From c194f59e171a1e58ce1704f37d99ffcd09a42433 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 15:55:03 +0100 Subject: fix(gpu): Resolve high-DPI squished rendering and 3D shadow bugs - Implemented dynamic resolution support in all shaders and effects. - Added explicit viewport setting for all render passes to ensure correct scaling. - Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic. - Propagated resize events through the Effect hierarchy. - Applied project-wide code formatting. --- src/3d/visual_debug.h | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'src/3d/visual_debug.h') diff --git a/src/3d/visual_debug.h b/src/3d/visual_debug.h index c757de3..f02ac6b 100644 --- a/src/3d/visual_debug.h +++ b/src/3d/visual_debug.h @@ -6,8 +6,8 @@ #if !defined(STRIP_ALL) -#include "util/mini_math.h" #include "gpu/gpu.h" +#include "util/mini_math.h" #include struct DebugLine { @@ -17,7 +17,7 @@ struct DebugLine { }; class VisualDebug { -public: + public: void init(WGPUDevice device, WGPUTextureFormat format); void shutdown(); @@ -27,13 +27,13 @@ public: // Render all queued primitives and clear the queue void render(WGPURenderPassEncoder pass, const mat4& view_proj); -private: + private: WGPUDevice device_ = nullptr; WGPURenderPipeline pipeline_ = nullptr; WGPUBindGroupLayout bind_group_layout_ = nullptr; - + std::vector lines_; - + // Uniform buffer for ViewProjection matrix WGPUBuffer uniform_buffer_ = nullptr; WGPUBindGroup bind_group_ = nullptr; -- cgit v1.2.3