diff options
| author | skal <pascal.massimino@gmail.com> | 2026-03-22 19:29:01 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-03-22 19:29:01 +0100 |
| commit | 7b89a7130a998017de98dde363a8d9be61d7d44e (patch) | |
| tree | 2b45a3253a5770170d787915b5c3d18fd69e40ac /cnn_v3/docs | |
| parent | c5e66964c0463219019d0439ec20b79248637fa4 (diff) | |
feat(cnn_v3): GBufferEffect Pass 2 — SDF shadow raymarching
Implements gbuf_shadow.wgsl: fullscreen render pass that reads depth
from Pass 1, reconstructs world-space positions, evaluates a proxy-box
SDF for each object (via inv_model), computes soft shadows for both
directional lights using shadowWithStoredDistance(), and writes shadow
factor to the RGBA8Unorm node_shadow_ target consumed by gbuf_pack.wgsl.
Bind layout: B0=GlobalUniforms, B1=ObjectsBuffer (storage-read),
B2=texture_depth_2d, B3=GBufLightsUniforms.
Sky fragments (depth=1.0) are output as 1.0 (fully lit).
Falls back to clear(1.0) if pipeline is not ready.
36/36 tests pass.
handoff(Gemini): Pass 2 done. Pass 3 (transparency) still TODO.
Phase 4 (type-aware SDF) optional after visual validation.
Diffstat (limited to 'cnn_v3/docs')
| -rw-r--r-- | cnn_v3/docs/HOWTO.md | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/cnn_v3/docs/HOWTO.md b/cnn_v3/docs/HOWTO.md index 2d88019..765d80b 100644 --- a/cnn_v3/docs/HOWTO.md +++ b/cnn_v3/docs/HOWTO.md @@ -73,7 +73,7 @@ Each frame, `GBufferEffect::render()` executes: - Depth test + write into `gbuf_depth` (depth32float) - `obj.type` written to `ObjectData.params.x` for future SDF branching -2. **Pass 2 — SDF shadow raymarching** (`gbuf_shadow.wgsl`) — TODO +2. **Pass 2 — SDF shadow raymarching** (`gbuf_shadow.wgsl`) ✅ - See implementation plan below. 3. **Pass 3 — Transparency** — TODO (deferred; transp=0 for opaque scenes) @@ -104,7 +104,7 @@ outputs[1] → feat_tex1 (rgba32uint: mat_id, prev.rgb, mip1.rgb, mip2.rgb, s | Pass 1: MRT raster | ✅ Done | proxy box, all object types | | Pass 4: Pack compute | ✅ Done | 20 channels packed | | Internal scene + animation | ✅ Done | cubes + spheres + 2 lights | -| Pass 2: SDF shadow | ❌ TODO | main missing piece | +| 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 | @@ -337,7 +337,7 @@ Test vectors generated by `cnn_v3/training/gen_test_vectors.py` (PyTorch referen | Phase | Status | Notes | |-------|--------|-------| | 1 — G-buffer (raster + pack) | ✅ Done | Integrated, 36/36 tests pass | -| 1 — G-buffer (SDF + shadow passes) | TODO | Placeholder: shadow=1, transp=0 | +| 1 — G-buffer (SDF shadow pass) | ✅ Done | `gbuf_shadow.wgsl`, proxy-box SDF | | 2 — Training infrastructure | ✅ Done | blender_export.py, pack_*_sample.py | | 3 — WGSL U-Net shaders | ✅ Done | 5 compute shaders + cnn_v3/common snippet | | 4 — C++ CNNv3Effect | ✅ Done | FiLM uniform upload, 36/36 tests pass | |
