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Build system: - Fix generate_cmake.py backslash paths and UTF-8 encoding for Windows - Auto C++20 in conan deps, auto-detect VS install location - dev_commands.py: add generate, all --run commands, platform-aware bootstrap - Add assimp to cmake_config.json link libraries - Fix CMakeUserPresets.json duplicate preset issue Cross-platform C++: - UUID generation: Windows rpc.h/UuidCreate with #ifdef _WIN32 - HOME env var fallback to USERPROFILE on Windows - Shader format detection for D3D12/DXIL Vulkan driver Shader pipeline (12 new SPIRV shaders): - Port all Metal shaders to Vulkan GLSL (PBR, shadows, post-FX, compute) - SDL3 GPU descriptor set convention (set 0-3) - Combined image samplers for Vulkan compatibility - Bootstrap-driven shader path rewriting (msl↔spirv automatic per platform) Rendering features: - spotlight.setup: generic atomic workflow step, attach to camera or static - PBR spotlight with cone attenuation, distance falloff, wrap lighting - Volumetric light beam (16-step ray march through dust/fog in spotlight cone) - geometry.create_flashlight: procedural flashlight mesh (cylinder + head + lens) - draw.viewmodel: FPS weapon-style rendering locked to camera view - model.load: Assimp-based 3D model loader (OBJ/GLB/FBX/BLEND) - Indoor ambient lighting fix, SSAO bypass for Vulkan clip-space Performance: - Frame loop logging suppressed via _in_frame_loop context flag Assets: - Real PBR textures from ambientCG (CC0): wood floor, concrete ceiling - Seed demo: dark room + flashlight beam + Quake-style viewmodel Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
54 KiB
Executable File
54 KiB
Executable File