# Voltex Engine - 작업 현황 ## 완료된 Phase ### Phase 1: Foundation (삼각형 렌더링) - voltex_math: Vec3 - voltex_platform: VoltexWindow, InputState, GameTimer - voltex_renderer: GpuContext, Vertex, shader, pipeline - examples/triangle ### Phase 2: Rendering Basics - voltex_math: Vec2, Vec4, Mat4 (transforms, look_at, perspective, orthographic) - voltex_renderer: MeshVertex(+tangent), Mesh, depth buffer, OBJ parser, Camera, FpsController - voltex_renderer: Blinn-Phong shader, BMP texture loader, GpuTexture - examples/model_viewer ### Phase 3a: ECS - voltex_ecs: Entity(id+generation), SparseSet, World(type-erased storage) - voltex_ecs: query, query2, Transform component - examples/many_cubes (400 entities, dynamic UBO) ### Phase 3b: Scene Graph - voltex_ecs: Parent/Children hierarchy, add_child/remove_child/despawn_recursive - voltex_ecs: WorldTransform propagation (top-down) - voltex_ecs: Scene serialization (.vscn text format), Tag component - examples/hierarchy_demo (solar system) ### Phase 3c: Asset Manager - voltex_asset: Handle(generation), AssetStorage(ref counting), Assets(type-erased) - examples/asset_demo ### Phase 4a: PBR Rendering - voltex_renderer: MaterialUniform (base_color, metallic, roughness, ao) - voltex_renderer: Cook-Torrance BRDF shader (GGX NDF + Smith geometry + Fresnel-Schlick) - voltex_renderer: Procedural UV sphere generator - voltex_renderer: PBR pipeline (3→4 bind groups) - examples/pbr_demo (7x7 metallic/roughness sphere grid) ### Phase 4b-1: Multi-Light - voltex_renderer: LightData (Directional/Point/Spot), LightsUniform (MAX_LIGHTS=16) - PBR shader: multi-light loop, point attenuation, spot cone falloff - examples/multi_light_demo (orbiting colored point lights) ### Phase 4b-2: Shadow Mapping - voltex_renderer: ShadowMap (2048x2048 depth), ShadowUniform, ShadowPassUniform - Shadow depth-only shader + pipeline (front-face cull, depth bias) - PBR shader: shadow map sampling + 3x3 PCF - examples/shadow_demo (directional light shadows) ### Phase 4c: Normal Map + IBL - MeshVertex: tangent[4] added, computed in OBJ parser + sphere generator - voltex_renderer: BRDF LUT (CPU Monte Carlo, 256x256), IblResources - PBR shader: TBN normal mapping, procedural sky IBL, split-sum approximation - Texture bind group: albedo + normal map (pbr_texture_bind_group_layout) - IBL merged into shadow bind group (group 3) due to max_bind_groups=4 - examples/ibl_demo ### Phase 5-1: Collision Detection - voltex_math: AABB type (new, from_center_half_extents, intersects, merged, surface_area) - voltex_physics: Collider enum (Sphere, Box), ContactPoint - voltex_physics: BVH broad phase (median split, longest axis) - voltex_physics: Narrow phase — sphere_vs_sphere, sphere_vs_box, box_vs_box (SAT) - voltex_physics: detect_collisions(world) ECS integration ### Phase 5-2: Rigid Body Simulation - voltex_physics: RigidBody (mass, velocity, restitution), PhysicsConfig - voltex_physics: Semi-implicit Euler integration - voltex_physics: Impulse-based collision response + positional correction (Baumgarte) - voltex_physics: physics_step (integrate → detect → resolve) ### Phase 5-3: Raycasting - voltex_math: Ray type (origin, direction, at) - voltex_physics: ray_vs_aabb, ray_vs_sphere, ray_vs_box - voltex_physics: raycast(world, ray, max_dist) BVH-accelerated ECS integration ### Phase 6-1: Audio System Foundation - voltex_audio: WAV parser (PCM 16-bit, mono/stereo) - voltex_audio: AudioClip (f32 samples), mixing (volume, looping, channel conversion) - voltex_audio: WASAPI backend (Windows, shared mode, COM FFI) - voltex_audio: AudioSystem (channel-based audio thread, play/stop/volume) - examples/audio_demo (sine wave playback) ### Phase 6-2: 3D Audio - voltex_audio: Listener, SpatialParams - voltex_audio: distance_attenuation (inverse distance), stereo_pan (equal-power) - voltex_audio: mix_sounds spatial integration (per-sound attenuation + panning) - voltex_audio: play_3d, set_listener API ### Phase 6-3: Mixer - voltex_audio: MixGroup (Master, Bgm, Sfx, Voice), MixerState - voltex_audio: GroupState with linear fade (tick-based) - voltex_audio: effective_volume (group * master) - voltex_audio: set_group_volume, fade_group API ### Phase 7-1: Deferred Rendering - voltex_renderer: GBuffer (4 MRT: Position/Normal/Albedo/Material + Depth) - voltex_renderer: G-Buffer pass shader (MRT output, TBN normal mapping) - voltex_renderer: Lighting pass shader (fullscreen triangle, Cook-Torrance BRDF, multi-light, shadow, IBL) - voltex_renderer: Deferred pipeline (gbuffer + lighting bind group layouts) - examples/deferred_demo (5x5 sphere grid + 8 orbiting point lights) ### Phase 7-2: SSGI (Screen-Space Global Illumination) - voltex_renderer: SsgiResources (hemisphere kernel 64 samples, 4x4 noise, output texture) - voltex_renderer: SSGI shader (SSAO + color bleeding in one fullscreen pass) - voltex_renderer: SSGI pipeline + bind group layouts - voltex_renderer: Lighting pass SSGI integration (ambient * ssgi_ao + indirect) - deferred_demo updated with 3-pass rendering (GBuffer → SSGI → Lighting) ### Phase 7-3: RT Shadows (Hardware Ray Tracing) - voltex_renderer: RtAccel (BLAS/TLAS acceleration structure management) - voltex_renderer: RT Shadow compute shader (ray query, directional light) - voltex_renderer: RT shadow pipeline + bind group layouts - voltex_renderer: Lighting pass RT shadow integration - deferred_demo updated with hardware RT shadows (4-pass: GBuffer → SSGI → RT Shadow → Lighting) ### Phase 7-4: Post Processing (HDR + Bloom + ACES) - voltex_renderer: HdrTarget (Rgba16Float), Lighting → HDR output - voltex_renderer: BloomResources (5-level mip chain, downsample/upsample) - voltex_renderer: Bloom shader (bright extract + tent filter upsample) - voltex_renderer: Tonemap shader (ACES filmic + bloom merge + gamma) - deferred_demo updated with full post-processing (7 passes) ### Phase 8-1: AI System - voltex_ai: NavMesh (manual triangle mesh, find_triangle, edge/center queries) - voltex_ai: A* pathfinding on triangle graph (center-point path) - voltex_ai: Steering behaviors (seek, flee, arrive, wander, follow_path) ### Phase 8-3: Lua Scripting - voltex_script: Lua 5.4 내장 빌드 (cc crate) - voltex_script: Lua C API FFI 바인딩 - voltex_script: LuaState 안전 래퍼 (exec, exec_file, register_fn, globals) - voltex_script: 기본 바인딩 (voltex_print) ### Phase 8-2: Networking Foundation - voltex_net: Packet protocol (Connect, Accept, Disconnect, Ping, Pong, UserData) - voltex_net: Binary serialization/deserialization - voltex_net: Non-blocking UDP socket wrapper - voltex_net: NetServer (client management, broadcast) - voltex_net: NetClient (server connection, handshake) ## Crate 구조 ``` crates/ ├── voltex_math — Vec2, Vec3, Vec4, Mat4, AABB, Ray ├── voltex_platform — VoltexWindow, InputState, GameTimer ├── voltex_renderer — GPU, Mesh, OBJ, Camera, Material, PBR, Shadow, IBL, Sphere ├── voltex_ecs — Entity, SparseSet, World, Transform, Hierarchy, Scene, WorldTransform ├── voltex_asset — Handle, AssetStorage, Assets ├── voltex_physics — Collider, ContactPoint, BvhTree, RigidBody, detect_collisions, physics_step, raycast ├── voltex_audio — AudioClip, WAV parser, mixing, WASAPI backend, AudioSystem, MixGroup, spatial ├── voltex_ai — NavMesh, A* pathfinding, steering behaviors ├── voltex_net — UDP packets, NetServer, NetClient └── voltex_script — Lua 5.4 FFI, LuaState, scripting bindings ``` ## 테스트: 245개 전부 통과 - voltex_asset: 14 - voltex_audio: 35 (audio_clip 2 + wav 5 + mixing 11 + audio_system 2 + spatial 8 + mix_group 7) - voltex_ecs: 39 - voltex_math: 37 (29 + AABB 6 + Ray 2) - voltex_physics: 52 (collider 2 + narrow 11 + bvh 5 + collision 7 + rigid_body 3 + integrator 3 + solver 5 + ray 10 + raycast 6) - voltex_platform: 3 - voltex_ai: 15 (navmesh 4 + pathfinding 5 + steering 6) - voltex_net: 8 (packet 7 + integration 1) - voltex_script: 9 (state 8 + bindings 1) - voltex_renderer: 33 (20 + SSGI 3 + RT 3 + bloom 3 + tonemap 4) ## Examples (11개) - triangle — Phase 1 삼각형 - model_viewer — OBJ 큐브 + Blinn-Phong - many_cubes — 400 ECS 엔티티 렌더링 - hierarchy_demo — 태양계 씬 그래프 - asset_demo — Handle 기반 에셋 관리 - pbr_demo — metallic/roughness 구체 그리드 - multi_light_demo — 다중 색상 라이트 - shadow_demo — Directional Light 그림자 - ibl_demo — Normal map + IBL - audio_demo — 사인파 오디오 재생 - deferred_demo — 디퍼드 렌더링 + 다중 포인트 라이트 ## 다음: Phase 8-4 (에디터) — Stretch Goal 스펙 참조: `docs/superpowers/specs/2026-03-24-voltex-engine-design.md` ## 간소화/미뤄진 항목 상세: `docs/DEFERRED.md`