Render actual 3D geometry (cubes + ground plane) in the Viewport panel
using the existing mesh_shader.wgsl Blinn-Phong pipeline with orbit
camera controls (left-drag to orbit, middle-drag to pan, scroll to zoom).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Static arena with 20x20 floor and 4 box obstacles rendered using the
forward PBR pipeline with shadow mapping. Fixed quarter-view camera
at (0, 15, 10) looking at origin.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Interactive demo showing panel, text, button, slider, and checkbox
widgets rendered via the new UiRenderer pipeline. Uses winit event
loop with mouse input forwarded to UiContext.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds NetSocket (non-blocking UdpSocket wrapper with local_addr), NetServer
(connection tracking via HashMap, poll/broadcast/send_to_client), and NetClient
(connect/poll/send/disconnect lifecycle). Includes an integration test on
127.0.0.1:0 that validates ClientConnected, Connected, and UserData receipt
end-to-end with 50ms sleeps to ensure UDP packet delivery.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
- 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>
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>