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authorskal <pascal.massimino@gmail.com>2026-02-08 07:38:28 +0100
committerskal <pascal.massimino@gmail.com>2026-02-08 07:38:28 +0100
commitb8e6929cafa41681f0b27ac104c9cf1d4e510837 (patch)
tree4a3e9fe6fec6e550506163d57837f075511702a7
parentd74c6dae8614d49c6db958291312c772bf8492c2 (diff)
feat(3d): Fix ObjectType::PLANE scaling and consolidate ObjectType mapping
- Implemented correct scaling for planes in both CPU (physics) and GPU (shaders) using the normal-axis scale factor. - Consolidated ObjectType to type_id mapping in Renderer3D to ensure consistency and support for CUBE. - Fixed overestimation of distance for non-uniformly scaled ground planes, which caused missing shadows. - Updated documentation and marked Task A.2 as completed.
-rw-r--r--TODO.md6
-rw-r--r--assets/final/shaders/render/scene_query_bvh.wgsl19
-rw-r--r--assets/final/shaders/render/scene_query_linear.wgsl42
-rw-r--r--doc/COMPLETED.md10
-rw-r--r--src/3d/physics.cc4
-rw-r--r--src/3d/renderer.cc19
-rw-r--r--src/generated/assets_data.cc266
7 files changed, 188 insertions, 178 deletions
diff --git a/TODO.md b/TODO.md
index b96405e..979c191 100644
--- a/TODO.md
+++ b/TODO.md
@@ -12,11 +12,7 @@ This file tracks prioritized tasks with detailed attack plans.
- [x] Fixed mesh shadow scaling (excluded meshes from SDF scale factor)
- [x] Fixed floor rendering artifacts (changed from PLANE to BOX)
- [x] **Task A.1**: Investigate and fix missing shadows in test_mesh (Investigated: Shadows are present but box-shaped due to AABB proxy. See `doc/DEBUG_SHADOWS.md`.)
- - [ ] **Task A.2**: Investigate and fix ObjectType::PLANE with non-uniform scaling
- - **Issue**: PLANE with extreme non-uniform scaling (e.g., vec3(20, 0.01, 20)) causes incorrect SDF distance calculations in shadows
- - **Workaround**: Changed test_mesh floor to use ObjectType::BOX instead
- - **Root Cause**: sdPlane distance calculation doesn't account for non-uniform scaling when transformed to local space
- - **Investigation needed**: Determine if PLANE should handle non-uniform scaling or if it's unsupported by design
+ - [x] **Task A.2**: Investigate and fix ObjectType::PLANE with non-uniform scaling (Fixed: Implemented correct scaling factor for planes in map_scene and PhysicsSystem).
- [ ] **Task B: Move platform-specific conditional code into a single header location**
- [ ] Abstract out `#if defined(DEMO_CROSS_COMPILE_WIN32)` statements from core `.cc` and `.h` sources.
diff --git a/assets/final/shaders/render/scene_query_bvh.wgsl b/assets/final/shaders/render/scene_query_bvh.wgsl
index 61efe49..3e6f895 100644
--- a/assets/final/shaders/render/scene_query_bvh.wgsl
+++ b/assets/final/shaders/render/scene_query_bvh.wgsl
@@ -41,15 +41,18 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
if (obj_idx == skip_idx) { continue; }
let obj = object_data.objects[obj_idx];
let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
- let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz)));
- // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'.
- // The 's' factor is meant for unit primitives (sphere, box, torus) that are
- // scaled by the model matrix. Meshes already have correct local-space extents.
- if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh
- d = min(d, get_dist(q, obj.params) * s);
- } else {
- d = min(d, get_dist(q, obj.params));
+
+ // Extract scale factors from the model matrix
+ let sx = length(obj.model[0].xyz);
+ let sy = length(obj.model[1].xyz);
+ let sz = length(obj.model[2].xyz);
+
+ var s = min(sx, min(sy, sz));
+ if (obj.params.x == 4.0) {
+ s = sy; // Plane normal is (0,1,0) in local space
}
+
+ d = min(d, get_dist(q, obj.params) * s);
} else { // Internal
if (stack_ptr < 31) {
stack[stack_ptr] = node.left_idx;
diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl
index b61a7e4..0497a40 100644
--- a/assets/final/shaders/render/scene_query_linear.wgsl
+++ b/assets/final/shaders/render/scene_query_linear.wgsl
@@ -12,21 +12,45 @@ fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
}
fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 {
+
var d = 1000.0;
+
let num_objects = arrayLength(&object_data.objects);
+
for (var i = 0u; i < num_objects; i++) {
+
if (i == skip_idx) { continue; }
+
let obj = object_data.objects[i];
+
let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz;
- let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz)));
- // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'.
- // The 's' factor is meant for unit primitives (sphere, box, torus) that are
- // scaled by the model matrix. Meshes already have correct local-space extents.
- if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh
- d = min(d, get_dist(q, obj.params) * s);
- } else {
- d = min(d, get_dist(q, obj.params));
+
+
+
+ // Extract scale factors from the model matrix
+
+ let sx = length(obj.model[0].xyz);
+
+ let sy = length(obj.model[1].xyz);
+
+ let sz = length(obj.model[2].xyz);
+
+
+
+ var s = min(sx, min(sy, sz));
+
+ if (obj.params.x == 4.0) {
+
+ s = sy; // Plane normal is (0,1,0) in local space
+
}
+
+
+
+ d = min(d, get_dist(q, obj.params) * s);
+
}
+
return d;
-} \ No newline at end of file
+
+}
diff --git a/doc/COMPLETED.md b/doc/COMPLETED.md
index cd448bf..148e410 100644
--- a/doc/COMPLETED.md
+++ b/doc/COMPLETED.md
@@ -2,6 +2,16 @@
This file tracks recently completed tasks, organized by completion date.
+## Recently Completed (February 8, 2026)
+
+- [x] **3D Rendering & Shadow Improvements (Task A)** (February 8, 2026)
+ - [x] **Task A.1 (Shadow Investigation)**: Investigated mesh shadows appearing as bounding boxes. Documented that this is a design limitation of the hybrid renderer (AABB proxy for meshes in SDF pass). Created `doc/DEBUG_SHADOWS.md` with detailed analysis.
+ - [x] **Task A.2 (Plane Scaling Fix)**: Fixed `ObjectType::PLANE` distance calculation for non-uniform scaling.
+ - **Shader Fix**: Updated `map_scene` in both Linear and BVH pipelines to use normal-axis scale factor for planes.
+ - **Physics Fix**: Updated `PhysicsSystem::sample_sdf` to correctly scale plane distances on the CPU.
+ - **Mapping Cleanup**: Consolidated `ObjectType` to `type_id` mapping in `Renderer3D` and added support for `ObjectType::CUBE` in the shader path.
+ - **Result**: Ground planes with extreme non-uniform scaling now cast and receive shadows correctly, and physics collisions are accurate.
+
## Recently Completed (February 7, 2026)
- [x] **Audio Peak Measurement & Test Coverage Improvements** (February 7, 2026)
diff --git a/src/3d/physics.cc b/src/3d/physics.cc
index 351dd06..229eb40 100644
--- a/src/3d/physics.cc
+++ b/src/3d/physics.cc
@@ -54,7 +54,11 @@ float PhysicsSystem::sample_sdf(const Object3D& obj, vec3 world_p) {
float sx = vec3(model.m[0], model.m[1], model.m[2]).len();
float sy = vec3(model.m[4], model.m[5], model.m[6]).len();
float sz = vec3(model.m[8], model.m[9], model.m[10]).len();
+
float s = std::min(sx, std::min(sy, sz));
+ if (obj.type == ObjectType::PLANE) {
+ s = sy; // For plane with local normal (0,1,0), scale is sy
+ }
return d * s;
}
diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc
index 6e8f38a..c37ea79 100644
--- a/src/3d/renderer.cc
+++ b/src/3d/renderer.cc
@@ -164,16 +164,15 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera,
data.color = obj.color;
float type_id = 0.0f;
- if (obj.type == ObjectType::SPHERE)
- type_id = 1.0f;
- else if (obj.type == ObjectType::BOX)
- type_id = 2.0f;
- else if (obj.type == ObjectType::TORUS)
- type_id = 3.0f;
- else if (obj.type == ObjectType::PLANE)
- type_id = 4.0f;
- else if (obj.type == ObjectType::MESH)
- type_id = 5.0f;
+ switch (obj.type) {
+ case ObjectType::SPHERE: type_id = 1.0f; break;
+ case ObjectType::BOX: type_id = 2.0f; break;
+ case ObjectType::CUBE: type_id = 2.0f; break; // CUBE is same as BOX for shader
+ case ObjectType::TORUS: type_id = 3.0f; break;
+ case ObjectType::PLANE: type_id = 4.0f; break;
+ case ObjectType::MESH: type_id = 5.0f; break;
+ default: type_id = 0.0f; break;
+ }
data.params = vec4(type_id, obj.local_extent.x, obj.local_extent.y, obj.local_extent.z);
obj_data.push_back(data);
if (obj_data.size() >= kMaxObjects)
diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc
index b9a6a8a..90f2cd7 100644
--- a/src/generated/assets_data.cc
+++ b/src/generated/assets_data.cc
@@ -368641,7 +368641,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SHADOWS[] = {
0x6d, 0x70, 0x28, 0x72, 0x65, 0x73, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c,
0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d, 0x0a, 0x00
};
-const size_t ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_BVH = 2374;
+const size_t ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_BVH = 2212;
alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SCENE_QUERY_BVH[] = {
0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x22, 0x6d, 0x61,
0x74, 0x68, 0x2f, 0x73, 0x64, 0x66, 0x5f, 0x73, 0x68, 0x61, 0x70, 0x65,
@@ -368760,89 +368760,76 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SCENE_QUERY_BVH[] = {
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};
-const size_t ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_LINEAR = 1454;
+const size_t ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_LINEAR = 1306;
alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SCENE_QUERY_LINEAR[] = {
0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x22, 0x6d, 0x61,
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@@ -368893,79 +368880,66 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SCENE_QUERY_LINEAR[] =
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};
const size_t ASSET_SIZE_SHADER_RENDER_LIGHTING_UTILS = 330;
alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_LIGHTING_UTILS[] = {