summaryrefslogtreecommitdiff
path: root/assets/final/shaders/render
AgeCommit message (Collapse)Author
16 hoursfix(shaders): Exclude meshes from SDF scaling factor in shadow calculationsskal
Fixed incorrect mesh shadow rendering caused by applying scale factor to mesh AABBs which already have correct local-space extents. ROOT CAUSE: The 's' scale factor (line 44) is meant for UNIT primitives (sphere, box, torus) that are scaled by the model matrix. Meshes (type 5.0) already store their correct AABB extents in obj_params.yzw, so applying 's' caused incorrect shadow sizes. ISSUE: let s = min(length(obj.model[0].xyz), ...); if (obj.params.x != 4.0) { // Excluded planes only d = min(d, get_dist(q, obj.params) * s); // ❌ WRONG for meshes! } FIX: if (obj.params.x != 4.0 && obj.params.x != 5.0) { // Exclude planes AND meshes d = min(d, get_dist(q, obj.params) * s); } else { d = min(d, get_dist(q, obj.params)); // No scaling } EXPLANATION: - Type 1.0 (Sphere): Unit sphere, scaled by 's' ✓ - Type 2.0 (Box): Unit box, scaled by 's' ✓ - Type 3.0 (Torus): Unit torus, scaled by 's' ✓ - Type 4.0 (Plane): Special case, no scaling ✓ - Type 5.0 (Mesh): AABB already has correct size, no scaling needed ✓ FILES FIXED: - assets/final/shaders/render/scene_query_linear.wgsl - assets/final/shaders/render/scene_query_bvh.wgsl PARTIAL FIX: This fixes mesh shadow sizing issues. Shadow rotation limitation remains (AABBs are axis-aligned, don't rotate with mesh - this is a fundamental AABB limitation, not a bug). handoff(Claude): Mesh shadows now correctly sized. Investigating floor shadow stretching issue next (likely related to plane scaling).
17 hoursfix: Correct mesh normal transformation and floor shadow renderingskal
24 hourschore: Update documentation, generated assets, and cleanupskal
Removed obsolete scene_query.wgsl (replaced by variants). Updated TODO.md. Committed generated asset files reflecting new shader snippets.
24 hoursrefactor(gpu): Implement compile-time BVH toggle via shader compositionskal
Completed Task #18-B optimization and refactoring. - Replaced runtime branching in shader with compile-time snippet substitution in ShaderComposer. - Added 'scene_query_bvh.wgsl' and 'scene_query_linear.wgsl' as distinct snippets. - Refactored Renderer3D to manage two separate pipelines (with and without BVH). - Updated ShaderComposer to support snippet substitution during composition. - Verified both paths with test_3d_render (default and --no-bvh). - Removed temporary shader hacks and cleaned up renderer_3d.wgsl.
25 hoursfeat(perf): Add toggle for GPU BVH and fix fallbackskal
Completed Task #18-B. - Implemented GPU-side BVH traversal for scene queries, improving performance. - Added a --no-bvh command-line flag to disable the feature for debugging and performance comparison. - Fixed a shader compilation issue where the non-BVH fallback path failed to render objects.
3 daysfeat(gpu): Implement recursive WGSL composition and modularize shaders (Task ↵skal
#50) - Updated ShaderComposer to support recursive #include "snippet_name" with cycle detection. - Extracted granular WGSL snippets: math/sdf_shapes, math/sdf_utils, render/shadows, render/scene_query, render/lighting_utils. - Refactored Renderer3D to use #include in shaders, simplifying C++ dependency lists. - Fixed WGPUShaderSourceWGSL usage on macOS to correctly handle composed shader strings. - Added comprehensive unit tests for recursive composition in test_shader_composer. - Verified system stability with test_3d_render and full test suite. - Marked Task #50 as recurrent for future code hygiene.