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. --- src/3d/object.h | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'src/3d/object.h') diff --git a/src/3d/object.h b/src/3d/object.h index ccbb1e1..2099a5c 100644 --- a/src/3d/object.h +++ b/src/3d/object.h @@ -11,7 +11,8 @@ enum class ObjectType { SPHERE, PLANE, TORUS, - BOX + BOX, + SKYBOX // Add more SDF types here }; -- cgit v1.2.3