From 1b89a26a750cc32725564a0c5186a437f372fd93 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 8 Feb 2026 22:17:31 +0100 Subject: feat: Fix CircleMaskEffect and RotatingCubeEffect auxiliary texture masking MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Resolves critical shader composition and format mismatch issues, enabling the circle mask + rotating cube demonstration at 2.0s-4.0s in the timeline. **Key Fixes:** 1. **Shader Function Name** (masked_cube.wgsl): - Fixed call to `ray_box_intersection()` (was incorrectly `ray_box()`) - Updated return value handling to use `RayBounds` struct (`.hit`, `.t_entry`, `.t_exit`) - Removed unused `sky_tex` binding to match pipeline layout expectations (5 bindings → 4) 2. **Shader Lifetime Issue** (rotating_cube_effect.h/cc): - Added `std::string composed_shader_` member to persist shader source - Prevents use-after-free when WebGPU asynchronously parses shader code 3. **Format Mismatch** (circle_mask_effect.cc): - Changed compute pipeline format from hardcoded `RGBA8Unorm` to `ctx_.format` (Bgra8UnormSrgb) - Matches auxiliary texture format created by `MainSequence::register_auxiliary_texture()` - Added depth stencil state to render pipeline to match scene pass requirements: * Format: Depth24Plus * depthWriteEnabled: False (no depth writes needed) * depthCompare: Always (always pass depth test) 4. **WebGPU Descriptor Initialization** (circle_mask_effect.cc): - Added `depthSlice = WGPU_DEPTH_SLICE_UNDEFINED` for non-Windows builds - Ensures proper initialization of render pass color attachments 5. **Test Coverage** (test_demo_effects.cc): - Updated EXPECTED_SCENE_COUNT: 6 → 8 (added CircleMaskEffect, RotatingCubeEffect) - Marked both effects as requiring 3D pipeline setup (skipped in basic tests) **Technical Details:** - **Auxiliary Texture Flow**: CircleMaskEffect generates mask (1.0 inside, 0.0 outside) → RotatingCubeEffect samples mask to render only inside circle → GaussianBlurEffect post-processes - **Pipeline Format Matching**: All pipelines targeting same render pass must use matching formats: * Color: Bgra8UnormSrgb (system framebuffer format) * Depth: Depth24Plus (scene pass depth buffer) - **ShaderComposer Integration**: Relies on `InitShaderComposer()` (called in `gpu.cc:372`) registering snippets: `common_uniforms`, `math/sdf_utils`, `ray_box`, etc. **Effect Behavior:** - Runs from 2.0s to 4.0s in demo timeline - CircleMaskEffect (priority 0): Draws green outside circle, transparent inside - RotatingCubeEffect (priority 1): Renders bump-mapped cube inside circle - GaussianBlurEffect (priority 2): Post-process blur on entire composition **Test Results:** - All 33 tests pass (100%) - No WebGPU validation errors - Demo runs cleanly with `--seek 2.0` Co-Authored-By: Claude Sonnet 4.5 --- assets/final/shaders/masked_cube.wgsl | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) (limited to 'assets/final/shaders') diff --git a/assets/final/shaders/masked_cube.wgsl b/assets/final/shaders/masked_cube.wgsl index 77e2fb9..5e673a3 100644 --- a/assets/final/shaders/masked_cube.wgsl +++ b/assets/final/shaders/masked_cube.wgsl @@ -7,7 +7,6 @@ @group(0) @binding(1) var object_data: ObjectsBuffer; @group(0) @binding(3) var noise_tex: texture_2d; @group(0) @binding(4) var noise_sampler: sampler; -@group(0) @binding(5) var sky_tex: texture_2d; @group(1) @binding(0) var mask_tex: texture_2d; @group(1) @binding(1) var mask_sampler: sampler; @@ -89,13 +88,13 @@ fn fs_main(in: VertexOutput) -> FragmentOutput { let local_origin = (inv_model * vec4(ray_origin, 1.0)).xyz; let local_dir = normalize((inv_model * vec4(ray_dir, 0.0)).xyz); - let t = ray_box(local_origin, local_dir, vec3(-1.0), vec3(1.0)); - if (t.y < 0.0) { + let bounds = ray_box_intersection(local_origin, local_dir, vec3(1.0)); + if (!bounds.hit) { discard; } - let t_start = max(t.x, 0.0); - let t_end = t.y; + let t_start = bounds.t_entry; + let t_end = bounds.t_exit; var t_march = t_start; let max_steps = 128; -- cgit v1.2.3