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path: root/cnn_v3/src/gbuffer_effect.h
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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"

// Uniform for the pack compute shader
struct GBufResUniforms {
  vec2 resolution;
  float _pad0;
  float _pad1;
};
static_assert(sizeof(GBufResUniforms) == 16,
              "GBufResUniforms must be 16 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;

  void set_scene(const Scene* scene, const Camera* camera);

 private:
  // 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_;

  const Scene*  scene_  = nullptr;
  const Camera* camera_ = nullptr;

  // Pass 1: MRT rasterization pipeline
  RenderPipeline raster_pipeline_;
  BindGroup      raster_bind_group_;

  // Pass 4: Pack compute pipeline
  ComputePipeline  pack_pipeline_;
  BindGroup        pack_bind_group_;
  UniformBuffer<GBufResUniforms> pack_res_uniform_;

  // Placeholder textures for shadow/transp (white/black cleared once)
  Texture     shadow_placeholder_tex_;
  TextureView shadow_placeholder_view_;
  Texture     transp_placeholder_tex_;
  TextureView transp_placeholder_view_;

  // GPU-side object data buffers (global uniforms + objects storage)
  // These mirror the layout expected by gbuf_raster.wgsl
  GpuBuffer global_uniforms_buf_;
  GpuBuffer objects_buf_;
  int       objects_buf_capacity_ = 0; // number of ObjectData slots allocated

  void create_raster_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);
};