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| author | skal <pascal.massimino@gmail.com> | 2026-02-02 17:23:31 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-02 17:23:31 +0100 |
| commit | 535ea3e2fdb90a524210e306d309f54f4630d348 (patch) | |
| tree | 214aaf9c8d440217ae93be1ec5b465c8dfd62f7f | |
| parent | 021a3c576ffdcbac4e4df9e01c03e0b5c3cf75dd (diff) | |
docs: Record Task 21.2 completion and update session priorities
| -rw-r--r-- | PROJECT_CONTEXT.md | 1 | ||||
| -rw-r--r-- | TODO.md | 4 |
2 files changed, 3 insertions, 2 deletions
diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 5dab2b3..0f56e63 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -53,6 +53,7 @@ Style: - [ ] CRT replacement investigation. ### Recently Completed +- **Tight Ray Bounds (Task 21.2)**: Implemented local-space ray-box intersection to optimize SDF raymarching. - **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. - **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. - **Tight Proxy Hulls**: Optimized Torus proxy geometry and debug wireframes. @@ -18,8 +18,7 @@ This file tracks prioritized tasks with detailed attack plans. ## Priority 3: Shader Optimization (Task #21) **Goal:** Improve GPU performance and reduce shader source bloat. -- [ ] **Attack Plan - Normal Factorization:** Create a standard WGSL helper for normal calculation to avoid duplicate code in every effect. -- [ ] **Attack Plan - Ray Bounds:** Derive `t_min` and `t_max` for ray-marching from the proxy hull entry/exit points to minimize iterations. +- [ ] **Attack Plan - WGSL Library (21.1):** Create a standard set of WGSL includes/helpers for normals, bump mapping, and lighting. - [ ] **Attack Plan - SDF Macros:** Use `#define` macros in WGSL to simplify sampling and bump mapping logic. ## Future Goals @@ -28,6 +27,7 @@ This file tracks prioritized tasks with detailed attack plans. - [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push. ## Recently Completed +- [x] **Tight Ray Bounds (Task 21.2)**: Derived t_min and t_max from proxy hull hits via local-space ray-box intersection. - [x] **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. - [x] **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. - [x] **Tight Proxy Hulls**: Optimized Torus proxy geometry and debug wireframes. |
