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authorskal <pascal.massimino@gmail.com>2026-02-02 13:34:36 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 13:34:36 +0100
commit15c4c0cf02d2b4ec8b3446bbc1805651ab312889 (patch)
tree6b46325473eff047dd89aa6f6da2bc54ba7c8d3f /TODO.md
parent2c535b3bb4905584da9a99129dfb19976e2dabb2 (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.
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== 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