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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 14:20:29 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 14:20:29 +0100 |
| commit | 7f57832c8b64ad560409523dfd69a324245a7761 (patch) | |
| tree | aa7b676a54e156680cb02430f49edd2be885c6e3 /src/tests | |
| parent | 259d2b31035259be4f24b1bde2101dafcdafd242 (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.cc | 14 |
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(); |
