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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 13:34:36 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 13:34:36 +0100 |
| commit | 15c4c0cf02d2b4ec8b3446bbc1805651ab312889 (patch) | |
| tree | 6b46325473eff047dd89aa6f6da2bc54ba7c8d3f /TODO.md | |
| parent | 2c535b3bb4905584da9a99129dfb19976e2dabb2 (diff) | |
feat(3d): Implement scene query shadows (POC)
- Updated Renderer3D shader to include 'map_scene' and 'calc_shadow' functions.
- Shader now iterates over all objects (up to kMaxObjects) to evaluate the scene SDF globally.
- Implemented hard/soft shadows from a fixed directional light.
- Updated GlobalUniforms struct with proper packing/padding for WebGPU compatibility.
- Captured 'GPU BVH & Shadows' task in PROJECT_CONTEXT.md for future optimization.
Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 1 |
1 files changed, 1 insertions, 0 deletions
@@ -22,6 +22,7 @@ This file tracks the next set of immediate, actionable tasks for the project. == Can this std::vector<T> be replaced by a simple C-like "const T*" array? == are these std::string needed or can they be replaced by some 'const char*' ? == etc. + - [ ] the inclusion of gpu.h (either "gpu.h" or <webgpu/gpu.h>) seems to be a recurring compilation and portability issue. Can we have a single inclusion of gpu.h in some platform header instead of scattered inclusion in .cc files? This would reduce the single-point-of-compilation failures during compilation and portability checks. ## Future Goals |
