From 15c4c0cf02d2b4ec8b3446bbc1805651ab312889 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 13:34:36 +0100 Subject: feat(3d): Implement scene query shadows (POC) - Updated Renderer3D shader to include 'map_scene' and 'calc_shadow' functions. - Shader now iterates over all objects (up to kMaxObjects) to evaluate the scene SDF globally. - Implemented hard/soft shadows from a fixed directional light. - Updated GlobalUniforms struct with proper packing/padding for WebGPU compatibility. - Captured 'GPU BVH & Shadows' task in PROJECT_CONTEXT.md for future optimization. --- PROJECT_CONTEXT.md | 1 + 1 file changed, 1 insertion(+) (limited to 'PROJECT_CONTEXT.md') diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index ee22a89..538d00e 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -38,6 +38,7 @@ Style: - **Task #18: 3D System Enhancements** - [ ] **Visual Debug Mode**: Implement a debug overlay (removable with `STRIP_ALL`) to render wireframe bounding volumes, object trajectories, and light source representations. - [ ] **Blender Exporter**: Create a tool to convert simple Blender scenes into the demo's internal asset format. + - [ ] **GPU BVH & Shadows**: Implement a GPU-based Bounding Volume Hierarchy (BVH) to optimize scene queries (shadows, AO) from the shader, replacing the current O(N) loop. - **Phase 2: Advanced Size Optimization** - [x] PC+Windows (.exe binary) via MinGW - [ ] Task #4a: Linux Cross-Compilation -- cgit v1.2.3