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path: root/src/gpu
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13 hoursfeat(gpu): Add VignetteEffect and related filesskal
13 hoursfeat(gpu): Add VignetteEffectskal
14 hoursrefactor: Use tracker BPM instead of hardcoded valuesskal
14 hoursfeat(gpu): Add WGSL noise and hash function library (Task #59)skal
15 hoursfeat(gpu): Add parameter-driven GaussianBlurEffectskal
15 hoursfeat(gpu): Add parameter-driven ChromaAberrationEffectskal
16 hoursfeat(shaders): Add Möller-Trumbore ray-triangle intersectionskal
16 hoursfix(gpu): Correct FlashUniforms struct alignment for WGSLskal
16 hoursfeat(gpu): Implement shader parametrization systemskal
17 hoursrefactor(shaders): Apply common utilities to renderer shadersskal
24 hoursRevert "feat(platform): Centralize platform-specific WebGPU code and improve ...skal
24 hoursfeat(platform): Centralize platform-specific WebGPU code and improve shader c...skal
25 hoursstyle: Apply clang-format to all source filesskal
37 hoursadd debugging code to flash_effectskal
38 hoursfeat(gpu): Systematize post-process bindings and enable vertex shader uniformsskal
40 hoursrefactor: Store const GpuContext& in Effect base classskal
40 hoursrefactor: Bundle GPU context into GpuContext structskal
40 hoursfix(audio): Synchronize audio-visual timing with playback timeskal
47 hoursrefactor: Move platform files to src/platform/ subdirectoryskal
3 daysfeat(particles): Implement transparent circular particles with alpha blending...skal
3 daysrefactor(build): Split asset_manager.h into dcl/core/utils headersskal
3 daysfeat(3d): Implement basic OBJ mesh asset pipelineskal
3 daysrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
4 daysfix(gpu): Resolve typeid warning by using .get() on shared_ptrskal
4 daysfeat(audio): Complete Task #56 - Audio Lifecycle Refactor (All Phases)skal
4 daysfix(gpu): Use GetTextureAsset() for procedural texture loadingskal
4 daysfeat: Optional sequence end times and comprehensive effect documentationskal
5 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ...skal
6 daysfeat: side-quest - Perlin noise sky and ProcGenFunc error handlingskal
6 daysrefactor: Task #20 - Platform & Code Hygieneskal
6 daystest(shader): Add ShaderComposer and WGSL asset validation tests (Task #26)skal
6 daysfix: Resolve shader initialization crashes and build errorsskal
6 daysrefactor: Shader Asset Integration (Task #24)skal
6 daysfeat: Complete audio tracker system integration and testsskal
7 daysupdate TODO and fix shaders.ccskal
7 dayschore: Add BUILD.md, Task 23 to TODO.md, and GPU perf define placeholderskal
7 daysfeat(test): Add comprehensive math and shader composer testsskal
7 daysfeat(3d): Implement Task 21.1 WGSL Library & Composerskal
7 daysfix(3d): Restore and enhance 3D shadowsskal
7 daysfix(3d): Resolve missing shadows on floor planeskal
7 daysfix(gpu): Resolve high-DPI squished rendering and 3D shadow bugsskal
7 daysfeat(3d): Use procedural grid for floor and revert object noiseskal
7 daysfix(build): Add compatibility for older wgpu-native headersskal
7 daysfeat(visuals): Increase 3D object size and add erratic camera motionskal
7 daysrefactor(platform): Encapsulate state in PlatformState structskal
8 daysfeat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
8 daysfeat(gpu): Integrate bumpy 3D renderer into main demoskal
8 daysfeat(assets): Implement procedural asset generation pipelineskal
8 daysfeat: Add seamless bump mapping with procedural noiseskal
8 daysfeat: Implement 3D system and procedural texture managerskal