tasks.md 1.5 KB

1. Shader Structure

  • 1.1 Create src/shader/volumetricFluidFlameComponent/ with shared atlas helpers and fullscreen pass vertex shader.
  • 1.2 Add advection, divergence, Jacobi pressure, and gradient subtraction fragment shaders for the GPU fluid simulation.
  • 1.3 Add volume ray-march and ground glow vertex/fragment shaders.

2. Component Implementation

  • 2.1 Create src/components/volumetricFluidFlameComponent.vue with Tres-compatible primitive mounting.
  • 2.2 Implement fluid render target allocation, ping-pong simulation passes, pressure projection, and volume mesh updates inside the shared render loop.
  • 2.3 Expose clamped props and uniform sync for fire shape, color preset, simulation behavior, render quality, and ground glow.
  • 2.4 Remove standalone sample concerns by not creating renderer, visible scene/camera, controls, post-processing, DOM UI, or debug wireframe logic.
  • 2.5 Dispose all component-owned render targets, scenes, materials, and geometries on unmount or structural quality changes.

3. Service Integration

  • 3.1 Register the component in src/dcsConfig.ts with defaults, default Object3D placement, preview path, and config schema.
  • 3.2 Confirm the config schema covers all public controls required by the spec.

4. Review

  • 4.1 Inspect source and diffs for project convention alignment and absence of generic preview changes.
  • 4.2 Record validation status, including skipped build/debug commands per project rules.