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authorskal <pascal.massimino@gmail.com>2026-02-02 16:25:01 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 16:25:01 +0100
commit5dbdb0a359d51355e4031d2e5dd576796f422d0a (patch)
tree394c29965f8dd150edd1c338e43e59a963aa5b96 /src/gpu
parent47b6253049b54186663b4205d3441f88656dc22e (diff)
fix(3d): Resolve missing shadows on floor plane
- Switched floor from rasterized CUBE to SDF PLANE for consistent shadow mapping. - Implemented skip_idx in map_scene to properly prevent self-shadowing. - Standardized soft shadow logic with improved bias and step size. - Increased object elevation and adjusted light direction for more visible shadows. - Enabled debug boxes in test_3d_render.
Diffstat (limited to 'src/gpu')
-rw-r--r--src/gpu/gpu.h3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gpu/gpu.h b/src/gpu/gpu.h
index f47355c..3aff729 100644
--- a/src/gpu/gpu.h
+++ b/src/gpu/gpu.h
@@ -101,6 +101,9 @@ struct RenderPass {
void gpu_init(PlatformState* platform_state);
void gpu_draw(float audio_peak, float aspect_ratio, float time, float beat);
void gpu_resize(int width, int height);
+#if !defined(STRIP_ALL)
+void gpu_simulate_until(float time);
+#endif
void gpu_shutdown();
// Helper functions (exposed for internal/future use)