diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-22 19:31:50 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 19:31:50 +0100 |
| commit | be5b63ea000daca9458d7b92138ae36fabb9dd96 (patch) | |
| tree | 69b0205080198e99213ed6390324d8504cdcecae | |
| parent | 7b89a7130a998017de98dde363a8d9be61d7d44e (diff) | |
feat(cnn_v3): Phase 4 — type-aware SDF in shadow pass
dfWithID() in gbuf_shadow.wgsl now branches on obj.params.x
(ObjectType) instead of using sdBox for everything:
0=CUBE → sdBox(lp, vec3(1))
1=SPHERE → sdSphere(lp, 1.0)
2=PLANE → sdPlane(lp, vec3(0,1,0), obj.params.y)
3=TORUS → sdTorus(lp, vec2(0.8, 0.2))
36/36 tests pass.
| -rw-r--r-- | cnn_v3/docs/HOWTO.md | 2 | ||||
| -rw-r--r-- | cnn_v3/shaders/gbuf_shadow.wgsl | 13 |
2 files changed, 11 insertions, 4 deletions
diff --git a/cnn_v3/docs/HOWTO.md b/cnn_v3/docs/HOWTO.md index 765d80b..5c5cc2a 100644 --- a/cnn_v3/docs/HOWTO.md +++ b/cnn_v3/docs/HOWTO.md @@ -106,7 +106,7 @@ outputs[1] → feat_tex1 (rgba32uint: mat_id, prev.rgb, mip1.rgb, mip2.rgb, s | Internal scene + animation | ✅ Done | cubes + spheres + 2 lights | | Pass 2: SDF shadow | ✅ Done | `gbuf_shadow.wgsl`, proxy-box SDF per object | | Pass 3: Transparency | ❌ TODO | low priority, opaque scenes only | -| Phase 4: type-aware SDF | ❌ TODO | optional refinement | +| Phase 4: type-aware SDF | ✅ Done | switch on `obj.params.x` in `dfWithID` | ### Pass 2: SDF shadow raymarching diff --git a/cnn_v3/shaders/gbuf_shadow.wgsl b/cnn_v3/shaders/gbuf_shadow.wgsl index 36e7b28..0f5f8b4 100644 --- a/cnn_v3/shaders/gbuf_shadow.wgsl +++ b/cnn_v3/shaders/gbuf_shadow.wgsl @@ -35,9 +35,16 @@ fn dfWithID(p: vec3f) -> RayMarchResult { let n = u32(globals.params.x); for (var i = 0u; i < n; i++) { - let obj = object_data.objects[i]; - let lp = (obj.inv_model * vec4f(p, 1.0)).xyz; - let d = sdBox(lp, vec3f(1.0)); + let obj = object_data.objects[i]; + let lp = (obj.inv_model * vec4f(p, 1.0)).xyz; + let obj_type = u32(obj.params.x); + var d: f32; + switch obj_type { + case 1u: { d = sdSphere(lp, 1.0); } // SPHERE + case 2u: { d = sdPlane(lp, vec3f(0.0, 1.0, 0.0), obj.params.y); } // PLANE + case 3u: { d = sdTorus(lp, vec2f(0.8, 0.2)); } // TORUS + default: { d = sdBox(lp, vec3f(1.0)); } // CUBE (0) + fallback + } if (d < res.distance) { res.distance = d; res.object_id = f32(i + 1u); |
