summaryrefslogtreecommitdiff
path: root/TODO.md
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-06 02:16:32 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 02:16:32 +0100
commit32a6d4f516b2ff45e25ddc7870e5400c2973fb9a (patch)
tree8c805e1c868b60981c7c00473eee13db11a0d7ee /TODO.md
parent75bdd2f8c17169422d175ed2d9dfceb9acb0fe77 (diff)
chore: Update documentation, generated assets, and cleanupHEADmain
Removed obsolete scene_query.wgsl (replaced by variants). Updated TODO.md. Committed generated asset files reflecting new shader snippets.
Diffstat (limited to 'TODO.md')
-rw-r--r--TODO.md16
1 files changed, 12 insertions, 4 deletions
diff --git a/TODO.md b/TODO.md
index 71fc3bc..69bb111 100644
--- a/TODO.md
+++ b/TODO.md
@@ -147,10 +147,11 @@ This file tracks prioritized tasks with detailed attack plans.
- [ ] **Task #37: Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format.
- [ ] **Task #38: Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer.
-- [ ] **Task #18-B: GPU BVH & Shadows** (Optimization)
- - [ ] **Upload BVH:** Create a storage buffer for `BVHNode` data and upload the CPU-built BVH every frame in `Renderer3D`.
- - [ ] **Shader Traversal:** Implement stack-based BVH traversal in `scene_query.wgsl` to replace the linear loop in `map_scene`.
- - [ ] **Shadow Optimization:** Use the BVH traversal for `calc_shadow` to skip occluded objects efficiently.
+- [x] **Task #18-B: GPU BVH & Shadows** (Optimization)
+ - [x] **Upload BVH:** Create a storage buffer for `BVHNode` data and upload the CPU-built BVH every frame in `Renderer3D`.
+ - [x] **Shader Traversal:** Implement stack-based BVH traversal in `scene_query.wgsl` to replace the linear loop in `map_scene`.
+ - [x] **Shadow Optimization:** Use the BVH traversal for `calc_shadow` to skip occluded objects efficiently.
+ - [x] **Compile-Time Switch:** Implemented dual-pipeline architecture (BVH vs Linear) using `ShaderComposer` substitution to avoid runtime branching cost.
## Priority 3: WGSL Modularization (Task #50) [RECURRENT]
@@ -175,6 +176,13 @@ This file tracks prioritized tasks with detailed attack plans.
- [ ] **Task #35: CRT Replacement**: investigation and implementation of CRT-free entry point.
+## Future Goals & Ideas (Untriaged)
+
+- [ ] **Task #58: Advanced Shader Factorization**: Further factorize WGSL code into smaller, reusable snippets.
+- [ ] **Task #59: Comprehensive RNG Library**: Add WGSL snippets for float/vec2/vec3 noise (Perlin, Gyroid, etc.) and random number generators.
+- [ ] **Task #60: OOP Refactoring**: Investigate if more C++ code can be made object-oriented without size penalty (vs functional style).
+- [ ] **Task #61: GPU Procedural Generation**: Implement system to generate procedural data (textures, geometry) on GPU and read back to CPU.
+
---
## Task #51: Tracker Timing Verification - Detailed Attack Plan