From 2e34965e5e48175c5ee6016af1a858f7f3f02c1d Mon Sep 17 00:00:00 2001 From: skal Date: Wed, 4 Feb 2026 11:56:03 +0100 Subject: feat(gpu): Implement recursive WGSL composition and modularize shaders (Task #50) - Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection. - Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils. - Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists. - Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings. - Added comprehensive unit tests for recursive composition in test_shader_composer. - Verified system stability with test_3d_render and full test suite. - Marked Task #50 as recurrent for future code hygiene. --- assets/final/demo_assets.txt | 7 +++- assets/final/shaders/math/sdf_shapes.wgsl | 14 ++++++++ assets/final/shaders/math/sdf_utils.wgsl | 9 +++++ assets/final/shaders/render/lighting_utils.wgsl | 6 ++++ assets/final/shaders/render/scene_query.wgsl | 33 +++++++++++++++++++ assets/final/shaders/render/shadows.wgsl | 13 ++++++++ assets/final/shaders/renderer_3d.wgsl | 44 +++++-------------------- assets/final/shaders/skybox.wgsl | 2 ++ 8 files changed, 92 insertions(+), 36 deletions(-) create mode 100644 assets/final/shaders/math/sdf_shapes.wgsl create mode 100644 assets/final/shaders/math/sdf_utils.wgsl create mode 100644 assets/final/shaders/render/lighting_utils.wgsl create mode 100644 assets/final/shaders/render/scene_query.wgsl create mode 100644 assets/final/shaders/render/shadows.wgsl (limited to 'assets/final') diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index a1060cb..5ba2ec2 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -40,4 +40,9 @@ SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader" SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader" SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader" SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" -SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader" \ No newline at end of file +SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader" +SHADER_MATH_SDF_SHAPES, NONE, shaders/math/sdf_shapes.wgsl, "SDF Shapes Snippet" +SHADER_MATH_SDF_UTILS, NONE, shaders/math/sdf_utils.wgsl, "SDF Utils Snippet" +SHADER_RENDER_SHADOWS, NONE, shaders/render/shadows.wgsl, "Shadows Snippet" +SHADER_RENDER_SCENE_QUERY, NONE, shaders/render/scene_query.wgsl, "Scene Query Snippet" +SHADER_RENDER_LIGHTING_UTILS, NONE, shaders/render/lighting_utils.wgsl, "Lighting Utils Snippet" \ No newline at end of file diff --git a/assets/final/shaders/math/sdf_shapes.wgsl b/assets/final/shaders/math/sdf_shapes.wgsl new file mode 100644 index 0000000..31bbe2d --- /dev/null +++ b/assets/final/shaders/math/sdf_shapes.wgsl @@ -0,0 +1,14 @@ +fn sdSphere(p: vec3, r: f32) -> f32 { + return length(p) - r; +} +fn sdBox(p: vec3, b: vec3) -> f32 { + let q = abs(p) - b; + return length(max(q, vec3(0.0))) + min(max(q.x, max(q.y, q.z)), 0.0); +} +fn sdTorus(p: vec3, t: vec2) -> f32 { + let q = vec2(length(p.xz) - t.x, p.y); + return length(q) - t.y; +} +fn sdPlane(p: vec3, n: vec3, h: f32) -> f32 { + return dot(p, n) + h; +} diff --git a/assets/final/shaders/math/sdf_utils.wgsl b/assets/final/shaders/math/sdf_utils.wgsl new file mode 100644 index 0000000..ce902bf --- /dev/null +++ b/assets/final/shaders/math/sdf_utils.wgsl @@ -0,0 +1,9 @@ +fn get_normal_basic(p: vec3, obj_type: f32) -> vec3 { + if (obj_type == 1.0) { return normalize(p); } + let e = vec2(0.001, 0.0); + return normalize(vec3( + get_dist(p + e.xyy, obj_type) - get_dist(p - e.xyy, obj_type), + get_dist(p + e.yxy, obj_type) - get_dist(p - e.yxy, obj_type), + get_dist(p + e.yyx, obj_type) - get_dist(p - e.yyx, obj_type) + )); +} diff --git a/assets/final/shaders/render/lighting_utils.wgsl b/assets/final/shaders/render/lighting_utils.wgsl new file mode 100644 index 0000000..d2fd2e2 --- /dev/null +++ b/assets/final/shaders/render/lighting_utils.wgsl @@ -0,0 +1,6 @@ +fn calculate_lighting(color: vec3, normal: vec3, pos: vec3, shadow: f32) -> vec3 { + let light_dir = normalize(vec3(1.0, 1.0, 1.0)); + let diffuse = max(dot(normal, light_dir), 0.0); + let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse + return color * lighting; +} diff --git a/assets/final/shaders/render/scene_query.wgsl b/assets/final/shaders/render/scene_query.wgsl new file mode 100644 index 0000000..b58f28c --- /dev/null +++ b/assets/final/shaders/render/scene_query.wgsl @@ -0,0 +1,33 @@ +#include "math/sdf_shapes" + +fn get_dist(p: vec3, obj_type: f32) -> f32 { + if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere + if (obj_type == 2.0) { return sdBox(p, vec3(1.0)); } // Unit Box + if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus + if (obj_type == 4.0) { return sdPlane(p, vec3(0.0, 1.0, 0.0), 0.0); } + return 100.0; +} + +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 q = (obj.inv_model * vec4(p, 1.0)).xyz; + + 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); + } + return d; +} diff --git a/assets/final/shaders/render/shadows.wgsl b/assets/final/shaders/render/shadows.wgsl new file mode 100644 index 0000000..7cba089 --- /dev/null +++ b/assets/final/shaders/render/shadows.wgsl @@ -0,0 +1,13 @@ +fn calc_shadow(ro: vec3, rd: vec3, tmin: f32, tmax: f32, skip_idx: u32) -> f32 { + var res = 1.0; + var t = tmin; + if (t < 0.05) { t = 0.05; } + for (var i = 0; i < 32; i = i + 1) { + let h = map_scene(ro + rd * t, skip_idx); + if (h < 0.001) { return 0.0; } + res = min(res, 16.0 * h / t); + t = t + clamp(h, 0.02, 0.4); + if (t > tmax) { break; } + } + return clamp(res, 0.0, 1.0); +} diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index 7be8d4e..b39525d 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -1,3 +1,5 @@ +#include "common_uniforms" + @group(0) @binding(0) var globals: GlobalUniforms; @group(0) @binding(1) var object_data: ObjectsBuffer; @group(0) @binding(2) var noise_tex: texture_2d; @@ -54,37 +56,10 @@ fn vs_main(@builtin(vertex_index) vertex_index: u32, return out; } -fn get_dist(p: vec3, obj_type: f32) -> f32 { - if (obj_type == 1.0) { return length(p) - 1.0; } // Unit Sphere - if (obj_type == 2.0) { return sdBox(p, vec3(1.0)); } // Unit Box - if (obj_type == 3.0) { return sdTorus(p, vec2(1.0, 0.4)); } // Unit Torus - if (obj_type == 4.0) { return sdPlane(p, vec3(0.0, 1.0, 0.0), 0.0); } - return 100.0; -} - -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 q = (obj.inv_model * vec4(p, 1.0)).xyz; - - 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); - } - return d; -} +#include "render/scene_query" +#include "render/shadows" +#include "render/lighting_utils" +#include "ray_box" @fragment fn fs_main(in: VertexOutput) -> @location(0) vec4 { @@ -189,7 +164,6 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4 { } let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index); - let diffuse = max(dot(normal, light_dir), 0.0); - let lighting = diffuse * (0.1 + 0.9 * shadow) + 0.1; // Ambient + Shadowed Diffuse - return vec4(base_color * lighting, 1.0); -} \ No newline at end of file + let lit_color = calculate_lighting(base_color, normal, p, shadow); + return vec4(lit_color, 1.0); +} diff --git a/assets/final/shaders/skybox.wgsl b/assets/final/shaders/skybox.wgsl index 6becc1a..d7f252e 100644 --- a/assets/final/shaders/skybox.wgsl +++ b/assets/final/shaders/skybox.wgsl @@ -1,3 +1,5 @@ +#include "common_uniforms" + @group(0) @binding(0) var sky_tex: texture_2d; @group(0) @binding(1) var sky_sampler: sampler; @group(0) @binding(2) var globals: GlobalUniforms; -- cgit v1.2.3