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