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authorskal <pascal.massimino@gmail.com>2026-02-02 14:52:04 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 14:52:04 +0100
commit9a57dabe1ae473fe35bafa2f80e2d7f1702c264b (patch)
tree52e70ce9b603e0a84cc65a258354eb0e37a8dc20 /src/gpu/effect.h
parent43e257fab0ca544edbb36604a7871f96fd0142bf (diff)
feat(3d): Use procedural grid for floor and revert object noise
- Reverted test_3d_render to use the global 'noise' texture for floating objects, restoring their bump mapping. - Implemented a procedural grid directly in the fragment shader for rasterized objects (floor). - Inverted the grid color scheme (black lines on a lighter background) as requested. - This ensures accurate object bump mapping and clear shadow visibility on the floor without requiring multiple texture bindings.
Diffstat (limited to 'src/gpu/effect.h')
-rw-r--r--src/gpu/effect.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/gpu/effect.h b/src/gpu/effect.h
index 29f8e85..e7453c7 100644
--- a/src/gpu/effect.h
+++ b/src/gpu/effect.h
@@ -33,6 +33,8 @@ class Effect {
}
virtual void render(WGPURenderPassEncoder pass, float time, float beat,
float intensity, float aspect_ratio) = 0;
+ virtual void resize(int width, int height) {}
+
virtual void end() {
}
bool is_initialized = false;
@@ -80,6 +82,7 @@ class Sequence {
void add_effect(std::shared_ptr<Effect> effect, float start_time,
float end_time, int priority = 0);
void update_active_list(float seq_time);
+ void resize(int width, int height);
void collect_active_effects(std::vector<SequenceItem*>& scene_effects,
std::vector<SequenceItem*>& post_effects);
void reset();
@@ -105,6 +108,7 @@ class MainSequence {
int priority = 0);
void render_frame(float global_time, float beat, float peak,
float aspect_ratio, WGPUSurface surface);
+ void resize(int width, int height);
void shutdown();
#if !defined(STRIP_ALL)