b516984015
feat(physics): add impulse collision response and physics_step
...
Implements resolve_collisions() with impulse-based velocity correction and
Baumgarte-style position correction, plus physics_step() combining integrate,
detect_collisions, and resolve_collisions.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:38:42 +09:00
b8c3b6422c
feat(physics): add Semi-implicit Euler integration
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:36:17 +09:00
9bdb502f8f
feat(physics): add RigidBody component and PhysicsConfig
2026-03-25 10:35:16 +09:00
7d91e204cc
docs: add Phase 5-1 collision detection status and deferred items
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-25 10:27:13 +09:00
c1c84cdbff
feat(physics): add detect_collisions ECS integration
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:17:26 +09:00
0570d3c4ba
feat(physics): add BVH tree for broad phase collision detection
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:15:24 +09:00
74694315a6
feat(physics): add narrow phase collision detection (sphere-sphere, sphere-box, box-box)
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:14:05 +09:00
cc24b19f93
feat(physics): add voltex_physics crate with Collider and ContactPoint
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:12:22 +09:00
8d3855c1a7
feat(math): add AABB type with intersection, merge, and containment
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Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-25 10:10:27 +09:00
7d59b1eed5
docs: add project status, deferred items, and CLAUDE.md
...
- STATUS.md: completed phases, crate structure, test counts, next steps
- DEFERRED.md: simplified/postponed items per phase
- CLAUDE.md: build rules, wgpu quirks, project conventions
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:42:49 +09:00
080ac92fbb
fix(renderer): merge IBL into group(3) to stay within max_bind_groups limit of 4
...
wgpu's default max_bind_groups is 4 (groups 0-3), but the PBR shader was
using group(4) for BRDF LUT bindings. This merges IBL bindings into the
shadow bind group (group 3) at binding slots 3-4, removes the standalone
IBL bind group layout/creation, and updates all examples accordingly.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:38:45 +09:00
9202bfadef
feat: add IBL demo with normal mapping and procedural environment lighting
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Fix pbr_demo, multi_light_demo, and shadow_demo to use the new 7-param
create_pbr_pipeline with PBR texture bind group (4-entry: albedo+normal)
and IBL bind group. Create ibl_demo showcasing a 7x7 metallic/roughness
sphere grid with IBL-based ambient lighting via BRDF LUT integration.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:34:06 +09:00
5232552aa4
feat(renderer): add normal mapping and procedural IBL to PBR shader
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- Add tangent input (location 3) and TBN computation in vertex shader
- Add normal map sampling (group 1, bindings 2-3) for tangent-space normal mapping
- Add BRDF LUT binding (group 4, bindings 0-1) for specular IBL
- Add procedural sky environment function for diffuse/specular IBL
- Replace flat ambient with split-sum IBL approximation
- Add pbr_texture_bind_group_layout (4 entries: albedo + normal)
- Add create_pbr_texture_bind_group helper and flat_normal_1x1 texture
- Update create_pbr_pipeline to accept ibl_layout parameter (group 4)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:28:32 +09:00
ea8af38263
feat(renderer): add BRDF LUT generator and IBL resources
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Implements CPU-based BRDF LUT generation using the split-sum IBL
approximation (Hammersley sampling, GGX importance sampling, Smith
geometry with IBL k=a²/2). Wraps the 256×256 Rgba8Unorm LUT in
IblResources for GPU upload via wgpu 28.0 API.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 21:19:09 +09:00
4d7ff5a122
feat(renderer): add tangent to MeshVertex with computation in OBJ parser and sphere generator
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 21:18:26 +09:00
88fabf2905
docs: add Phase 4c normal mapping + IBL implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:16:39 +09:00
5f962f376e
feat: add shadow demo with directional light shadow mapping and 3x3 PCF
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- Add Mat4::orthographic() to voltex_math for light projection
- Fix pbr_demo and multi_light_demo to provide shadow bind group (group 3)
required by updated PBR pipeline (dummy shadow with size=0 disables it)
- Create shadow_demo with two-pass rendering: shadow depth pass using
orthographic light projection, then PBR color pass with shadow sampling
- Scene: ground plane, 3 spheres, 2 cubes with directional light
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:09:27 +09:00
8f962368e9
feat(renderer): integrate shadow map sampling with 3x3 PCF into PBR shader
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 21:03:31 +09:00
b5a6159526
feat(renderer): add ShadowMap, shadow depth shader, and shadow pipeline
...
Implements ShadowMap (2048x2048 Depth32Float texture with comparison sampler),
shadow_shader.wgsl (depth-only vertex shader), shadow_pipeline (front-face
culling, depth bias constant=2/slope=2.0), and associated uniform types.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 21:01:51 +09:00
1ce6acf80c
docs: add Phase 4b-2 shadow mapping implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 21:00:03 +09:00
62f505c838
fix(renderer): align LightsUniform to match WGSL vec3 padding (1056 bytes)
...
WGSL vec3<f32> requires 16-byte alignment, causing the shader to expect
1056 bytes while Rust struct was 1040. Added padding fields to match.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:57:10 +09:00
fdfe4aaf5f
feat: add multi-light demo with orbiting point lights and spot light
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Fix pbr_demo to use LightsUniform/LightData instead of old LightUniform.
Create multi_light_demo with 5 PBR spheres (varying metallic), a ground
plane, 4 colored orbiting point lights, a directional fill light, and a
spot light from above.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:55:24 +09:00
b0934970b9
feat(renderer): add multi-light system with LightsUniform and updated PBR shader
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:50:13 +09:00
297b3c633f
docs: add Phase 4b-1 multi-light implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:48:06 +09:00
07497c3d80
feat: add PBR demo with metallic/roughness sphere grid
...
7x7 grid of spheres demonstrating PBR material variation:
metallic increases along X axis, roughness along Y axis.
Uses dynamic UBO pattern for both camera and material uniforms.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:44:29 +09:00
b09e1df878
feat(renderer): add PBR material, sphere generator, Cook-Torrance shader, and PBR pipeline
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:41:02 +09:00
cca50c8bc2
docs: add Phase 4a PBR rendering implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:38:54 +09:00
b0c51aaa45
feat: add asset_demo with Handle-based mesh management
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:33:03 +09:00
9a411e72da
feat(asset): add voltex_asset crate with Handle, AssetStorage, and Assets manager
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:29:55 +09:00
ee22d3e62c
docs: add Phase 3c asset manager implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:27:16 +09:00
801ced197a
feat: add hierarchy_demo with solar system scene graph
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Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:23:59 +09:00
c24c60d080
feat(ecs): add scene serialization/deserialization (.vscn format)
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:21:11 +09:00
135364ca6d
feat(ecs): add WorldTransform propagation through parent-child hierarchy
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:20:46 +09:00
3e475c93dd
feat(ecs): add Parent/Children hierarchy with add_child, remove_child, despawn_recursive
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:19:28 +09:00
504b7b4d6b
docs: add Phase 3b scene graph implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:18:10 +09:00
ecf876d249
fix(many_cubes): use dynamic uniform buffer for per-entity rendering
...
Previous approach called write_buffer inside render pass which doesn't
work — GPU only sees the last value at submit time. Now pre-computes all
entity uniforms into a dynamic UBO and uses dynamic offsets per draw call.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:14:18 +09:00
19e37f7f96
feat: add many_cubes ECS demo with 400 entities
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:09:44 +09:00
59753b2264
feat(ecs): add World with type-erased storage, queries, and Transform component
...
Implements Task 3 (World: spawn/despawn, add/get/remove components, query/query2
with type-erased HashMap<TypeId, Box<dyn ComponentStorage>>) and Task 4 (Transform:
position/rotation/scale with matrix() building T*RotY*RotX*RotZ*S). 25 tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:07:17 +09:00
2d64d226a2
feat(ecs): add voltex_ecs crate with Entity, EntityAllocator, and SparseSet
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 20:05:15 +09:00
96cebecc6d
docs: add Phase 3a ECS implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 20:02:50 +09:00
df06615de4
feat: add model viewer demo with OBJ loading, Blinn-Phong lighting, FPS camera
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 19:56:28 +09:00
71f6081dc9
feat(renderer): add BMP texture loader and GPU texture upload
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Implements parse_bmp (24/32-bit uncompressed BMP to RGBA), GpuTexture with
wgpu 28.0 write_texture API (TexelCopyTextureInfo/TexelCopyBufferLayout),
bind_group_layout, white_1x1 fallback, and 3 BMP parser unit tests.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:52:35 +09:00
04ca5df062
feat(renderer): add Blinn-Phong shader, light uniforms, mesh pipeline
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:50:51 +09:00
ffd6d3786b
feat(renderer): add Camera and FpsController
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:49:23 +09:00
c7d089d970
feat(renderer): implement OBJ parser with triangle/quad support
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:49:23 +09:00
78dcc30258
feat(renderer): add MeshVertex, Mesh, and depth buffer support
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:47:59 +09:00
82e3c19b53
feat(math): add Mat4 with transforms, look_at, perspective
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:46:28 +09:00
c644b784a6
feat(math): add Vec2 and Vec4 types
...
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com >
2026-03-24 19:45:28 +09:00
870c412270
docs: add Phase 2 rendering basics implementation plan
...
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 19:41:12 +09:00
81ba6f7e5d
feat: implement Phase 1 foundation - triangle rendering
...
- voltex_math: Vec3 with arithmetic ops, dot, cross, length, normalize
- voltex_platform: VoltexWindow (winit wrapper), InputState (keyboard/mouse),
GameTimer (fixed timestep + variable render loop)
- voltex_renderer: GpuContext (wgpu init), Vertex + buffer layout,
WGSL shader, render pipeline
- triangle example: colored triangle with ESC to exit
All 13 tests passing. Window renders RGB triangle on dark background.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com >
2026-03-24 19:34:39 +09:00