From ae4b03ef6f5ef07dcc80affd6877d17fceee7d29 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 01:38:51 +0100 Subject: feat(perf): Add toggle for GPU BVH and fix fallback Completed Task #18-B. - Implemented GPU-side BVH traversal for scene queries, improving performance. - Added a --no-bvh command-line flag to disable the feature for debugging and performance comparison. - Fixed a shader compilation issue where the non-BVH fallback path failed to render objects. --- assets/final/shaders/math/sdf_utils.wgsl | 8 ++++ assets/final/shaders/render/scene_query.wgsl | 60 ++++++++++++++++++++-------- assets/final/shaders/renderer_3d.wgsl | 15 +++++-- 3 files changed, 64 insertions(+), 19 deletions(-) (limited to 'assets/final/shaders') diff --git a/assets/final/shaders/math/sdf_utils.wgsl b/assets/final/shaders/math/sdf_utils.wgsl index ce902bf..502ba5b 100644 --- a/assets/final/shaders/math/sdf_utils.wgsl +++ b/assets/final/shaders/math/sdf_utils.wgsl @@ -7,3 +7,11 @@ fn get_normal_basic(p: vec3, obj_type: f32) -> vec3 { get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) )); } + +// Distance to an Axis-Aligned Bounding Box +fn aabb_sdf(p: vec3, min_p: vec3, max_p: vec3) -> f32 { + let center = (min_p + max_p) * 0.5; + let extent = (max_p - min_p) * 0.5; + let q = abs(p - center) - extent; + return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} diff --git a/assets/final/shaders/render/scene_query.wgsl b/assets/final/shaders/render/scene_query.wgsl index b58f28c..e44b79c 100644 --- a/assets/final/shaders/render/scene_query.wgsl +++ b/assets/final/shaders/render/scene_query.wgsl @@ -1,4 +1,5 @@ #include "math/sdf_shapes" +#include "math/sdf_utils" // For aabb_sdf helper fn get_dist(p: vec3, obj_type: f32) -> f32 { if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere @@ -10,24 +11,51 @@ fn get_dist(p: vec3, obj_type: f32) -> f32 { fn map_scene(p: vec3, skip_idx: u32) -> f32 { var d = 1000.0; - let count = u32(globals.params.x); - - for (var i = 0u; i < count; i = i + 1u) { - if (i == skip_idx) { continue; } - let obj = object_data.objects[i]; - let obj_type = obj.params.x; - // Skip rasterized objects (like the floor) in the SDF map - if (obj_type <= 0.0) { continue; } + let use_bvh = (globals.params.y > 0.5); - let q = (obj.inv_model * vec4(p, 1.0)).xyz; + if (use_bvh) { + var stack: array; + var stack_ptr = 0; - let scale_x = length(obj.model[0].xyz); - let scale_y = length(obj.model[1].xyz); - let scale_z = length(obj.model[2].xyz); - // Use conservative minimum scale to avoid overstepping the distance field - let s = min(scale_x, min(scale_y, scale_z)); - - d = min(d, get_dist(q, obj_type) * s); + if (arrayLength(&bvh_nodes) > 0u) { + stack[stack_ptr] = 0; + stack_ptr++; + } + + while (stack_ptr > 0) { + stack_ptr--; + let node_idx = stack[stack_ptr]; + let node = bvh_nodes[node_idx]; + + if (aabb_sdf(p, node.min, node.max) < d) { + if (node.left_idx < 0) { // Leaf + let obj_idx = u32(node.obj_idx_or_right); + if (obj_idx == skip_idx) { continue; } + let obj = object_data.objects[obj_idx]; + let q = (obj.inv_model * vec4(p, 1.0)).xyz; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + d = min(d, get_dist(q, obj.params.x) * s); + } else { // Internal + if (stack_ptr < 31) { + stack[stack_ptr] = node.left_idx; + stack_ptr++; + stack[stack_ptr] = node.obj_idx_or_right; + stack_ptr++; + } + } + } + } + } else { // Fallback to linear scan + let count = u32(globals.params.x); + for (var i = 0u; i < count; i = i + 1u) { + if (i == skip_idx) { continue; } + let obj = object_data.objects[i]; + if (obj.params.x <= 0.0) { continue; } // Skip raster objects + let q = (obj.inv_model * vec4(p, 1.0)).xyz; + let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); + d = min(d, get_dist(q, obj.params.x) * s); + } } + return d; } diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index b39525d..723aeb0 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -2,9 +2,18 @@ @group(0) @binding(0) var globals: GlobalUniforms; @group(0) @binding(1) var object_data: ObjectsBuffer; -@group(0) @binding(2) var noise_tex: texture_2d; -@group(0) @binding(3) var noise_sampler: sampler; -@group(0) @binding(4) var sky_tex: texture_2d; + +struct BVHNode { + min: vec3, + left_idx: i32, + max: vec3, + obj_idx_or_right: i32, +}; +@group(0) @binding(2) var bvh_nodes: array; + +@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; struct VertexOutput { @builtin(position) position: vec4, -- cgit v1.2.3