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11 hourswip(cnn_v3): shadow→dif intermediate + scene tweaks + migration planskal
- gbuf_shadow.wgsl: normal bias 0.05→0.02 - gbuf_pack.wgsl: compute dif=diffuse*shadow, drop shadow from t1.z, store dif in t1.w (INTERMEDIATE — incorrect packing, see migration plan) - gbuf_deferred.wgsl: read dif from t1.w.x (matches intermediate packing) - gbuf_view.wgsl: expand to 4×6 grid, show dif.r/g/b in row 5 (INTERMEDIATE — to be reverted to 4×5 with ch18=dif) - gbuffer_effect.cc: add small hovering sphere (r=0.6) above scene; swap cube/sphere positions; both spheres pulsate - docs/GBUF_DIF_MIGRATION.md: full migration plan with checklist handoff(Claude): intermediate commit — GBUF_DIF_MIGRATION.md §Current State describes what is wrong and the full implementation checklist (5 steps).
12 hoursrefactor(cnn_v3): simplify sphere SDF in shadow pass, remove per-frame allocskal
gbuf_shadow.wgsl — dfWithID(): - Sphere: replace inv_model local-space transform with direct world-space formula (length(p - center) - radius). Exact, no matrix multiply, no floating-point error from matrix inversion that can corrupt soft-shadow penumbra over 64 march steps. - lp/scale now computed only inside the cases that need them (box/torus/plane) instead of eagerly for every object. gbuffer_effect.cc — upload_scene_data(): - Replace per-frame std::vector<GBufObjectData> heap allocation with a file-static staging buffer s_obj_staging[256]: zero alloc per frame. handoff(Gemini): sphere SDF now exact; shadow march should be cleaner.
12 hoursfix(cnn_v3): shadow pass — 5 bugs fixed, labels in gbuf_viewskal
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.
16 hoursfeat(cnn_v3): Phase 4 — type-aware SDF in shadow passskal
dfWithID() in gbuf_shadow.wgsl now branches on obj.params.x (ObjectType) instead of using sdBox for everything: 0=CUBE → sdBox(lp, vec3(1)) 1=SPHERE → sdSphere(lp, 1.0) 2=PLANE → sdPlane(lp, vec3(0,1,0), obj.params.y) 3=TORUS → sdTorus(lp, vec2(0.8, 0.2)) 36/36 tests pass.
16 hoursfeat(cnn_v3): GBufferEffect Pass 2 — SDF shadow raymarchingskal
Implements gbuf_shadow.wgsl: fullscreen render pass that reads depth from Pass 1, reconstructs world-space positions, evaluates a proxy-box SDF for each object (via inv_model), computes soft shadows for both directional lights using shadowWithStoredDistance(), and writes shadow factor to the RGBA8Unorm node_shadow_ target consumed by gbuf_pack.wgsl. Bind layout: B0=GlobalUniforms, B1=ObjectsBuffer (storage-read), B2=texture_depth_2d, B3=GBufLightsUniforms. Sky fragments (depth=1.0) are output as 1.0 (fully lit). Falls back to clear(1.0) if pipeline is not ready. 36/36 tests pass. handoff(Gemini): Pass 2 done. Pass 3 (transparency) still TODO. Phase 4 (type-aware SDF) optional after visual validation.