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@@ -43,9 +43,30 @@ Incoming tasks in no particular order:
- `MainSequence`: Manages global resources (`device`, `queue`) and orchestrates the frame render.
- Refactored `gpu.cc` to use `MainSequence`.
- Moved concrete effects to `src/gpu/demo_effects.cc`.
+- 13. Implement Procedural Texture system (Task #3 -> #1):
+ - `src/procedural/` module (Done).
+ - Integration with WebGPU: Generate textures at runtime and upload to GPU (Done).
+ - `src/gpu/texture_manager` implemented and tested.
+- 14. Implement 3D system (Task #1 -> #2):
+ - `src/3d/` module (math, camera, scene, renderer) (Done).
+ - `Renderer3D` implemented with basic cube rendering (Done).
+ - `test_3d_render` mini-demo created (Debugging crash in `wgpuInstanceWaitAny`).
+- 15. Shader Logic (Task #2 -> #3):
+ - Ray-object intersection & SDF rendering in WGSL.
## Session Decisions and Current State
+### 3D Renderer Implementation
+- **Renderer3D**: Encapsulates pipeline creation and render pass recording.
+- **Shader**: Currently uses a simple vertex/fragment shader for cubes.
+- **Storage**: Objects are stored in a `StorageBuffer` (instance data).
+- **Test Tool**: `test_3d_render` created to isolate 3D development.
+- **Issue**: `test_3d_render` crashes with "not implemented" in `wgpuInstanceWaitAny` on macOS.
+
+### Procedural Textures
+- **TextureManager**: Handles CPU generation -> GPU upload.
+- **API**: Supports `WGPUTexelCopyTextureInfo` (new API) with fallback macros for older headers.
+
### Sequence & Effect System
- **Architecture**: Implemented a hierarchical sequencing system.
- **Effect**: Abstract base for visual elements. Supports `compute` (physics) and `render` (draw) phases. Idempotent `init` for shared asset loading.