From b8d4a815453acac752c6fb3c56d047e39a76fd05 Mon Sep 17 00:00:00 2001 From: skal Date: Sat, 14 Feb 2026 19:05:34 +0100 Subject: feat(gpu): add SDF camera infrastructure and effect base class Add unified camera system for SDF raymarching effects: - CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect - SDFEffect base class: manages camera uniform, provides update_camera() helpers - camera_common.wgsl: getCameraRay(), position/forward/up/right extractors - SDFTestEffect: working example with orbiting camera + animated sphere Refactor effect headers: - Extract class definitions from demo_effects.h to individual .h files - Update includes in .cc files to use specific headers - Cleaner compilation dependencies, faster incremental builds Documentation: - Add SDF_EFFECT_GUIDE.md with complete workflow - Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md - Update EFFECT_WORKFLOW.md, CONTRIBUTING.md Tests: 34/34 passing, SDFTestEffect validated Co-Authored-By: Claude Sonnet 4.5 --- common/shaders/camera_common.wgsl | 52 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 52 insertions(+) create mode 100644 common/shaders/camera_common.wgsl (limited to 'common') diff --git a/common/shaders/camera_common.wgsl b/common/shaders/camera_common.wgsl new file mode 100644 index 0000000..bd29775 --- /dev/null +++ b/common/shaders/camera_common.wgsl @@ -0,0 +1,52 @@ +// Camera parameters and helpers for SDF raymarching effects + +struct CameraParams { + inv_view: mat4x4, + fov: f32, + near_plane: f32, + far_plane: f32, + aspect_ratio: f32, +} + +struct Ray { + origin: vec3, + direction: vec3, +} + +// Generate camera ray for given UV coordinates (-1 to 1) +fn getCameraRay(cam: CameraParams, uv: vec2) -> Ray { + let cam_pos = vec3(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); + + // Compute ray direction from FOV and aspect ratio + let tan_fov = tan(cam.fov * 0.5); + let ndc = vec3(uv.x * cam.aspect_ratio * tan_fov, uv.y * tan_fov, -1.0); + + // Transform direction by inverse view matrix (rotation only) + let dir = normalize( + cam.inv_view[0].xyz * ndc.x + + cam.inv_view[1].xyz * ndc.y + + cam.inv_view[2].xyz * ndc.z + ); + + return Ray(cam_pos, dir); +} + +// Extract camera position from inverse view matrix +fn getCameraPosition(cam: CameraParams) -> vec3 { + return vec3(cam.inv_view[3].x, cam.inv_view[3].y, cam.inv_view[3].z); +} + +// Extract camera forward vector (view direction) +fn getCameraForward(cam: CameraParams) -> vec3 { + return -normalize(vec3(cam.inv_view[2].x, cam.inv_view[2].y, cam.inv_view[2].z)); +} + +// Extract camera up vector +fn getCameraUp(cam: CameraParams) -> vec3 { + return normalize(vec3(cam.inv_view[1].x, cam.inv_view[1].y, cam.inv_view[1].z)); +} + +// Extract camera right vector +fn getCameraRight(cam: CameraParams) -> vec3 { + return normalize(vec3(cam.inv_view[0].x, cam.inv_view[0].y, cam.inv_view[0].z)); +} -- cgit v1.2.3