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Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 11 |
1 files changed, 9 insertions, 2 deletions
@@ -9,13 +9,20 @@ This file tracks prioritized tasks with detailed attack plans. - [ ] **Attack Plan - Unified Poll:** Incorporate `platform_get_time()` and `platform_get_aspect_ratio()` updates into `platform_poll()`. - [ ] **Attack Plan - Standard Container Removal:** Replace `std::map`, `std::string`, and `std::vector` in performance-critical or size-sensitive paths with simpler C-style alternatives. -## Priority 2: 3D System Enhancements (Task #18) +## Priority 2: Shader Asset Integration (Task #24) +**Goal:** Treat shader snippets as regular assets managed by `AssetManager` and `ShaderComposer`. +- [ ] **Attack Plan - Extract Shaders:** Move hardcoded WGSL strings (from `renderer.cc`, `gpu.cc`) into `assets/final/shaders/*.wgsl`. +- [ ] **Attack Plan - Asset Entry:** Add new shader files to `assets/final/demo_assets.txt` and `test_assets_list.txt`. +- [ ] **Attack Plan - ShaderComposer Update:** Update `ShaderComposer` to optionally register snippets from `AssetId`. +- [ ] **Attack Plan - Integration:** Update `Renderer3D` and `demo64k` to use `ShaderComposer` with asset-based snippets. + +## Priority 3: 3D System Enhancements (Task #18) **Goal:** Establish a pipeline for importing complex 3D scenes to replace hardcoded geometry. - [ ] **Attack Plan - Blender Exporter:** Create a Python script (`tools/blender_export.py`) to export meshes/cameras/lights to a binary asset format. - [ ] **Attack Plan - Asset Ingestion:** Update `asset_packer` to handle the new 3D binary format. - [ ] **Attack Plan - Runtime Loader:** Implement a minimal C++ parser to load the scene data into the ECS/Renderer. -## Priority 3: Shader Optimization (Task #21) +## Priority 4: Shader Optimization (Task #21) **Goal:** Improve GPU performance and reduce shader source bloat. - [ ] **Attack Plan - Normal Factorization:** Create a standard WGSL helper for normal calculation to avoid duplicate code in every effect. - [ ] **Attack Plan - Tri-planar Mapping:** Implement bi/tri-planar mapping for procedural textures to improve visual quality on complex SDFs. |
