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/gpu/effects/particle_spray_effect.cc | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/gpu/effects/particle_spray_effect.cc') diff --git a/src/gpu/effects/particle_spray_effect.cc b/src/gpu/effects/particle_spray_effect.cc index b5c5f42..e8ead0a 100644 --- a/src/gpu/effects/particle_spray_effect.cc +++ b/src/gpu/effects/particle_spray_effect.cc @@ -10,7 +10,7 @@ ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, WGPUTextureFormat format) : Effect(device, queue) { uniforms_ = - gpu_create_buffer(device_, sizeof(float) * 4, + gpu_create_buffer(device_, sizeof(float) * 6, WGPUBufferUsage_Uniform | WGPUBufferUsage_CopyDst); std::vector init_p(NUM_PARTICLES); for (Particle& p : init_p) @@ -34,8 +34,8 @@ ParticleSprayEffect::ParticleSprayEffect(WGPUDevice device, WGPUQueue queue, void ParticleSprayEffect::compute(WGPUCommandEncoder e, float t, float b, float i, float a) { struct { - float i, a, t, b; - } u = {i, a, t, b}; + float i, a, t, b, w, h; + } u = {i, a, t, b, (float)width_, (float)height_}; wgpuQueueWriteBuffer(queue_, uniforms_.buffer, 0, &u, sizeof(u)); WGPUComputePassEncoder pass = wgpuCommandEncoderBeginComputePass(e, nullptr); wgpuComputePassEncoderSetPipeline(pass, compute_pass_.pipeline); -- cgit v1.2.3