diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-02 15:55:03 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 15:55:03 +0100 |
| commit | c194f59e171a1e58ce1704f37d99ffcd09a42433 (patch) | |
| tree | f77a32f2c4c23b335209b8df11cc82920388b51a /src/3d/visual_debug.h | |
| parent | 316825883c705ed0fe927c32e072f98141d3eaa3 (diff) | |
fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs
- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
Diffstat (limited to 'src/3d/visual_debug.h')
| -rw-r--r-- | src/3d/visual_debug.h | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/src/3d/visual_debug.h b/src/3d/visual_debug.h index c757de3..f02ac6b 100644 --- a/src/3d/visual_debug.h +++ b/src/3d/visual_debug.h @@ -6,8 +6,8 @@ #if !defined(STRIP_ALL) -#include "util/mini_math.h" #include "gpu/gpu.h" +#include "util/mini_math.h" #include <vector> struct DebugLine { @@ -17,7 +17,7 @@ struct DebugLine { }; class VisualDebug { -public: + public: void init(WGPUDevice device, WGPUTextureFormat format); void shutdown(); @@ -27,13 +27,13 @@ public: // Render all queued primitives and clear the queue void render(WGPURenderPassEncoder pass, const mat4& view_proj); -private: + private: WGPUDevice device_ = nullptr; WGPURenderPipeline pipeline_ = nullptr; WGPUBindGroupLayout bind_group_layout_ = nullptr; - + std::vector<DebugLine> lines_; - + // Uniform buffer for ViewProjection matrix WGPUBuffer uniform_buffer_ = nullptr; WGPUBindGroup bind_group_ = nullptr; |
