diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-03 18:44:41 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-03 18:44:41 +0100 |
| commit | bf46e44e1cb6027a072819a2a3aa3be32651f6e1 (patch) | |
| tree | 21267e7ef52fd91e7b99271ed87e275e91b3de3c /src/procedural/generator.cc | |
| parent | 815c428dea14a6a1ea5c421c400985d0c14d473d (diff) | |
refactor: Task #20 - Platform & Code Hygiene
- Consolidated all WebGPU shims and platform-specific logic into src/platform.h.
- Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio.
- Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems.
- Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh.
- Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project.
- Applied clang-format and updated documentation.
handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
Diffstat (limited to 'src/procedural/generator.cc')
| -rw-r--r-- | src/procedural/generator.cc | 19 |
1 files changed, 14 insertions, 5 deletions
diff --git a/src/procedural/generator.cc b/src/procedural/generator.cc index 12dcb56..5ae83e4 100644 --- a/src/procedural/generator.cc +++ b/src/procedural/generator.cc @@ -8,8 +8,12 @@ namespace procedural { // Smoothstep -constexpr float smooth(float x) { return x * x * (3.f - 2.f * x); } -constexpr float mix(float a, float b, float t) { return (a * (1.0f - t) + b * t); } +constexpr float smooth(float x) { + return x * x * (3.f - 2.f * x); +} +constexpr float mix(float a, float b, float t) { + return (a * (1.0f - t) + b * t); +} // Simple smooth noise generator (Value Noise-ish) // Params[0]: Seed @@ -24,9 +28,13 @@ void gen_noise(uint8_t* buffer, int w, int h, const float* params, // Create a small lattice of random values const int lattice_w = (int)ceil(freq); const int lattice_h = (int)ceil(freq); - std::vector<float> lattice(lattice_w * lattice_h); - for (float& v : lattice) { - v = (float)rand() / RAND_MAX; + float* lattice = + (float*)malloc((size_t)lattice_w * lattice_h * sizeof(float)); + if (!lattice) + return; + + for (int i = 0; i < lattice_w * lattice_h; ++i) { + lattice[i] = (float)rand() / RAND_MAX; } const float scale_u = 1.f * (lattice_w - 1) / w; const float scale_v = 1.f * (lattice_h - 1) / h; @@ -59,6 +67,7 @@ void gen_noise(uint8_t* buffer, int w, int h, const float* params, dst[4 * x + 3] = 255; // A } } + free(lattice); } // Simple grid generator |
