5 Commits

Author SHA1 Message Date
xfy
78a222e685 feat(params): planet system params + orbit_system wiring 2026-07-16 17:57:42 +08:00
xfy
474dfbe723 feat(planets): OrbitParams component + orbit_position geometry 2026-07-16 17:55:42 +08:00
xfy
4556376b4a fix: make the black hole actually render (was stuck on grey clear color)
The app showed only the camera clear color (grey srgb 43,44,47) — the
fullscreen quad's fragment shader produced no output. Two issues; the
second was the real blocker.

1. render/material.rs: skybox.wgsl declared binding 1 as texture_cube<f32>
   but the material's #[texture(1)] defaulted to D2. The mismatched
   bind-group layout vs. shader caused the pipeline to fail to specialize.
   Fix: dimension = "cube" on the texture attribute so the layout matches.

2. SHADER COMPOSITION (the actual blocker): the shader was split across
   naga_oil modules (ray_gen, geodesic, stars, disk, planets, grid, skybox)
   pulled in via #import singularity::... This compiled and validated with
   zero errors, but at runtime calling ANY cross-module-imported function
   made the fragment output nothing (only the clear color showed). Local
   functions were fine. Confirmed by bisecting a minimal repro with the
   user watching the screen: local fn -> renders; imported fn (even pure
   math) -> grey.

   Rather than chase the naga_oil 0.22 / Bevy 0.19 composition bug, inline
   every function into black_hole.wgsl and drop the #import singularity::*
   lines. The 7 standalone module files are removed. Rendering now works.

Also fixes scene/planets.rs: upload_planets was allocating a fresh
ShaderBuffer (new handle) every frame, which re-triggered the
AsBindGroup RetryNextUpdate that the previous commit's startup pre-fill
was meant to eliminate. Now mutates the existing buffer asset in place
via set_data, keeping the handle stable.
2026-07-13 16:43:01 +08:00
xfy
ee15ddecb7 fix: make the renderer actually draw (step size, storage buffer, quad fit)
The committed Phase 1 code rendered a black screen due to three
independent bugs, fixed here:

- black_hole.wgsl: dt was sized as |eye|/steps, so the full integration
  only traveled |eye| units total — rays never reached capture or escape
  and every pixel fell through to accum=black. Now dt covers
  eye_dist + escape_r across the configured step count, and the escape
  test uses the dynamic escape_r instead of a hardcoded 1000.0.
- render/plugin.rs: the planets binding was Handle::default(), causing
  AsBindGroup to return RetryNextUpdate every frame and silently skip
  the fullscreen quad's draw. Pre-fill a MAX_PLANETS-sized zeroed
  ShaderBuffer at startup so the binding resolves immediately.
- render/plugin.rs: scale the fullscreen quad by half the window size
  to match Camera2d's default WindowSize projection (1 unit = 1 px);
  the old aspect-based scaling letterboxed the image.
- render/plugin.rs: add nudge_camera to work around Bevy 0.19 #24448,
  where a static camera stops rendering after the first frame.
- planets.wgsl: rotate world-space planet centers into disk-local space
  before the ray-sphere test (ray and centers were in different spaces).
2026-07-13 11:47:31 +08:00
xfy
8931904495 feat: lensed planet ray-sphere intersection in geodesic tracer
Add planets as ray-traced spheres inside the RK4 geodesic loop. A new
planets.wgsl shader tests each integrator segment against a storage
buffer of SphereData (center/radius/color/emissive) and composites hits
front-to-back alongside the accretion disk. Lambert shading with a fixed
light direction; emissive flag bypasses shading.

- assets/shaders/planets.wgsl: segment-sphere intersection + shading
- src/scene/: Planet component, upload_planets system, default planet
- black_hole.wgsl: wire planet_hit into the compositing loop
- geodesic_schwarzschild.wgsl: replace tuple return with Deriv struct
2026-07-10 17:06:19 +08:00