From 7790472dabfa0ecd06f3408d847860ec6072866e Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 9 Feb 2026 18:51:54 +0100 Subject: feat: Implement workspace system (Task #77) Self-contained workspaces for parallel demo development. Structure: - workspaces/main,test - Demo-specific resources - assets/common - Shared resources - workspace.cfg - Configuration per workspace CMake integration: - DEMO_WORKSPACE option (defaults to main) - cmake/ParseWorkspace.cmake - Config parser - Workspace-relative asset/timeline/music paths Migration: - Main demo: demo.seq to workspaces/main/timeline.seq - Test demo: test_demo.seq to workspaces/test/timeline.seq - Common shaders: assets/common/shaders - Workspace shaders: workspaces/*/shaders Build: cmake -B build -DDEMO_WORKSPACE=main cmake -B build_test -DDEMO_WORKSPACE=test All tests passing (36/36). handoff(Claude): Task #77 workspace system complete. Both main and test workspaces build and pass all tests. Co-Authored-By: Claude Sonnet 4.5 --- workspaces/test/shaders/renderer_3d.wgsl | 167 +++++++++++++++++++++++++++++++ 1 file changed, 167 insertions(+) create mode 100644 workspaces/test/shaders/renderer_3d.wgsl (limited to 'workspaces/test/shaders/renderer_3d.wgsl') diff --git a/workspaces/test/shaders/renderer_3d.wgsl b/workspaces/test/shaders/renderer_3d.wgsl new file mode 100644 index 0000000..d3b0bae --- /dev/null +++ b/workspaces/test/shaders/renderer_3d.wgsl @@ -0,0 +1,167 @@ +#include "common_uniforms" +#include "math/common_utils" +#include "math/sdf_utils" + +@group(0) @binding(0) var globals: GlobalUniforms; +@group(0) @binding(1) var object_data: ObjectsBuffer; + +// Binding 2 is reserved for BVH buffer when enabled + +@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, + @location(0) local_pos: vec3, + @location(1) color: vec4, + @location(2) @interpolate(flat) instance_index: u32, + @location(3) world_pos: vec3, + @location(4) transformed_normal: vec3, +}; + +@vertex +fn vs_main(@builtin(vertex_index) vertex_index: u32, + @builtin(instance_index) instance_index: u32) -> VertexOutput { + + var pos = array, 36>( + vec3(-1.0, -1.0, 1.0), vec3( 1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), + vec3(-1.0, -1.0, 1.0), vec3( 1.0, 1.0, 1.0), vec3(-1.0, 1.0, 1.0), + vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, -1.0), + vec3(-1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, -1.0, -1.0), + vec3(-1.0, 1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3( 1.0, 1.0, 1.0), + vec3(-1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, 1.0, -1.0), + vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), + vec3(-1.0, -1.0, -1.0), vec3( 1.0, -1.0, 1.0), vec3(-1.0, -1.0, 1.0), + vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, -1.0), vec3( 1.0, 1.0, 1.0), + vec3( 1.0, -1.0, -1.0), vec3( 1.0, 1.0, 1.0), vec3( 1.0, -1.0, 1.0), + vec3(-1.0, -1.0, -1.0), vec3(-1.0, -1.0, 1.0), vec3(-1.0, 1.0, 1.0), + vec3(-1.0, -1.0, -1.0), vec3(-1.0, 1.0, 1.0), vec3(-1.0, 1.0, -1.0) + ); + + var p = pos[vertex_index]; + let obj = object_data.objects[instance_index]; + let obj_type = obj.params.x; + + if (obj_type == 5.0) { // MESH + // For meshes, we use the actual vertex data, not proxy geometry. + // The position here is a placeholder, the real mesh data is handled by mesh_pipeline_. + var out: VertexOutput; + out.position = vec4(0.0, 0.0, 2.0, 1.0); // Outside far plane, so it's not rendered by this pipeline. + return out; + } + + // Tight fit for Torus proxy hull (major radius 1.0, minor 0.4) + if (obj_type == 3.0) { + p.x = p.x * 1.5; + p.z = p.z * 1.5; + p.y = p.y * 0.5; + } + + let world_pos = obj.model * vec4(p, 1.0); + let clip_pos = globals.view_proj * world_pos; + + var out: VertexOutput; + out.position = clip_pos; + out.local_pos = p; + out.color = obj.color; + out.instance_index = instance_index; + out.world_pos = world_pos.xyz; + + // For SDF primitives, we don't use vertex normals - they are computed analytically in the fragment shader. + // This field is only used by the mesh pipeline (mesh_render.wgsl), not this SDF pipeline. + out.transformed_normal = normalize(vec3(0.0, 1.0, 0.0)); // Placeholder + + return out; +} + +#include "render/scene_query_mode" +#include "render/shadows" +#include "render/lighting_utils" +#include "ray_box" + +struct FragmentOutput { + @location(0) color: vec4, + @builtin(frag_depth) depth: f32, +}; + +@fragment +fn fs_main(in: VertexOutput) -> FragmentOutput { + let obj = object_data.objects[in.instance_index]; + let obj_type = obj.params.x; + + var p: vec3; + var normal: vec3; + var base_color = in.color.rgb; + let light_dir = normalize(vec3(1.0, 1.0, 1.0)); + + if (obj_type <= 0.0) { // Raster path (legacy or generic) + p = in.world_pos; + // Use the transformed normal passed from the vertex shader for rasterized objects + normal = normalize(in.transformed_normal); + + // Apply grid pattern to floor + let uv = p.xz * 0.5; + let grid_val = grid_pattern(uv); + base_color = base_color * (0.5 + 0.5 * grid_val); + } else { // SDF path + let ro_world = globals.camera_pos_time.xyz; + let rd_world = normalize(in.world_pos - ro_world); + + // Ray-Box Intersection in local space to find tight bounds + let ro_local = (obj.inv_model * vec4(ro_world, 1.0)).xyz; + let rd_local = normalize((obj.inv_model * vec4(rd_world, 0.0)).xyz); + + // Proxy box extent (matches vs_main) + // MESHES use obj.params.yzw for extent + var extent = vec3(1.0); + if (obj.params.x == 3.0) { extent = vec3(1.5, 0.5, 1.5); } // Torus + else if (obj.params.x == 5.0) { extent = obj.params.yzw; } // MESH extent + + let bounds = ray_box_intersection(ro_local, rd_local, extent); + + if (!bounds.hit) { discard; } + + var t = bounds.t_entry; + var hit = false; + for (var i = 0; i < 64; i = i + 1) { + let q = ro_local + rd_local * t; + let d_local = get_dist(q, obj.params); + if (d_local < 0.0005) { hit = true; break; } + t = t + d_local; + if (t > bounds.t_exit) { break; } + } + if (!hit) { discard; } + + let q_hit = ro_local + rd_local * t; + p = (obj.model * vec4(q_hit, 1.0)).xyz; // Correct world position + + // Calculate normal with bump mapping (using utility function) + let disp_strength = 0.05; + let n_local = get_normal_bump(q_hit, obj.params, noise_tex, noise_sampler, disp_strength); + normal = transform_normal(obj.inv_model, n_local); + + // Apply texture to SDF color + if (in.instance_index == 0u || obj_type == 4.0) { // Floor (index 0) or PLANE + let uv_grid = p.xz * 0.5; + let grid_val = grid_pattern(uv_grid); + base_color = base_color * (0.5 + 0.5 * grid_val); + } else { + let uv_hit = spherical_uv(q_hit); + let tex_val = textureSample(noise_tex, noise_sampler, uv_hit).r; + base_color = base_color * (0.7 + 0.3 * tex_val); + } + } + + let shadow = calc_shadow(p, light_dir, 0.05, 20.0, in.instance_index); + let lit_color = calculate_lighting(base_color, normal, p, shadow); + + var out: FragmentOutput; + out.color = vec4(lit_color, 1.0); + + // Calculate and write correct depth + let clip_pos = globals.view_proj * vec4(p, 1.0); + out.depth = clip_pos.z / clip_pos.w; + + return out; +} \ No newline at end of file -- cgit v1.2.3