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path: root/src/gpu/effects
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4 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
- Added depth buffer support to MainSequence. - Implemented Hybrid3DEffect for the main timeline. - Fixed effect initialization order in MainSequence. - Ensured depth-stencil compatibility for all scene effects. - Updated demo sequence with 3D elements and post-processing.
4 daysfeat(assets): Implement procedural asset generation pipelineskal
- Updated asset_packer to parse PROC(...) syntax with robust regex. - Implemented runtime dispatch in AssetManager for procedural generation. - Added procedural generator functions (noise, grid, periodic). - Added comprehensive tests for procedural asset lifecycle.
5 daysChore: Apply clang-format to the codebaseskal
5 daysRefactor: Move common GPU fields to base Effect classesskal
Moved WGPUDevice, WGPUQueue, and GpuBuffer uniforms_ into the base Effect and PostProcessEffect classes. Updated all derived effect classes to use these inherited members and refactored their constructors. Also fixed associated compilation errors in test files and adjusted a printf statement.
5 daysRefactor: Split demo effects and shaders into individual filesskal
Split src/gpu/demo_effects.cc into individual .cc files for each effect and created separate files for post-processing helpers and WGSL shaders. Updated src/gpu/demo_effects.h to be a central header for all effect-related declarations and adjusted CMakeLists.txt accordingly.