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authorskal <pascal.massimino@gmail.com>2026-02-02 14:20:29 +0100
committerskal <pascal.massimino@gmail.com>2026-02-02 14:20:29 +0100
commit7f57832c8b64ad560409523dfd69a324245a7761 (patch)
treeaa7b676a54e156680cb02430f49edd2be885c6e3 /src/tests
parent259d2b31035259be4f24b1bde2101dafcdafd242 (diff)
test(3d): Add procedural grid to floor and enable texturing
- Modified 'test_3d_render' to generate and use a procedural 'grid' texture for the floor. - Updated fragment shader to sample the texture for rasterized objects, adding a grid pattern to the floor. - This provides visual detail and contrast, making raymarched shadows much easier to observe and verify.
Diffstat (limited to 'src/tests')
-rw-r--r--src/tests/test_3d_render.cc14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc
index fbf5fc0..71cc862 100644
--- a/src/tests/test_3d_render.cc
+++ b/src/tests/test_3d_render.cc
@@ -206,14 +206,14 @@ int main(int argc, char** argv) {
g_renderer.resize(platform_state.width, platform_state.height);
g_textures.init(g_device, g_queue);
- ProceduralTextureDef noise_def;
- noise_def.width = 256;
- noise_def.height = 256;
- noise_def.gen_func = gen_periodic_noise;
- noise_def.params = {1234.0f, 16.0f};
- g_textures.create_procedural_texture("noise", noise_def);
+ ProceduralTextureDef grid_def;
+ grid_def.width = 256;
+ grid_def.height = 256;
+ grid_def.gen_func = procedural::gen_grid;
+ grid_def.params = {10.0f, 1.0f}; // Frequency, thickness
+ g_textures.create_procedural_texture("floor_grid", grid_def);
- g_renderer.set_noise_texture(g_textures.get_texture_view("noise"));
+ g_renderer.set_noise_texture(g_textures.get_texture_view("floor_grid"));
setup_scene();