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authorskal <pascal.massimino@gmail.com>2026-02-03 19:47:52 +0100
committerskal <pascal.massimino@gmail.com>2026-02-03 19:47:52 +0100
commit4fe647e13e3483e7fe01e6466c3871a20892963f (patch)
tree08a82bd669541a9e3b2a976533959372de1b239e /src/tests/test_3d_render.cc
parent3108fb0065a51dfc3548836ea16b287e92cd8881 (diff)
fix: Implement proper skybox rendering with Perlin noise
- Added ObjectType::SKYBOX for dedicated skybox rendering. - Created assets/final/shaders/skybox.wgsl for background rendering. - Implemented a two-pass rendering strategy in Renderer3D::render: - First pass renders the skybox without depth writes. - Second pass renders scene objects with depth testing. - Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment. - Updated Renderer3D::update_uniforms to set the new and zero-initialize padding. - Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through. - Updated test_3d_render.cc to include a SKYBOX object with Perlin noise. handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
Diffstat (limited to 'src/tests/test_3d_render.cc')
-rw-r--r--src/tests/test_3d_render.cc6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index 024dd87..5ae8b3a 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -120,6 +120,11 @@ void setup_scene() {
g_scene.clear();
srand(12345); // Fixed seed
+ // Skybox object (always drawn first by renderer)
+ Object3D skybox(ObjectType::SKYBOX);
+ skybox.scale = vec3(1000.0f, 1000.0f, 1000.0f); // Large sphere
+ g_scene.add_object(skybox);
+
// Large floor, use BOX type (SDF) at index 0
Object3D floor(ObjectType::BOX);
floor.position = vec3(0, -2.0f, 0);
@@ -216,7 +221,6 @@ int main(int argc, char** argv) {
sky_def.gen_func = procedural::gen_perlin;
sky_def.params = {42.0f, 4.0f, 1.0f, 0.5f, 6.0f};
g_textures.create_procedural_texture("sky", sky_def);
- g_renderer.set_sky_texture(g_textures.get_texture_view("sky"));
setup_scene();