From 744bcadfe8f4bb1b2d4f1daf9f880fa511d65405 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 13:59:07 +0100 Subject: feat(gpu): Phase 2 - Add gen_perlin and gen_grid GPU compute shaders Complete Phase 2 implementation: - gen_perlin.wgsl: FBM with configurable octaves, amplitude decay - gen_grid.wgsl: Grid pattern with configurable spacing/thickness - TextureManager extensions: create_gpu_perlin_texture(), create_gpu_grid_texture() - Asset packer now validates gen_noise, gen_perlin, gen_grid for PROC_GPU() - 3 compute pipelines (lazy-init on first use) Shader parameters: - gen_perlin: seed, frequency, amplitude, amplitude_decay, octaves (32 bytes) - gen_grid: width, height, grid_size, thickness (16 bytes) test_3d_render migration: - Replaced CPU sky texture (gen_perlin) with GPU version - Replaced CPU noise texture (gen_noise) with GPU version - Added new GPU grid texture (256x256, 32px grid, 2px lines) Size impact: - gen_perlin.wgsl: ~200 bytes (compressed) - gen_grid.wgsl: ~100 bytes (compressed) - Total Phase 2 code: ~300 bytes - Cumulative (Phase 1+2): ~600 bytes Testing: - All 34 tests passing (100%) - test_gpu_procedural validates all generators - test_3d_render uses 3 GPU textures (noise, perlin, grid) Next: Phase 3 - Variable dimensions, async generation, pipeline caching Co-Authored-By: Claude Sonnet 4.5 --- assets/final/demo_assets.txt | 2 ++ assets/final/shaders/compute/gen_grid.wgsl | 24 +++++++++++++++ assets/final/shaders/compute/gen_perlin.wgsl | 44 ++++++++++++++++++++++++++++ 3 files changed, 70 insertions(+) create mode 100644 assets/final/shaders/compute/gen_grid.wgsl create mode 100644 assets/final/shaders/compute/gen_perlin.wgsl (limited to 'assets/final') diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index 1fdf2b4..0f7c267 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -53,6 +53,8 @@ MESH_CUBE, NONE, test_mesh.obj, "A simple cube mesh" DODECAHEDRON, NONE, dodecahedron.obj, "A dodecahedron mesh" SHADER_VIGNETTE, NONE, shaders/vignette.wgsl, "Vignette Shader" SHADER_COMPUTE_GEN_NOISE, NONE, shaders/compute/gen_noise.wgsl, "GPU Noise Compute Shader" +SHADER_COMPUTE_GEN_PERLIN, NONE, shaders/compute/gen_perlin.wgsl, "GPU Perlin Noise Compute Shader" +SHADER_COMPUTE_GEN_GRID, NONE, shaders/compute/gen_grid.wgsl, "GPU Grid Compute Shader" CIRCLE_MASK_COMPUTE_SHADER, NONE, shaders/circle_mask_compute.wgsl, "Circle mask compute shader" CIRCLE_MASK_RENDER_SHADER, NONE, shaders/circle_mask_render.wgsl, "Circle mask render shader" MASKED_CUBE_SHADER, NONE, shaders/masked_cube.wgsl, "Masked cube shader" diff --git a/assets/final/shaders/compute/gen_grid.wgsl b/assets/final/shaders/compute/gen_grid.wgsl new file mode 100644 index 0000000..cc5e189 --- /dev/null +++ b/assets/final/shaders/compute/gen_grid.wgsl @@ -0,0 +1,24 @@ +// GPU procedural grid pattern generator. +// Simple grid lines with configurable spacing and thickness. + +struct GridParams { + width: u32, + height: u32, + grid_size: u32, + thickness: u32, +} + +@group(0) @binding(0) var output_tex: texture_storage_2d; +@group(0) @binding(1) var params: GridParams; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let on_line = (id.x % params.grid_size) < params.thickness || + (id.y % params.grid_size) < params.thickness; + + let val = select(0.0, 1.0, on_line); + + textureStore(output_tex, id.xy, vec4(val, val, val, 1.0)); +} diff --git a/assets/final/shaders/compute/gen_perlin.wgsl b/assets/final/shaders/compute/gen_perlin.wgsl new file mode 100644 index 0000000..73816d6 --- /dev/null +++ b/assets/final/shaders/compute/gen_perlin.wgsl @@ -0,0 +1,44 @@ +// GPU procedural Perlin noise texture generator. +// Fractional Brownian Motion using value noise. + +#include "math/noise" + +struct PerlinParams { + width: u32, + height: u32, + seed: f32, + frequency: f32, + amplitude: f32, + amplitude_decay: f32, + octaves: u32, + _pad0: f32, // Padding for alignment +} + +@group(0) @binding(0) var output_tex: texture_storage_2d; +@group(0) @binding(1) var params: PerlinParams; + +@compute @workgroup_size(8, 8, 1) +fn main(@builtin(global_invocation_id) id: vec3) { + if (id.x >= params.width || id.y >= params.height) { return; } + + let uv = vec2(f32(id.x) / f32(params.width), + f32(id.y) / f32(params.height)); + + var value = 0.0; + var amplitude = params.amplitude; + var frequency = params.frequency; + var total_amp = 0.0; + + for (var o: u32 = 0u; o < params.octaves; o++) { + let p = uv * frequency + params.seed; + value += noise_2d(p) * amplitude; + total_amp += amplitude; + frequency *= 2.0; + amplitude *= params.amplitude_decay; + } + + value /= total_amp; + let clamped = clamp(value, 0.0, 1.0); + + textureStore(output_tex, id.xy, vec4(clamped, clamped, clamped, 1.0)); +} -- cgit v1.2.3