From 4fe647e13e3483e7fe01e6466c3871a20892963f Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 3 Feb 2026 19:47:52 +0100 Subject: fix: Implement proper skybox rendering with Perlin noise - Added ObjectType::SKYBOX for dedicated skybox rendering. - Created assets/final/shaders/skybox.wgsl for background rendering. - Implemented a two-pass rendering strategy in Renderer3D::render: - First pass renders the skybox without depth writes. - Second pass renders scene objects with depth testing. - Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment. - Updated Renderer3D::update_uniforms to set the new and zero-initialize padding. - Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through. - Updated test_3d_render.cc to include a SKYBOX object with Perlin noise. handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified. --- assets/final/shaders/renderer_3d.wgsl | 10 ++-------- 1 file changed, 2 insertions(+), 8 deletions(-) (limited to 'assets/final/shaders/renderer_3d.wgsl') diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 3ce078d..7be8d4e 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -121,10 +121,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4 { let bounds = ray_box_intersection(ro_local, rd_local, extent); - if (!bounds.hit) { - let uv_sky = vec2(atan2(rd_world.x, rd_world.z) / 6.28318 + 0.5, acos(clamp(rd_world.y, -1.0, 1.0)) / 3.14159); - return vec4(textureSample(sky_tex, noise_sampler, uv_sky).rgb, 1.0); - } + if (!bounds.hit) { discard; } var t = bounds.t_entry; var hit = false; @@ -135,10 +132,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4 { t = t + d_local; if (t > bounds.t_exit) { break; } } - if (!hit) { - let uv_sky = vec2(atan2(rd_world.x, rd_world.z) / 6.28318 + 0.5, acos(clamp(rd_world.y, -1.0, 1.0)) / 3.14159); - return vec4(textureSample(sky_tex, noise_sampler, uv_sky).rgb, 1.0); - } + if (!hit) { discard; } let q_hit = ro_local + rd_local * t; p = (obj.model * vec4(q_hit, 1.0)).xyz; // Correct world position -- cgit v1.2.3