From 1971b20ebca35bc8dbe24902dd5749413b43ff1b Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 17:27:32 +0100 Subject: feat(3d): Implement Task 21.1 WGSL Library & Composer - Implemented ShaderComposer for modular WGSL snippet management. - Factored out common math, primitives, lighting, and ray-box helpers. - Refactored Renderer3D to use dynamic shader composition. - Consolidated high-DPI and shadow robustness fixes into final shader structure. --- src/gpu/effects/shader_composer.cc | 33 ++++++++++++++++ src/gpu/effects/shader_composer.h | 23 +++++++++++ src/gpu/effects/shaders.cc | 81 ++++++++++++++++++++++++++++++++++++++ 3 files changed, 137 insertions(+) create mode 100644 src/gpu/effects/shader_composer.cc create mode 100644 src/gpu/effects/shader_composer.h (limited to 'src/gpu/effects') diff --git a/src/gpu/effects/shader_composer.cc b/src/gpu/effects/shader_composer.cc new file mode 100644 index 0000000..61da6e6 --- /dev/null +++ b/src/gpu/effects/shader_composer.cc @@ -0,0 +1,33 @@ +// This file is part of the 64k demo project. +// It implements the ShaderComposer class. + +#include "gpu/effects/shader_composer.h" +#include + +ShaderComposer& ShaderComposer::Get() { + static ShaderComposer instance; + return instance; +} + +void ShaderComposer::RegisterSnippet(const std::string& name, const std::string& code) { + snippets_[name] = code; +} + +std::string ShaderComposer::Compose(const std::vector& dependencies, const std::string& main_code) { + std::stringstream ss; + ss << "// Generated by ShaderComposer\n\n"; + + for (const auto& dep : dependencies) { + auto it = snippets_.find(dep); + if (it != snippets_.end()) { + ss << "// --- Snippet: " << dep << " ---\n"; + ss << it->second << "\n"; + } + } + + ss << "// --- Main Code ---\n"; + ss << main_code; + + return ss.str(); +} + diff --git a/src/gpu/effects/shader_composer.h b/src/gpu/effects/shader_composer.h new file mode 100644 index 0000000..7d918a9 --- /dev/null +++ b/src/gpu/effects/shader_composer.h @@ -0,0 +1,23 @@ +// This file is part of the 64k demo project. +// It defines the ShaderComposer class for managing WGSL snippets. + +#pragma once + +#include +#include +#include + +class ShaderComposer { +public: + static ShaderComposer& Get(); + + // Register a snippet (e.g. "common_math", "sdf_primitives") + void RegisterSnippet(const std::string& name, const std::string& code); + + // Assemble a final shader string by prepending required snippets + std::string Compose(const std::vector& dependencies, const std::string& main_code); + +private: + ShaderComposer() = default; + std::map snippets_; +}; diff --git a/src/gpu/effects/shaders.cc b/src/gpu/effects/shaders.cc index ac0bba9..6d86d2b 100644 --- a/src/gpu/effects/shaders.cc +++ b/src/gpu/effects/shaders.cc @@ -3,6 +3,87 @@ #include "../demo_effects.h" +#include "gpu/effects/shader_composer.h" + +void InitShaderComposer() { + auto& sc = ShaderComposer::Get(); + + sc.RegisterSnippet("common_uniforms", R"( +struct GlobalUniforms { + view_proj: mat4x4, + camera_pos_time: vec4, + params: vec4, +}; +struct ObjectData { + model: mat4x4, + inv_model: mat4x4, + color: vec4, + params: vec4, +}; +struct ObjectsBuffer { + objects: array, +}; +)"); + + sc.RegisterSnippet("sdf_primitives", R"( +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; +} + sc.RegisterSnippet("lighting", R"( +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) + )); +} + +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); +} + sc.RegisterSnippet("ray_box", R"( +struct RayBounds { + t_entry: f32, + t_exit: f32, + hit: bool, +}; + +fn ray_box_intersection(ro: vec3, rd: vec3, extent: vec3) -> RayBounds { + let inv_rd = 1.0 / rd; + let t0 = (-extent - ro) * inv_rd; + let t1 = (extent - ro) * inv_rd; + let tmin_vec = min(t0, t1); + let tmax_vec = max(t0, t1); + let t_entry = max(0.0, max(tmin_vec.x, max(tmin_vec.y, tmin_vec.z))); + let t_exit = min(tmax_vec.x, min(tmax_vec.y, tmax_vec.z)); + return RayBounds(t_entry, t_exit, t_entry <= t_exit); +} +)"); +} + const char* main_shader_wgsl = R"( struct Uniforms { audio_peak: f32, -- cgit v1.2.3