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authorskal <pascal.massimino@gmail.com>2026-02-01 10:51:15 +0100
committerskal <pascal.massimino@gmail.com>2026-02-01 10:51:15 +0100
commit8bdc4754647c9c6691130fa91d51fee93c5fc88f (patch)
tree2cfd7f72a21541c488ea48629eef47a6774fc2c4 /src/procedural/generator.h
parent7905abd9f7ad35231289e729b42e3ad57a943ff5 (diff)
feat: Implement 3D system and procedural texture manager
- Extended mini_math.h with mat4 multiplication and affine transforms. - Implemented TextureManager for runtime procedural texture generation and GPU upload. - Added 3D system components: Camera, Object, Scene, and Renderer3D. - Created test_3d_render mini-demo for interactive 3D verification. - Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
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+// This file is part of the 64k demo project.
+// It defines the interface for procedural texture generation.
+// Used to generate texture data at runtime.
+
+#pragma once
+
+#include <cstdint>
+#include <vector>
+
+// Procedural generation function signature
+// buffer: Pointer to RGBA8 buffer (size w * h * 4)
+// w, h: Dimensions
+// params: Arbitrary float parameters for the generator
+typedef void (*ProcGenFunc)(uint8_t* buffer, int w, int h, const float* params,
+ int num_params);
+
+namespace procedural {
+
+// Example: Simple noise generator
+void gen_noise(uint8_t* buffer, int w, int h, const float* params,
+ int num_params);
+
+// Example: Grid pattern
+void gen_grid(uint8_t* buffer, int w, int h, const float* params,
+ int num_params);
+
+} // namespace procedural