diff options
| -rw-r--r-- | TODO.md | 6 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query_bvh.wgsl | 19 | ||||
| -rw-r--r-- | assets/final/shaders/render/scene_query_linear.wgsl | 42 | ||||
| -rw-r--r-- | doc/COMPLETED.md | 10 | ||||
| -rw-r--r-- | src/3d/physics.cc | 4 | ||||
| -rw-r--r-- | src/3d/renderer.cc | 19 | ||||
| -rw-r--r-- | src/generated/assets_data.cc | 266 |
7 files changed, 188 insertions, 178 deletions
@@ -12,11 +12,7 @@ This file tracks prioritized tasks with detailed attack plans. - [x] Fixed mesh shadow scaling (excluded meshes from SDF scale factor) - [x] Fixed floor rendering artifacts (changed from PLANE to BOX) - [x] **Task A.1**: Investigate and fix missing shadows in test_mesh (Investigated: Shadows are present but box-shaped due to AABB proxy. See `doc/DEBUG_SHADOWS.md`.) - - [ ] **Task A.2**: Investigate and fix ObjectType::PLANE with non-uniform scaling - - **Issue**: PLANE with extreme non-uniform scaling (e.g., vec3(20, 0.01, 20)) causes incorrect SDF distance calculations in shadows - - **Workaround**: Changed test_mesh floor to use ObjectType::BOX instead - - **Root Cause**: sdPlane distance calculation doesn't account for non-uniform scaling when transformed to local space - - **Investigation needed**: Determine if PLANE should handle non-uniform scaling or if it's unsupported by design + - [x] **Task A.2**: Investigate and fix ObjectType::PLANE with non-uniform scaling (Fixed: Implemented correct scaling factor for planes in map_scene and PhysicsSystem). - [ ] **Task B: Move platform-specific conditional code into a single header location** - [ ] Abstract out `#if defined(DEMO_CROSS_COMPILE_WIN32)` statements from core `.cc` and `.h` sources. diff --git a/assets/final/shaders/render/scene_query_bvh.wgsl b/assets/final/shaders/render/scene_query_bvh.wgsl index 61efe49..3e6f895 100644 --- a/assets/final/shaders/render/scene_query_bvh.wgsl +++ b/assets/final/shaders/render/scene_query_bvh.wgsl @@ -41,15 +41,18 @@ fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { if (obj_idx == skip_idx) { continue; } let obj = object_data.objects[obj_idx]; let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; - let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); - // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'. - // The 's' factor is meant for unit primitives (sphere, box, torus) that are - // scaled by the model matrix. Meshes already have correct local-space extents. - if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh - d = min(d, get_dist(q, obj.params) * s); - } else { - d = min(d, get_dist(q, obj.params)); + + // Extract scale factors from the model matrix + let sx = length(obj.model[0].xyz); + let sy = length(obj.model[1].xyz); + let sz = length(obj.model[2].xyz); + + var s = min(sx, min(sy, sz)); + if (obj.params.x == 4.0) { + s = sy; // Plane normal is (0,1,0) in local space } + + d = min(d, get_dist(q, obj.params) * s); } else { // Internal if (stack_ptr < 31) { stack[stack_ptr] = node.left_idx; diff --git a/assets/final/shaders/render/scene_query_linear.wgsl b/assets/final/shaders/render/scene_query_linear.wgsl index b61a7e4..0497a40 100644 --- a/assets/final/shaders/render/scene_query_linear.wgsl +++ b/assets/final/shaders/render/scene_query_linear.wgsl @@ -12,21 +12,45 @@ fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 { } fn map_scene(p: vec3<f32>, skip_idx: u32) -> f32 { + var d = 1000.0; + let num_objects = arrayLength(&object_data.objects); + for (var i = 0u; i < num_objects; i++) { + if (i == skip_idx) { continue; } + let obj = object_data.objects[i]; + let q = (obj.inv_model * vec4<f32>(p, 1.0)).xyz; - let s = min(length(obj.model[0].xyz), min(length(obj.model[1].xyz), length(obj.model[2].xyz))); - // IMPORTANT: Plane (type 4.0) and Mesh (type 5.0) should not be scaled by 's'. - // The 's' factor is meant for unit primitives (sphere, box, torus) that are - // scaled by the model matrix. Meshes already have correct local-space extents. - if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Not plane, not mesh - d = min(d, get_dist(q, obj.params) * s); - } else { - d = min(d, get_dist(q, obj.params)); + + + + // Extract scale factors from the model matrix + + let sx = length(obj.model[0].xyz); + + let sy = length(obj.model[1].xyz); + + let sz = length(obj.model[2].xyz); + + + + var s = min(sx, min(sy, sz)); + + if (obj.params.x == 4.0) { + + s = sy; // Plane normal is (0,1,0) in local space + } + + + + d = min(d, get_dist(q, obj.params) * s); + } + return d; -}
\ No newline at end of file + +} diff --git a/doc/COMPLETED.md b/doc/COMPLETED.md index cd448bf..148e410 100644 --- a/doc/COMPLETED.md +++ b/doc/COMPLETED.md @@ -2,6 +2,16 @@ This file tracks recently completed tasks, organized by completion date. +## Recently Completed (February 8, 2026) + +- [x] **3D Rendering & Shadow Improvements (Task A)** (February 8, 2026) + - [x] **Task A.1 (Shadow Investigation)**: Investigated mesh shadows appearing as bounding boxes. Documented that this is a design limitation of the hybrid renderer (AABB proxy for meshes in SDF pass). Created `doc/DEBUG_SHADOWS.md` with detailed analysis. + - [x] **Task A.2 (Plane Scaling Fix)**: Fixed `ObjectType::PLANE` distance calculation for non-uniform scaling. + - **Shader Fix**: Updated `map_scene` in both Linear and BVH pipelines to use normal-axis scale factor for planes. + - **Physics Fix**: Updated `PhysicsSystem::sample_sdf` to correctly scale plane distances on the CPU. + - **Mapping Cleanup**: Consolidated `ObjectType` to `type_id` mapping in `Renderer3D` and added support for `ObjectType::CUBE` in the shader path. + - **Result**: Ground planes with extreme non-uniform scaling now cast and receive shadows correctly, and physics collisions are accurate. + ## Recently Completed (February 7, 2026) - [x] **Audio Peak Measurement & Test Coverage Improvements** (February 7, 2026) diff --git a/src/3d/physics.cc b/src/3d/physics.cc index 351dd06..229eb40 100644 --- a/src/3d/physics.cc +++ b/src/3d/physics.cc @@ -54,7 +54,11 @@ float PhysicsSystem::sample_sdf(const Object3D& obj, vec3 world_p) { float sx = vec3(model.m[0], model.m[1], model.m[2]).len(); float sy = vec3(model.m[4], model.m[5], model.m[6]).len(); float sz = vec3(model.m[8], model.m[9], model.m[10]).len(); + float s = std::min(sx, std::min(sy, sz)); + if (obj.type == ObjectType::PLANE) { + s = sy; // For plane with local normal (0,1,0), scale is sy + } return d * s; } diff --git a/src/3d/renderer.cc b/src/3d/renderer.cc index 6e8f38a..c37ea79 100644 --- a/src/3d/renderer.cc +++ b/src/3d/renderer.cc @@ -164,16 +164,15 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, data.color = obj.color; float type_id = 0.0f; - if (obj.type == ObjectType::SPHERE) - type_id = 1.0f; - else if (obj.type == ObjectType::BOX) - type_id = 2.0f; - else if (obj.type == ObjectType::TORUS) - type_id = 3.0f; - else if (obj.type == ObjectType::PLANE) - type_id = 4.0f; - else if (obj.type == ObjectType::MESH) - type_id = 5.0f; + switch (obj.type) { + case ObjectType::SPHERE: type_id = 1.0f; break; + case ObjectType::BOX: type_id = 2.0f; break; + case ObjectType::CUBE: type_id = 2.0f; break; // CUBE is same as BOX for shader + case ObjectType::TORUS: type_id = 3.0f; break; + case ObjectType::PLANE: type_id = 4.0f; break; + case ObjectType::MESH: type_id = 5.0f; break; + default: type_id = 0.0f; break; + } data.params = vec4(type_id, obj.local_extent.x, obj.local_extent.y, obj.local_extent.z); obj_data.push_back(data); if (obj_data.size() >= kMaxObjects) diff --git a/src/generated/assets_data.cc b/src/generated/assets_data.cc index b9a6a8a..90f2cd7 100644 --- a/src/generated/assets_data.cc +++ b/src/generated/assets_data.cc @@ -368641,7 +368641,7 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SHADOWS[] = { 0x6d, 0x70, 0x28, 0x72, 0x65, 0x73, 0x2c, 0x20, 0x30, 0x2e, 0x30, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x3b, 0x0a, 0x7d, 0x0a, 0x00 }; -const size_t ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_BVH = 2374; +const size_t ASSET_SIZE_SHADER_RENDER_SCENE_QUERY_BVH = 2212; alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SCENE_QUERY_BVH[] = { 0x23, 0x69, 0x6e, 0x63, 0x6c, 0x75, 0x64, 0x65, 0x20, 0x22, 0x6d, 0x61, 0x74, 0x68, 0x2f, 0x73, 0x64, 0x66, 0x5f, 0x73, 0x68, 0x61, 0x70, 0x65, @@ -368760,89 +368760,76 @@ alignas(16) static const uint8_t ASSET_DATA_SHADER_RENDER_SCENE_QUERY_BVH[] = { 0x20, 0x28, 0x6f, 0x62, 0x6a, 0x2e, 0x69, 0x6e, 0x76, 0x5f, 0x6d, 0x6f, 0x64, 0x65, 0x6c, 0x20, 0x2a, 0x20, 0x76, 0x65, 0x63, 0x34, 0x3c, 0x66, 0x33, 0x32, 0x3e, 0x28, 0x70, 0x2c, 0x20, 0x31, 0x2e, 0x30, 0x29, 0x29, - 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