompositionMap& substitutions = {}); private: ShaderComposer() = default; void ResolveRecursive(const std::string& source, std::stringstream& ss, - std::set<std::string>& included); + std::set<std::string>& included, + const CompositionMap& substitutions); std::map<std::string, std::string> snippets_; }; diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc index 7b543e1..4fc8108 100644 --- a/src/gpu/effects/shaders.cc +++ b/src/gpu/effects/shaders.cc @@ -34,8 +34,10 @@ void InitShaderComposer() { 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("render/shadows", AssetId::ASSET_SHADER_RENDER_SHADOWS); - register_if_exists("render/scene_query", - AssetId::ASSET_SHADER_RENDER_SCENE_QUERY); + 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); diff --git a/src/tests/test_3d_physics.cc b/src/tests/test_3d_physics.cc index 84be333..0dfe1ce 100644 --- a/src/tests/test_3d_physics.cc +++ b/src/tests/test_3d_physics.cc @@ -194,6 +194,9 @@ int main(int argc, char** argv) { if (strcmp(argv[i], "--debug") == 0) { Renderer3D::SetDebugEnabled(true); } + if (strcmp(argv[i], "--no-bvh") == 0) { + g_renderer.SetBvhEnabled(false); + } } #else (void)argc; diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc index 002cb55..f8bbaa7 100644 --- a/src/tests/test_3d_render.cc +++ b/src/tests/test_3d_render.cc @@ -183,6 +183,9 @@ int main(int argc, char** argv) { if (strcmp(argv[i], "--debug") == 0) { Renderer3D::SetDebugEnabled(true); } + if (strcmp(argv[i], "--no-bvh") == 0) { + g_renderer.SetBvhEnabled(false); + } } #else (void)argc; |
