From a178de4e8680051925af9454b140343bf7eae214 Mon Sep 17 00:00:00 2001 From: skal Date: Sun, 29 Mar 2026 01:50:47 +0100 Subject: fix(3d): restore correct orientation in test_3d_render (direct-to-surface) Add Renderer3D::set_direct_render(bool) flag (must be set before init()). When true, uses standard CCW winding and un-negates perspective Y, restoring the pre-ba7ea27 orientation for direct-to-surface rendering where the post-process Y-flip is absent. handoff(Gemini): set_direct_render() is the escape hatch for any future renderer usage that bypasses the post-process chain. --- src/3d/renderer_draw.cc | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'src/3d/renderer_draw.cc') diff --git a/src/3d/renderer_draw.cc b/src/3d/renderer_draw.cc index d4a35a8..dca7113 100644 --- a/src/3d/renderer_draw.cc +++ b/src/3d/renderer_draw.cc @@ -9,7 +9,9 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, float time) { - const mat4 vp = camera.get_projection_matrix() * camera.get_view_matrix(); + mat4 proj = camera.get_projection_matrix(); + if (direct_render_) proj.m[5] = -proj.m[5]; // undo Y-negate for direct surface + const mat4 vp = proj * camera.get_view_matrix(); const GlobalUniforms globals = GlobalUniforms::make( vp, vec4(camera.position.x, camera.position.y, camera.position.z, time), @@ -203,8 +205,9 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, } } - // Calculate ViewProj matrix for the debug renderer - mat4 view_proj = camera.get_projection_matrix() * camera.get_view_matrix(); + mat4 dbg_proj = camera.get_projection_matrix(); + if (direct_render_) dbg_proj.m[5] = -dbg_proj.m[5]; + mat4 view_proj = dbg_proj * camera.get_view_matrix(); visual_debug_.render(pass, view_proj); } #endif -- cgit v1.2.3