diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-22 19:15:55 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 19:15:55 +0100 |
| commit | c5e66964c0463219019d0439ec20b79248637fa4 (patch) | |
| tree | 270895c85c2058ff53c2a8c3fa4242b16f2de0ff /src/procedural/generator.cc | |
| parent | 01df602ea6580edc418b70f121e521a8217f954c (diff) | |
feat(cnn_v3): GBufferEffect internal scene + GBufViewEffect debug wiring
GBufferEffect:
- set_scene() now owns Scene/Camera internally; no external pointers needed
- 20 randomly rotating cubes (xorshift32 seed, axis-angle animation)
- 4 pumping spheres (radius = base_r * (1 + audio_intensity * 0.8))
- Camera at (0,2.5,6) looking at origin; aspect updated per-frame
- GBufLightsUniforms: 2 directional lights (warm key + cool fill)
- object_type written to ObjectData.params.x (ready for SDF shadow)
- shadow/transp nodes cleared via zero-draw render passes (placeholder)
- bilinear sampler cached via create_linear_sampler() / sampler_.get()
- dead placeholder textures removed
GBufViewEffect:
- gbuf_view.wgsl: all channels now fully grayscale (removed color tint)
- seq_compiler.py: GBufViewEffect added to CLASS_TO_HEADER
- timeline.seq: cnn_v3_test uses GBufViewEffect -> sink for debug view
Docs: HOWTO.md §1 updated with set_scene() description + §1b implementation
plan for Pass 2 SDF shadow (shader spec, bind layout, C++ additions)
handoff(Gemini): GBufferEffect has internal scene, 36/36 tests green.
Next: implement Pass 2 shadow (gbuf_shadow.wgsl) per §1b plan in HOWTO.md.
Diffstat (limited to 'src/procedural/generator.cc')
0 files changed, 0 insertions, 0 deletions
