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authorskal <pascal.massimino@gmail.com>2026-03-22 23:17:50 +0100
committerskal <pascal.massimino@gmail.com>2026-03-22 23:17:50 +0100
commit8fd3eda0ed069b1a817261f8f4d6a35c565b3fe4 (patch)
treeba7a61571d6e08d580ce0db9cddb9ad21584da75 /cnn_v3/src/gbuf_view_effect.cc
parenta2697faa005337c4d8e8e6376d9e57edadf63f44 (diff)
fix(cnn_v3): shadow pass — 5 bugs fixed, labels in gbuf_view
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 'cnn_v3/src/gbuf_view_effect.cc')
-rw-r--r--cnn_v3/src/gbuf_view_effect.cc4
1 files changed, 3 insertions, 1 deletions
diff --git a/cnn_v3/src/gbuf_view_effect.cc b/cnn_v3/src/gbuf_view_effect.cc
index 180919d..ccf80b0 100644
--- a/cnn_v3/src/gbuf_view_effect.cc
+++ b/cnn_v3/src/gbuf_view_effect.cc
@@ -10,6 +10,7 @@
#endif
#include "gpu/gpu.h"
+#include "gpu/shader_composer.h"
#include "util/asset_manager.h"
#include "util/fatal_error.h"
@@ -63,7 +64,8 @@ GBufViewEffect::GBufViewEffect(const GpuContext& ctx,
// Shader module
WGPUShaderSourceWGSL wgsl_src = {};
wgsl_src.chain.sType = WGPUSType_ShaderSourceWGSL;
- wgsl_src.code = str_view(gbuf_view_wgsl);
+ const std::string composed = ShaderComposer::Get().Compose({}, gbuf_view_wgsl);
+ wgsl_src.code = str_view(composed.c_str());
WGPUShaderModuleDescriptor shader_desc = {};
shader_desc.nextInChain = &wgsl_src.chain;
WGPUShaderModule shader =