diff options
| 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 /src/3d/renderer.h | |
| 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 'src/3d/renderer.h')
| -rw-r--r-- | src/3d/renderer.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/3d/renderer.h b/src/3d/renderer.h index 453daf2..c4fec06 100644 --- a/src/3d/renderer.h +++ b/src/3d/renderer.h @@ -16,8 +16,8 @@ // Matches the GPU struct layout struct GlobalUniforms { mat4 view_proj; - vec3 camera_pos; - float time; + vec4 camera_pos_time; // xyz = camera_pos, w = time + vec4 params; // x = num_objects, yzw = padding }; // Matches the GPU struct layout |
