makepad/libs/model
2026-10-25 21:57:09 +01:00
..
examples libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
src work: realism step 1 (lit tree impostors, terrain ecology rules, aerial perspective, quality tiers, brake lights, Vulkan GPU prof), hub survives WM restarts + fast start + CUDA builds, Desk Link display fixes (exit restore, flip watchdog, nice-10 children, timeline), live-edit restart/layout fixes, harness fixes, Amp parallel song writing 2026-10-24 23:38:45 +02:00
tests work: zero compiler warnings across CI targets (CI denies warnings; per-app platforms; cross rows without host RUSTFLAGS); Desk Link rate uncapped (adaptive only) + one-line viewer stats 2026-10-25 21:57:09 +01:00
API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
Cargo.toml libs: the AI stack, flowgraph, git, audio_route, win_resource and the other libraries; Flow, the asset library and VJ move to Stage 2026-09-26 20:10:57 +02:00
CONSTRUCTION_API.md render, model, scene, audio_synth, platform: the game renderer's lights, shadows, GI, VFX and HDR, a character kit, a shared synth, and the platform hooks the Sandbox needed -- libs/render is split into renderer/ and shaders/ modules (pure moves first) and gets stable cascaded shadow maps with a local shadow atlas, cascaded voxel-traced probe GI with SSAO (the CPU BVH placement and analytic emitters are gone), an opt-in HDR scene pass (Renderer::set_hdr_output: AgX, bloom, auto-exposure, FXAA), GPU particles with presets and decals (libs/scene/vfx, with a CPU fallback where float16 blending is missing), world streaming, skinned animation layers and a composed HUD (the HUD document no longer caps its element count; CameraState gains a far plane). Fab and Stage keep the 8-bit lane and in-scene VFX; only hosts that opt in change. libs/model gains the character kit (body, head, gear, clips, presets, FPS arms), construction shapes and decals, bevels, model programs with weathering, and import; mesh_edit decimation collapses every independent candidate per adjacency pass instead of one (a 4.6k-face mesh took 10 s). libs/csg drops the document/rig evaluator the Sandbox no longer uses. New libs/audio_synth (makepad-audio-synth): band-limited oscillators, filters, physically inspired engines, a sound-recipe format, FDN reverb, a spatializer and a look-ahead limiter, with the piano, drum kits, SoundFonts and Ironfish behind instruments; Stage's audio_dsp re-exports it. Platform: GpuInfo::float16_blend_targets, with Metal building an RGBA16Float PSO pair per Bgra8 shader on first use and Vulkan reporting the device's RGBA16F blend support; the WGSL backend forwards only the instance fields the fragment stage reads (39 vec4 varyings overflowed NVIDIA's limit and lost the device); an unbound Vulkan texture_depth slot gets the depth dummy instead of a colour view; an over-budget remote raw grab is box-halved until it fits instead of failing; Windows implements game_input_infos and XInput haptics, DirectInput FFB starts its constant force once and takes exclusive mode only in the foreground, iOS/tvOS get Core Haptics, and game_input gains an additive force API. The AI hub's Claude Code provider can serve one MCP server's tools natively (--mcp-config/--allowedTools, no think-tag litter for redacted thinking), the MCP server answers tool results with image content, and the fleet Qwen provider keeps its vision observations on the row they annotate. widgets gain the cyberpunk desktop style, and a Splash isolate inherits the stylesheet of the VM that allocates it. Checked: cargo check --workspace on macOS (clean apart from apps/source-library's own warnings), makepad-platform/widgets/render/scene/model/audio-synth/mesh-edit/csg for x86_64-unknown-linux-gnu and x86_64-pc-windows-msvc (clean); tests: platform 318, render 488, widgets-core 1307, model 158, scene 35, audio-synth 40, mesh-edit 9, all passing. 2026-09-29 01:55:13 +02:00
MESH_API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
MESH_EDITING.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
RIG_API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
SCENE_API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
SELECTION_API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
SOFT_BODY_API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
SURFACE_API.md libs: model, mesh_edit, csg, scene, sim, render, xr 2026-09-15 13:40:31 +02:00
VEHICLE_API.md scene, render: vehicles carry two headlights and two taillights, lit only after dark or in fog -- set_vehicle_lamps (set_headlights keeps its name): headlight_left/right dipped spots (14/40 degrees, aimed 18 degrees down, so the pool starts at the bumper), taillight_left/right small red point glows hugging the tail (1.8 m), brighter while braking (set_brake_lights); set_lamp_points moves them onto a model's own lamps. The renderer scales every vehicle lamp by lamp_level (0 in daylight, 1 at night, fog density 0.02+ lights them too), so a game's lamps switch themselves. VEHICLE_API: the lamp sockets and emissive lenses. Checked: cargo test --release -p makepad-scene light (5), -p makepad-render entity_lights (3). 2026-10-03 17:09:00 +02:00