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authorskal <pascal.massimino@gmail.com>2026-03-22 19:15:55 +0100
committerskal <pascal.massimino@gmail.com>2026-03-22 19:15:55 +0100
commitc5e66964c0463219019d0439ec20b79248637fa4 (patch)
tree270895c85c2058ff53c2a8c3fa4242b16f2de0ff /scripts/project_init.sh
parent01df602ea6580edc418b70f121e521a8217f954c (diff)
feat(cnn_v3): GBufferEffect internal scene + GBufViewEffect debug wiring
GBufferEffect: - set_scene() now owns Scene/Camera internally; no external pointers needed - 20 randomly rotating cubes (xorshift32 seed, axis-angle animation) - 4 pumping spheres (radius = base_r * (1 + audio_intensity * 0.8)) - Camera at (0,2.5,6) looking at origin; aspect updated per-frame - GBufLightsUniforms: 2 directional lights (warm key + cool fill) - object_type written to ObjectData.params.x (ready for SDF shadow) - shadow/transp nodes cleared via zero-draw render passes (placeholder) - bilinear sampler cached via create_linear_sampler() / sampler_.get() - dead placeholder textures removed GBufViewEffect: - gbuf_view.wgsl: all channels now fully grayscale (removed color tint) - seq_compiler.py: GBufViewEffect added to CLASS_TO_HEADER - timeline.seq: cnn_v3_test uses GBufViewEffect -> sink for debug view Docs: HOWTO.md §1 updated with set_scene() description + §1b implementation plan for Pass 2 SDF shadow (shader spec, bind layout, C++ additions) handoff(Gemini): GBufferEffect has internal scene, 36/36 tests green. Next: implement Pass 2 shadow (gbuf_shadow.wgsl) per §1b plan in HOWTO.md.
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