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// This file is part of the 64k demo project.
// It defines the Renderer3D class.
// Handles WebGPU pipeline creation and execution for 3D scenes.

#pragma once

#include "3d/camera.h"
#include "3d/scene.h"
#include "3d/bvh.h"
#include "gpu/gpu.h"
#include <map>
#include <vector>

#if !defined(STRIP_ALL)
#include "3d/visual_debug.h"
#endif

// Matches the GPU struct layout
struct GlobalUniforms {
  mat4 view_proj;
  mat4 inv_view_proj;   // Added for skybox/raymarching
  vec4 camera_pos_time; // xyz = camera_pos, w = time
  vec4 params;          // x = num_objects, yzw = padding
  vec2 resolution;
  vec2 padding;
};

// Matches the GPU struct layout
struct ObjectData {
  mat4 model;
  mat4 inv_model;
  vec4 color;
  vec4 params; // Type, etc.
};

class Renderer3D {
 public:
  void init(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format);
  void shutdown();

#if !defined(STRIP_ALL)
  static void SetDebugEnabled(bool enabled) {
    s_debug_enabled_ = enabled;
  }
#endif

  // Renders the scene to the given texture view (Convenience: creates a pass)
  void render(const Scene& scene, const Camera& camera, float time,
              WGPUTextureView target_view,
              WGPUTextureView depth_view_opt = nullptr);

  // Records draw commands to an existing pass.
  // Assumes the pass has a compatible pipeline (or we set it here).
  void draw(WGPURenderPassEncoder pass, const Scene& scene,
            const Camera& camera, float time);

  void set_noise_texture(WGPUTextureView noise_view);
  void set_sky_texture(WGPUTextureView sky_view);

  void add_debug_aabb(const vec3& min, const vec3& max, const vec3& color);

  // Resize handler (if needed for internal buffers)
  void resize(int width, int height);

  // Set whether to use BVH acceleration
  void SetBvhEnabled(bool enabled) { bvh_enabled_ = enabled; }

 private:
  struct MeshGpuData {
    WGPUBuffer vertex_buffer;
    WGPUBuffer index_buffer;
    uint32_t num_indices;
  };

  void create_pipeline();
  WGPURenderPipeline create_pipeline_impl(bool use_bvh);
  void create_mesh_pipeline();
  void create_skybox_pipeline();
  void create_default_resources();
  void update_uniforms(const Scene& scene, const Camera& camera, float time);
  const MeshGpuData* get_or_create_mesh(AssetId asset_id);

  WGPUDevice device_ = nullptr;
  WGPUQueue queue_ = nullptr;
  WGPUTextureFormat format_ = WGPUTextureFormat_Undefined;

  WGPURenderPipeline pipeline_ = nullptr;        // BVH enabled
  WGPURenderPipeline pipeline_no_bvh_ = nullptr; // BVH disabled
  WGPUBindGroup bind_group_ = nullptr;
  WGPURenderPipeline mesh_pipeline_ = nullptr;
  WGPURenderPipeline skybox_pipeline_ = nullptr;
  WGPUBindGroup skybox_bind_group_ = nullptr;
  WGPUBuffer global_uniform_buffer_ = nullptr;
  WGPUBuffer object_storage_buffer_ = nullptr;
  WGPUBuffer bvh_storage_buffer_ = nullptr;

  BVH cpu_bvh_; // Keep a CPU-side copy for building/uploading
  bool bvh_enabled_ = true;

  std::map<AssetId, MeshGpuData> mesh_cache_;

  WGPUTextureView noise_texture_view_ = nullptr;
  WGPUTextureView sky_texture_view_ = nullptr;
  WGPUSampler default_sampler_ = nullptr;

  // Depth buffer management
  WGPUTexture depth_texture_ = nullptr;
  WGPUTextureView depth_view_ = nullptr;
  int width_ = 0;
  int height_ = 0;

  // Max objects capacity
  static const int kMaxObjects = 100;

#if !defined(STRIP_ALL)
  VisualDebug visual_debug_;
  static bool s_debug_enabled_;
#endif
};