summaryrefslogtreecommitdiff
path: root/doc/CONTRIBUTING.md
diff options
context:
space:
mode:
authorskal <pascal.massimino@gmail.com>2026-02-14 19:05:34 +0100
committerskal <pascal.massimino@gmail.com>2026-02-14 19:05:34 +0100
commitb8d4a815453acac752c6fb3c56d047e39a76fd05 (patch)
treee8b49ac34aed2b5cfbdbdc4a4c99903fbd709cef /doc/CONTRIBUTING.md
parent57aeae226617dbce364716f2d4e7c4aaa6271c1d (diff)
feat(gpu): add SDF camera infrastructure and effect base class
Add unified camera system for SDF raymarching effects: - CameraParams struct (80 bytes): inv_view matrix + FOV/near/far/aspect - SDFEffect base class: manages camera uniform, provides update_camera() helpers - camera_common.wgsl: getCameraRay(), position/forward/up/right extractors - SDFTestEffect: working example with orbiting camera + animated sphere Refactor effect headers: - Extract class definitions from demo_effects.h to individual .h files - Update includes in .cc files to use specific headers - Cleaner compilation dependencies, faster incremental builds Documentation: - Add SDF_EFFECT_GUIDE.md with complete workflow - Update ARCHITECTURE.md, UNIFORM_BUFFER_GUIDELINES.md - Update EFFECT_WORKFLOW.md, CONTRIBUTING.md Tests: 34/34 passing, SDFTestEffect validated Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Diffstat (limited to 'doc/CONTRIBUTING.md')
-rw-r--r--doc/CONTRIBUTING.md8
1 files changed, 6 insertions, 2 deletions
diff --git a/doc/CONTRIBUTING.md b/doc/CONTRIBUTING.md
index d7ef88a..7fbfd64 100644
--- a/doc/CONTRIBUTING.md
+++ b/doc/CONTRIBUTING.md
@@ -65,10 +65,14 @@ See `doc/CODING_STYLE.md` for detailed examples.
## Development Protocols
### Adding Visual Effect
-1. Create effect class files (use `tools/shadertoy/convert_shadertoy.py` or templates)
+
+**For SDF/raymarching effects:** Use `SDFEffect` base class (see `doc/SDF_EFFECT_GUIDE.md`).
+
+**For standard effects:**
+1. Create effect class files (each effect should have its own `.h` and `.cc` file, e.g., `src/effects/my_effect.h` and `src/effects/my_effect.cc`). Use `tools/shadertoy/convert_shadertoy.py` or templates.
2. Add shader to `workspaces/main/assets.txt`
3. Add effect `.cc` file to `CMakeLists.txt` GPU_SOURCES (both sections)
-4. Include header in `src/gpu/demo_effects.h`
+4. Include header in `src/gpu/demo_effects.h` (which now serves as a central include for all individual effect headers)
5. Add to workspace `timeline.seq` (e.g., `workspaces/main/timeline.seq`)
6. **Update `src/tests/gpu/test_demo_effects.cc`**:
- Add to `post_process_effects` list (lines 80-93) or `scene_effects` list (lines 125-137)