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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
parenta2697faa005337c4d8e8e6376d9e57edadf63f44 (diff)
fix(cnn_v3): shadow pass — 5 bugs fixed, labels in gbuf_viewHEADmain
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')
-rw-r--r--cnn_v3/shaders/gbuf_shadow.wgsl35
-rw-r--r--cnn_v3/shaders/gbuf_view.wgsl32
-rw-r--r--cnn_v3/src/gbuf_view_effect.cc4
-rw-r--r--cnn_v3/src/gbuffer_effect.cc78
4 files changed, 94 insertions, 55 deletions
diff --git a/cnn_v3/shaders/gbuf_shadow.wgsl b/cnn_v3/shaders/gbuf_shadow.wgsl
index 0f5f8b4..735e47c 100644
--- a/cnn_v3/shaders/gbuf_shadow.wgsl
+++ b/cnn_v3/shaders/gbuf_shadow.wgsl
@@ -5,11 +5,13 @@
#include "common_uniforms"
#include "camera_common"
#include "math/sdf_shapes"
+#include "math/normal"
#include "render/raymarching_id"
@group(0) @binding(0) var<uniform> globals: GlobalUniforms;
@group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer;
@group(0) @binding(2) var depth_tex: texture_depth_2d;
+@group(0) @binding(4) var normal_mat_tex: texture_2d<f32>;
struct GBufLight {
direction: vec4f, // xyz = toward light (world space, normalized)
@@ -38,12 +40,14 @@ fn dfWithID(p: vec3f) -> RayMarchResult {
let obj = object_data.objects[i];
let lp = (obj.inv_model * vec4f(p, 1.0)).xyz;
let obj_type = u32(obj.params.x);
+ // Scale factor: convert local-space SDF to world-space distance.
+ let scale = length(obj.model[0].xyz);
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
+ case 1u: { d = sdSphere(lp, 1.0) * scale; } // 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)) * scale; } // TORUS
+ default: { d = sdBox(lp, vec3f(1.0)) * scale; } // CUBE (0) + fallback
}
if (d < res.distance) {
res.distance = d;
@@ -53,6 +57,20 @@ fn dfWithID(p: vec3f) -> RayMarchResult {
return res;
}
+// Soft shadow march (IQ formula). Returns 1=lit, 0=shadow.
+// No dmin/dmax bounds: in open space d grows large so 8*d/t >> 1, res stays 1 naturally.
+fn soft_shadow(ro: vec3f, rd: vec3f) -> f32 {
+ var t = 0.001;
+ var res = 1.0;
+ for (var i = 0; i < 64; i++) {
+ let d = dfWithID(ro + rd * t).distance;
+ if (d < 0.0005) { return 0.0; }
+ res = min(res, 8.0 * d / t);
+ t += d;
+ }
+ return clamp(res, 0.0, 1.0);
+}
+
// ---- Vertex: fullscreen triangle ----
@vertex
@@ -82,16 +100,17 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
let clip = globals.inv_view_proj * vec4f(ndc, depth, 1.0);
let world = clip.xyz / clip.w;
- // Surface normal estimated from SDF gradient.
- let nor = normalWithID(world);
- let bias_pos = world + nor * 0.02;
+ // Use rasterized surface normal for bias — correct for sphere impostors.
+ let nm = textureLoad(normal_mat_tex, vec2i(pos.xy), 0);
+ let nor = oct_decode_unorm(nm.rg);
+ let bias_pos = world + nor * 0.05;
// March shadow rays toward each light; take the darkest value.
var shadow_val = 1.0;
let num_lights = u32(lights.params.x);
for (var i = 0u; i < num_lights; i++) {
let ld = lights.lights[i].direction.xyz;
- let s = shadowWithStoredDistance(bias_pos, ld, MAX_RAY_LENGTH);
+ let s = soft_shadow(bias_pos, ld);
shadow_val = min(shadow_val, s);
}
diff --git a/cnn_v3/shaders/gbuf_view.wgsl b/cnn_v3/shaders/gbuf_view.wgsl
index a5e6c91..3e7d1ff 100644
--- a/cnn_v3/shaders/gbuf_view.wgsl
+++ b/cnn_v3/shaders/gbuf_view.wgsl
@@ -9,6 +9,8 @@
// Row 3: ch12(m1.r) ch13(m1.g) ch14(m1.b) ch15(m2.r)
// Row 4: ch16(m2.g) ch17(m2.b) ch18(shdw) ch19(trns)
+#include "debug/debug_print"
+
struct GBufViewUniforms { resolution: vec2f }
@group(0) @binding(0) var feat0: texture_2d<u32>;
@@ -93,5 +95,33 @@ fn fs_main(@builtin(position) pos: vec4f) -> @location(0) vec4f {
disp = clamp(v, 0.0, 1.0);
}
- return vec4f(disp, disp, disp, 1.0);
+ var out = vec4f(disp, disp, disp, 1.0);
+
+ // Label at top-left of each tile
+ let tile_w = u.resolution.x / 4.0;
+ let tile_h = u.resolution.y / 5.0;
+ let origin = vec2f(f32(col) * tile_w + 4.0, f32(row) * tile_h + 4.0);
+ switch ch {
+ case 0u: { out = debug_str(out, pos.xy, origin, vec4u(0x616C622Eu, 0x72000000u, 0u, 0u), 5u); } // alb.r
+ case 1u: { out = debug_str(out, pos.xy, origin, vec4u(0x616C622Eu, 0x67000000u, 0u, 0u), 5u); } // alb.g
+ case 2u: { out = debug_str(out, pos.xy, origin, vec4u(0x616C622Eu, 0x62000000u, 0u, 0u), 5u); } // alb.b
+ case 3u: { out = debug_str(out, pos.xy, origin, vec4u(0x6E726D2Eu, 0x78000000u, 0u, 0u), 5u); } // nrm.x
+ case 4u: { out = debug_str(out, pos.xy, origin, vec4u(0x6E726D2Eu, 0x79000000u, 0u, 0u), 5u); } // nrm.y
+ case 5u: { out = debug_str(out, pos.xy, origin, vec4u(0x64657074u, 0x68000000u, 0u, 0u), 5u); } // depth
+ case 6u: { out = debug_str(out, pos.xy, origin, vec4u(0x647A6478u, 0u, 0u, 0u), 4u); } // dzdx
+ case 7u: { out = debug_str(out, pos.xy, origin, vec4u(0x647A6479u, 0u, 0u, 0u), 4u); } // dzdy
+ case 8u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D617469u, 0x64000000u, 0u, 0u), 5u); } // matid
+ case 9u: { out = debug_str(out, pos.xy, origin, vec4u(0x7072762Eu, 0x72000000u, 0u, 0u), 5u); } // prv.r
+ case 10u: { out = debug_str(out, pos.xy, origin, vec4u(0x7072762Eu, 0x67000000u, 0u, 0u), 5u); } // prv.g
+ case 11u: { out = debug_str(out, pos.xy, origin, vec4u(0x7072762Eu, 0x62000000u, 0u, 0u), 5u); } // prv.b
+ case 12u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D312E72u, 0u, 0u, 0u), 4u); } // m1.r
+ case 13u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D312E67u, 0u, 0u, 0u), 4u); } // m1.g
+ case 14u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D312E62u, 0u, 0u, 0u), 4u); } // m1.b
+ case 15u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D322E72u, 0u, 0u, 0u), 4u); } // m2.r
+ case 16u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D322E67u, 0u, 0u, 0u), 4u); } // m2.g
+ case 17u: { out = debug_str(out, pos.xy, origin, vec4u(0x6D322E62u, 0u, 0u, 0u), 4u); } // m2.b
+ case 18u: { out = debug_str(out, pos.xy, origin, vec4u(0x73686477u, 0u, 0u, 0u), 4u); } // shdw
+ default: { out = debug_str(out, pos.xy, origin, vec4u(0x74726E73u, 0u, 0u, 0u), 4u); } // trns
+ }
+ return out;
}
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 =
diff --git a/cnn_v3/src/gbuffer_effect.cc b/cnn_v3/src/gbuffer_effect.cc
index c49ab88..b059915 100644
--- a/cnn_v3/src/gbuffer_effect.cc
+++ b/cnn_v3/src/gbuffer_effect.cc
@@ -109,50 +109,29 @@ void GBufferEffect::set_scene() {
};
auto rrange = [&](float lo, float hi) { return lo + rnd() * (hi - lo); };
- // 20 small cubes scattered in a [-2,2]×[-1.5,1.5]×[-1.5,1.5] volume.
- static const int kNumCubes = 20;
- for (int i = 0; i < kNumCubes; ++i) {
+ // 2 large cubes.
+ // 2 large static cubes for shadow debugging.
+ {
Object3D obj(ObjectType::CUBE);
- obj.position = vec3(rrange(-2.0f, 2.0f),
- rrange(-1.5f, 1.5f),
- rrange(-1.5f, 1.5f));
- const float s = rrange(0.10f, 0.25f);
- obj.scale = vec3(s, s, s);
- obj.color = vec4(rrange(0.4f, 1.0f),
- rrange(0.4f, 1.0f),
- rrange(0.4f, 1.0f), 1.0f);
-
- // Random rotation axis (avoid degenerate zero-length axis).
- vec3 axis = vec3(rrange(-1.0f, 1.0f),
- rrange(-1.0f, 1.0f),
- rrange(-1.0f, 1.0f));
- if (axis.len() < 0.01f) axis = vec3(0.0f, 1.0f, 0.0f);
- axis = axis.normalize();
- const float speed = rrange(0.3f, 1.5f) * (rnd() > 0.5f ? 1.0f : -1.0f);
-
+ obj.position = vec3(-1.0f, 0.0f, 0.0f);
+ obj.scale = vec3(0.6f, 0.6f, 0.6f);
+ obj.color = vec4(0.9f, 0.5f, 0.3f, 1.0f);
scene_.add_object(obj);
- cube_anims_.push_back({axis, speed});
+ cube_anims_.push_back({{0.0f, 1.0f, 0.0f}, 0.0f});
}
-
- // 4 pumping spheres at fixed positions; radius modulated by audio_intensity.
- static const vec3 kSpherePos[4] = {
- { 0.0f, 0.0f, 0.0f},
- { 1.5f, 0.5f, -0.5f},
- {-1.5f, -0.5f, 0.5f},
- { 0.0f, 1.0f, 1.0f},
- };
- static const float kBaseSphereRadius[4] = {0.35f, 0.28f, 0.30f, 0.25f};
- for (int i = 0; i < 4; ++i) {
+ {
Object3D obj(ObjectType::SPHERE);
- obj.position = kSpherePos[i];
- const float r = kBaseSphereRadius[i];
- obj.scale = vec3(r, r, r);
- obj.color = vec4(0.85f, 0.60f, 0.95f, 1.0f);
+ obj.position = vec3(1.0f, 0.0f, 0.0f);
+ const float r = 0.9f;
+ obj.scale = vec3(r, r, r);
+ obj.color = vec4(0.3f, 0.6f, 0.9f, 1.0f);
const int idx = (int)scene_.objects.size();
scene_.add_object(obj);
sphere_anims_.push_back({idx, r});
}
+ // (sphere removed for shadow debugging)
+
// Camera: above and in front of the scene, looking at origin.
camera_.set_look_at(vec3(0.0f, 2.5f, 6.0f),
vec3(0.0f, 0.0f, 0.0f),
@@ -213,13 +192,13 @@ void GBufferEffect::render(WGPUCommandEncoder encoder,
// Upload two directional lights.
{
GBufLightsUniforms lu = {};
- lu.params = vec4(2.0f, 0.0f, 0.0f, 0.0f);
+ lu.params = vec4(1.0f, 0.0f, 0.0f, 0.0f);
// Key: warm sun, upper-right-front.
lu.lights[0].direction = vec4(0.408f, 0.816f, 0.408f, 0.0f); // norm(1,2,1)
lu.lights[0].color = vec4(1.00f, 0.92f, 0.78f, 1.0f);
- // Fill: cool sky, upper-left-back.
- lu.lights[1].direction = vec4(-0.577f, 0.577f, -0.577f, 0.0f); // norm(-1,1,-1)
- lu.lights[1].color = vec4(0.40f, 0.45f, 0.80f, 0.4f);
+ // Fill: cool sky, upper-left-back. (disabled for debugging)
+ // lu.lights[1].direction = vec4(-0.577f, 0.577f, -0.577f, 0.0f);
+ // lu.lights[1].color = vec4(0.40f, 0.45f, 0.80f, 0.4f);
lights_uniform_.update(ctx_.queue, lu);
}
@@ -301,7 +280,7 @@ void GBufferEffect::render(WGPUCommandEncoder encoder,
// --- Pass 2: SDF shadow raymarching ---
if (shadow_pipeline_.get() != nullptr) {
- WGPUBindGroupEntry shadow_entries[4] = {};
+ WGPUBindGroupEntry shadow_entries[5] = {};
shadow_entries[0].binding = 0;
shadow_entries[0].buffer = global_uniforms_buf_.buffer;
shadow_entries[0].size = sizeof(GBufGlobalUniforms);
@@ -317,12 +296,15 @@ void GBufferEffect::render(WGPUCommandEncoder encoder,
shadow_entries[3].buffer = lights_uniform_.get().buffer;
shadow_entries[3].size = sizeof(GBufLightsUniforms);
+ shadow_entries[4].binding = 4;
+ shadow_entries[4].textureView = normal_mat_view;
+
WGPUBindGroupLayout shadow_bgl =
wgpuRenderPipelineGetBindGroupLayout(shadow_pipeline_.get(), 0);
WGPUBindGroupDescriptor shadow_bg_desc = {};
shadow_bg_desc.layout = shadow_bgl;
- shadow_bg_desc.entryCount = 4;
+ shadow_bg_desc.entryCount = 5;
shadow_bg_desc.entries = shadow_entries;
WGPUBindGroup shadow_bg =
@@ -448,7 +430,8 @@ void GBufferEffect::upload_scene_data(const Scene& scene,
: (size_t)kGBufMaxObjects);
const mat4 view = camera.get_view_matrix();
- const mat4 proj = camera.get_projection_matrix();
+ mat4 proj = camera.get_projection_matrix();
+ proj.m[5] = -proj.m[5]; // undo post-process Y flip: G-buffer uses integer reads
const mat4 vp = proj * view;
GBufGlobalUniforms gu = {};
@@ -554,7 +537,7 @@ void GBufferEffect::create_raster_pipeline() {
pipe_desc.depthStencil = &ds;
pipe_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList;
pipe_desc.primitive.cullMode = WGPUCullMode_Back;
- pipe_desc.primitive.frontFace = WGPUFrontFace_CW; // Y-flipped perspective
+ pipe_desc.primitive.frontFace = WGPUFrontFace_CCW; // standard (no Y flip)
pipe_desc.multisample.count = 1;
pipe_desc.multisample.mask = 0xFFFFFFFF;
@@ -584,7 +567,7 @@ void GBufferEffect::create_shadow_pipeline() {
WGPUShaderModule shader = wgpuDeviceCreateShaderModule(ctx_.device, &shader_desc);
// BGL: B0=GlobalUniforms, B1=ObjectsBuffer, B2=texture_depth_2d, B3=GBufLightsUniforms
- WGPUBindGroupLayoutEntry bgl_entries[4] = {};
+ WGPUBindGroupLayoutEntry bgl_entries[5] = {};
bgl_entries[0].binding = 0;
bgl_entries[0].visibility =
@@ -607,8 +590,13 @@ void GBufferEffect::create_shadow_pipeline() {
bgl_entries[3].buffer.type = WGPUBufferBindingType_Uniform;
bgl_entries[3].buffer.minBindingSize = sizeof(GBufLightsUniforms);
+ bgl_entries[4].binding = 4;
+ bgl_entries[4].visibility = WGPUShaderStage_Fragment;
+ bgl_entries[4].texture.sampleType = WGPUTextureSampleType_Float;
+ bgl_entries[4].texture.viewDimension = WGPUTextureViewDimension_2D;
+
WGPUBindGroupLayoutDescriptor bgl_desc = {};
- bgl_desc.entryCount = 4;
+ bgl_desc.entryCount = 5;
bgl_desc.entries = bgl_entries;
WGPUBindGroupLayout bgl = wgpuDeviceCreateBindGroupLayout(ctx_.device, &bgl_desc);