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// GBufferEffect: Multi-pass G-buffer rendering for CNN v3 input
// Outputs: gbuf_feat0, gbuf_feat1 (packed rgba32uint feature textures, 32 bytes/pixel)
#pragma once
#include "3d/camera.h"
#include "3d/scene.h"
#include "gpu/effect.h"
#include "gpu/sequence.h"
#include "gpu/uniform_helper.h"
#include "gpu/wgpu_resource.h"
#include "util/mini_math.h"
#include <vector>
// Uniform for the pack compute shader
struct GBufResUniforms {
vec2 resolution;
float _pad0;
float _pad1;
};
static_assert(sizeof(GBufResUniforms) == 16,
"GBufResUniforms must be 16 bytes");
// Single directional light: direction points *toward* the light source (world space).
struct GBufLight {
vec4 direction; // xyz = normalized direction toward light, w = unused
vec4 color; // rgb = color, a = intensity
};
static_assert(sizeof(GBufLight) == 32, "GBufLight must be 32 bytes");
struct GBufLightsUniforms {
GBufLight lights[2];
vec4 params; // x = num_lights
};
static_assert(sizeof(GBufLightsUniforms) == 80,
"GBufLightsUniforms must be 80 bytes");
class GBufferEffect : public Effect {
public:
GBufferEffect(const GpuContext& ctx, const std::vector<std::string>& inputs,
const std::vector<std::string>& outputs, float start_time,
float end_time);
void declare_nodes(NodeRegistry& registry) override;
void render(WGPUCommandEncoder encoder, const UniformsSequenceParams& params,
NodeRegistry& nodes) override;
// Populate the internal scene with ~20 rotating cubes and a few pumping
// spheres. Must be called once before the first render().
void set_scene();
private:
// Per-cube animation state (axis-angle rotation)
struct CubeAnim {
vec3 axis;
float speed; // radians/second, may be negative
};
// Per-sphere animation state (radius driven by audio_intensity)
struct SphereAnim {
int obj_idx; // index into scene_.objects
float base_radius;
};
// Internal G-buffer node names
std::string node_albedo_;
std::string node_normal_mat_;
std::string node_depth_;
std::string node_shadow_;
std::string node_transp_;
std::string node_feat0_;
std::string node_feat1_;
// Owned scene and camera — populated by set_scene()
Scene scene_;
Camera camera_;
bool scene_ready_ = false;
std::vector<CubeAnim> cube_anims_;
std::vector<SphereAnim> sphere_anims_;
// Pass 1: MRT rasterization pipeline
RenderPipeline raster_pipeline_;
BindGroup raster_bind_group_;
// Pass 2: SDF shadow pipeline
RenderPipeline shadow_pipeline_;
// Pass 4: Pack compute pipeline
ComputePipeline pack_pipeline_;
BindGroup pack_bind_group_;
UniformBuffer<GBufResUniforms> pack_res_uniform_;
UniformBuffer<GBufLightsUniforms> lights_uniform_;
// GPU-side object data buffers (global uniforms + objects storage)
GpuBuffer global_uniforms_buf_;
GpuBuffer objects_buf_;
int objects_buf_capacity_ = 0;
void create_raster_pipeline();
void create_shadow_pipeline();
void create_pack_pipeline();
void update_raster_bind_group(NodeRegistry& nodes);
void update_pack_bind_group(NodeRegistry& nodes);
void upload_scene_data(const Scene& scene, const Camera& camera,
float time);
void ensure_objects_buffer(int num_objects);
};
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