| Age | Commit message (Collapse) | Author |
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Fixed three critical WGSL shader issues causing demo64k and test_3d_render to crash:
1. **renderer_3d.wgsl**: Removed dead code using non-existent `inverse()` function
- WGSL doesn't have `inverse()` for matrices
- Dead code was unreachable but still validated by shader compiler
- Also removed reference to undefined `in.normal` vertex input
2. **sdf_utils.wgsl & lighting.wgsl**: Fixed `get_normal_basic()` signature mismatch
- Changed parameter from `obj_type: f32` to `obj_params: vec4<f32>`
- Now correctly matches `get_dist()` function signature
3. **scene_query_linear.wgsl**: Fixed incorrect BVH binding declaration
- Linear mode was incorrectly declaring binding 2 (BVH buffer)
- Replaced BVH traversal with simple linear object loop
- Root cause: Both BVH and Linear shaders were identical (copy-paste error)
Added comprehensive shader compilation test (test_shader_compilation.cc):
- Tests all production shaders compile successfully through WebGPU
- Validates both BVH and Linear composition modes
- Catches WGSL syntax errors, binding mismatches, and type errors
- Would have caught all three bugs fixed in this commit
Why tests didn't catch this:
- Existing test_shader_assets only checked for keywords, not compilation
- No test actually created WebGPU shader modules from composed code
- New test fills this gap with real GPU validation
Results:
- demo64k runs without WebGPU errors
- test_3d_render no longer crashes
- All 22/23 tests pass (FftTest unrelated issue from FFT Phase 1)
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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Fixed critical bug in normal matrix transformation causing mesh stretching
and incorrect scaling during rotation.
ROOT CAUSE:
In WGSL, mat3x3(v0, v1, v2) creates a matrix where v0, v1, v2 are COLUMNS.
When extracting rows from inv_model, the constructor already produces the
transpose. Applying transpose() again cancels out, giving incorrect normals.
ISSUE:
let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
// This gives transpose(inv_model) already!
out.normal = normalize(transpose(normal_matrix) * in.normal);
// Double transpose = identity, wrong result
FIX:
let normal_matrix = mat3x3(inv_model[0].xyz, inv_model[1].xyz, inv_model[2].xyz);
// Already transpose(inv_model), which is the correct normal matrix
out.normal = normalize(normal_matrix * in.normal);
// Correct transformation
FILES FIXED:
- assets/final/shaders/mesh_render.wgsl:38 (mesh vertex normals)
- assets/final/shaders/renderer_3d.wgsl:185 (SDF bump-mapped normals)
RESULT:
Mesh normals now transform correctly under rotation and non-uniform scaling.
Fixes Task A (test_mesh visualization stretching bug).
handoff(Claude): Normal transformation bug fixed. Mesh should now render
correctly without stretching. Shadow bug on floor plane still remains
(separate WGSL shader issue for later investigation).
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Added support for loading and rendering OBJ meshes.
- Updated asset_packer to parse .obj files into a binary format.
- Added MeshAsset and GetMeshAsset helper to asset_manager.
- Extended Object3D with mesh_asset_id and ObjectType::MESH.
- Implemented mesh rasterization pipeline in Renderer3D.
- Added a sample cube mesh and verified in test_3d_render.
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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.
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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.
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#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.
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- Added ObjectType::SKYBOX for dedicated skybox rendering.
- Created assets/final/shaders/skybox.wgsl for background rendering.
- Implemented a two-pass rendering strategy in Renderer3D::render:
- First pass renders the skybox without depth writes.
- Second pass renders scene objects with depth testing.
- Corrected GlobalUniforms struct in common_uniforms.wgsl and src/3d/renderer.h to include and explicit padding for 112-byte alignment.
- Updated Renderer3D::update_uniforms to set the new and zero-initialize padding.
- Reverted sky sampling logic in renderer_3d.wgsl to for SDF misses, preventing background bleed-through.
- Updated test_3d_render.cc to include a SKYBOX object with Perlin noise.
handoff(Gemini): The skybox is now correctly rendered with Perlin noise as a dedicated background pass. Objects render correctly without transparency to the sky. All necessary C++ and WGSL shader changes are implemented and verified.
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- Updated ProcGenFunc signature to return bool for error reporting.
- Implemented gen_perlin (Fractional Brownian Motion) in procedural/generator.cc.
- Added support for sky texture in Renderer3D and its shader.
- Integrated Perlin noise sky texture in test_3d_render.cc.
- Caught and handled memory/generation errors in AssetManager and TextureManager.
- Assigned reference numbers to all remaining tasks in documentation.
handoff(Gemini): Side-quest complete. ProcGenFunc now returns bool. Perlin noise added and used for sky in 3D test. Windows build remains stable. All tasks numbered.
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Extracted all hardcoded WGSL shaders into external assets. Updated AssetManager to handle shader snippets. Refactored Renderer3D, VisualDebug, and Effects to load shaders via the AssetManager, enabling better shader management and composition.
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