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| author | skal <pascal.massimino@gmail.com> | 2026-03-22 23:17:50 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 23:17:50 +0100 |
| commit | 8fd3eda0ed069b1a817261f8f4d6a35c565b3fe4 (patch) | |
| tree | ba7a61571d6e08d580ce0db9cddb9ad21584da75 /TODO.md | |
| parent | a2697faa005337c4d8e8e6376d9e57edadf63f44 (diff) | |
1. Camera Y-inversion: proj.m[5] = -proj.m[5] in upload_scene_data
+ WGPUFrontFace_CCW on raster pipeline.
2. Shadow formula: replace shadowWithStoredDistance with 64-step
IQ soft shadow (8*d/t, unbounded).
3. Local→world SDF scale: d *= length(obj.model[0].xyz).
4. Shadow bias: use rasterized normal from normal_mat_tex (binding 4)
instead of light direction — fixes terminator self-shadow on spheres.
5. ShaderComposer: GBufViewEffect now resolves #include via
ShaderComposer::Get().Compose().
Also: per-tile channel labels in gbuf_view.wgsl via debug_str.
Scene simplified to 1 cube + 1 sphere for debugging (restore TODO).
Scale propagation for pulsating sphere confirmed correct end-to-end.
handoff(Gemini): shadow validated. Next: restore full scene in
GBufferEffect::set_scene() (20 cubes + 4 spheres, 2 lights), then
run training pass per cnn_v3/docs/HOWTO.md §3.
Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 7 |
1 files changed, 4 insertions, 3 deletions
@@ -64,11 +64,12 @@ Ongoing shader code hygiene for granular, reusable snippets. **Design:** `cnn_v3/docs/CNN_V3.md` | All phases 1–7 complete. Runtime pipeline operational. -**Current pipeline:** `GBufferEffect` → `GBufDeferredEffect` → sink (debug view: albedo×diffuse) +**Current pipeline:** `GBufferEffect` → `GBufDeferredEffect` → `GBufViewEffect` → sink + +**Shadow pass status:** ✅ Fixed and re-enabled. Cube + sphere shadows correct. Pulsating sphere scale confirmed correct end-to-end. Scene is currently simplified (1 cube + 1 sphere, 1 light) for debugging. **Active work:** -- [ ] Fix/validate shadow pass (`gbuf_shadow.wgsl`) — currently disabled in deferred -- [ ] Re-enable shadow in `GBufDeferredEffect` once validated +- [ ] Restore full scene in `GBufferEffect::set_scene()` (20 cubes + 4 spheres, 2 lights) - [ ] Run first real training pass — see `cnn_v3/docs/HOWTO.md` §3 **Pending (lower priority):** |
