From 86e56474d284944795f4c02ae850561374620f8a Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 21:58:49 +0100 Subject: feat: Add CircleMaskEffect and RotatingCubeEffect with auxiliary texture masking Implements demonstration of auxiliary texture masking system with: - CircleMaskEffect: Generates circular mask, renders green outside circle - RotatingCubeEffect: Renders SDF cube inside circle using mask Architecture: - Mask generation in compute phase (1.0 inside, 0.0 outside) - CircleMask renders green where mask < 0.5 (outside circle) - RotatingCube samples mask and discards where mask < 0.5 Files added: - src/gpu/effects/circle_mask_effect.{h,cc} - src/gpu/effects/rotating_cube_effect.{h,cc} - assets/final/shaders/{circle_mask_compute,circle_mask_render,masked_cube}.wgsl Build system: - Updated CMakeLists.txt with new effect sources - Registered shaders in demo_assets.txt - Updated test_demo_effects.cc (8 scene effects total) Status: Effects temporarily disabled in demo.seq (lines 31-35) - ShaderComposer snippet registration needed for masked_cube.wgsl - All 33 tests pass, demo runs without crashes Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/circle_mask_compute.wgsl | 33 +++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) create mode 100644 assets/final/shaders/circle_mask_compute.wgsl (limited to 'assets/final/shaders/circle_mask_compute.wgsl') diff --git a/assets/final/shaders/circle_mask_compute.wgsl b/assets/final/shaders/circle_mask_compute.wgsl new file mode 100644 index 0000000..610ee67 --- /dev/null +++ b/assets/final/shaders/circle_mask_compute.wgsl @@ -0,0 +1,33 @@ +// Circle mask compute shader +// Generates a circular mask (1.0 inside, 0.0 outside) + +struct Uniforms { + radius: f32, + aspect_ratio: f32, + width: f32, + height: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; + +struct VSOutput { + @builtin(position) position: vec4, +}; + +@vertex fn vs_main(@builtin(vertex_index) i: u32) -> VSOutput { + var pos = array, 3>( + vec2(-1, -1), vec2(3, -1), vec2(-1, 3)); + return VSOutput(vec4(pos[i], 0.0, 1.0)); +} + +@fragment fn fs_main(@builtin(position) p: vec4) -> @location(0) vec4 { + let uv = p.xy / vec2(uniforms.width, uniforms.height); + let center = vec2(0.5, 0.5); + let aspect_corrected_uv = (uv - center) * vec2(uniforms.aspect_ratio, 1.0); + let dist = length(aspect_corrected_uv); + + let edge_width = 0.01; + let mask = smoothstep(uniforms.radius + edge_width, uniforms.radius - edge_width, dist); + + return vec4(mask, mask, mask, 1.0); +} -- cgit v1.2.3