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