From 4fe647e13e3483e7fe01e6466c3871a20892963f Mon Sep 17 00:00:00 2001 From: skal Date: Tue, 3 Feb 2026 19:47:52 +0100 Subject: fix: Implement proper skybox rendering with Perlin noise - Added ObjectType::SKYBOX for dedicated skybox rendering. - Created assets/final/shaders/skybox.wgsl for background rendering. - Implemented a two-pass rendering strategy in Renderer3D::render: - First pass renders the skybox without depth writes. - Second pass renders scene objects with depth testing. - Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment. - Updated Renderer3D::update_uniforms to set the new and zero-initialize padding. - Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through. - Updated test_3d_render.cc to include a SKYBOX object with Perlin noise. handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified. --- assets/final/demo_assets.txt | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'assets/final/demo_assets.txt') diff --git a/assets/final/demo_assets.txt b/assets/final/demo_assets.txt index 0641194..a1060cb 100644 --- a/assets/final/demo_assets.txt +++ b/assets/final/demo_assets.txt @@ -39,4 +39,5 @@ SHADER_GAUSSIAN_BLUR, NONE, shaders/gaussian_blur.wgsl, "Gaussian Blur Shader" SHADER_SOLARIZE, NONE, shaders/solarize.wgsl, "Solarize Shader" SHADER_DISTORT, NONE, shaders/distort.wgsl, "Distort Shader" SHADER_CHROMA_ABERRATION, NONE, shaders/chroma_aberration.wgsl, "Chroma Aberration Shader" -SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" \ No newline at end of file +SHADER_VISUAL_DEBUG, NONE, shaders/visual_debug.wgsl, "Visual Debug Shader" +SHADER_SKYBOX, NONE, shaders/skybox.wgsl, "Skybox background shader" \ No newline at end of file -- cgit v1.2.3