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- Consolidated all WebGPU shims and platform-specific logic into src/platform.h.
- Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio.
- Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems.
- Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh.
- Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project.
- Applied clang-format and updated documentation.
handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
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- Replaced white noise with smooth value-like noise.
- Implemented periodic texture generation (seam blending).
- Integrated bump mapping into Renderer3D using finite difference of displaced SDF.
- Updated test_3d_render with noise texture and multiple SDF shapes (Box, Sphere, Torus).
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- Extended mini_math.h with mat4 multiplication and affine transforms.
- Implemented TextureManager for runtime procedural texture generation and GPU upload.
- Added 3D system components: Camera, Object, Scene, and Renderer3D.
- Created test_3d_render mini-demo for interactive 3D verification.
- Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
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