| Age | Commit message (Collapse) | Author |
|
Replace raw shadow (ch18) with dif = max(0,dot(normal,KEY_LIGHT))*shadow
across all layers. Channel count stays 20, weight shapes unchanged.
- gbuf_pack.wgsl: t1.z = pack4x8unorm(mip2.g, mip2.b, dif, transp); t1.w = 0u
- gbuf_deferred.wgsl: read dif from unpack4x8unorm(t1.z).z
- gbuf_view.wgsl: revert to 4×5 grid, ch18=dif label, ch19=trns label
- tools/shaders.js: FULL_PACK_SHADER adds oct_decode + computes dif
- cnn_v3_utils.py: assemble_features() computes dif on-the-fly via oct_decode
- docs: CNN_V3.md, HOWTO.md, HOW_TO_CNN.md, GBUF_DIF_MIGRATION.md updated
handoff(Gemini): shadow→dif migration done, ready for first training pass
|
|
- 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).
|
|
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.
|
|
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.
|
|
- TODO/PROJECT_CONTEXT updated to reflect operational pipeline state
- GBufDeferredEffect: shadow re-enabled (albedo * (ambient + diffuse * shadow))
feat_tex1 binding restored for shadow channel debugging
handoff(Gemini): shadow pass live again — investigate why shadow looks broken.
|
|
|
|
- Missing WGPUFrontFace_CW (Y-flipped perspective) caused back faces to
render instead of front faces → cubes appeared inside-out.
- Sphere objects now use ray-sphere impostor in fs_main: correct silhouette,
smooth normal from hit point, and reprojected clip-space depth.
|
|
Raw WGSL was sent to WebGPU without resolving the math/normal include.
Also removed unused feat_tex1 binding (shadow dropped for now).
|
|
|
|
inv_model applies the inverse rotation → normals pointing inward.
model matrix is correct for uniform-scale objects (matches rotating_cube.wgsl).
|
|
New src/shaders/math/normal.wgsl: oct_encode, oct_decode, oct_encode_unorm,
oct_decode_unorm. Registered in InitShaderComposer as "math/normal".
Removed inline copies from gbuf_raster.wgsl and gbuf_pack.wgsl.
18/18 tests passing.
|
|
New effect unpacks feat_tex0/feat_tex1 and outputs albedo * shadow.
Replaces CNNv3Effect in cnn_v3_test sequence until training is complete.
37/37 tests passing.
handoff(Gemini): GBufDeferredEffect wired in timeline; CNN v3 pipeline: GBufferEffect → GBufDeferredEffect → sink.
|
|
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.
|
|
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.
|
|
GBufferEffect:
- set_scene() now owns Scene/Camera internally; no external pointers needed
- 20 randomly rotating cubes (xorshift32 seed, axis-angle animation)
- 4 pumping spheres (radius = base_r * (1 + audio_intensity * 0.8))
- Camera at (0,2.5,6) looking at origin; aspect updated per-frame
- GBufLightsUniforms: 2 directional lights (warm key + cool fill)
- object_type written to ObjectData.params.x (ready for SDF shadow)
- shadow/transp nodes cleared via zero-draw render passes (placeholder)
- bilinear sampler cached via create_linear_sampler() / sampler_.get()
- dead placeholder textures removed
GBufViewEffect:
- gbuf_view.wgsl: all channels now fully grayscale (removed color tint)
- seq_compiler.py: GBufViewEffect added to CLASS_TO_HEADER
- timeline.seq: cnn_v3_test uses GBufViewEffect -> sink for debug view
Docs: HOWTO.md §1 updated with set_scene() description + §1b implementation
plan for Pass 2 SDF shadow (shader spec, bind layout, C++ additions)
handoff(Gemini): GBufferEffect has internal scene, 36/36 tests green.
Next: implement Pass 2 shadow (gbuf_shadow.wgsl) per §1b plan in HOWTO.md.
|
|
C++ GBufViewEffect: renders all 20 feature channels from feat_tex0/feat_tex1
in a 4×5 tiled grid. Custom BGL with WGPUTextureSampleType_Uint; bind group
rebuilt per frame via wgpuRenderPipelineGetBindGroupLayout.
Web tool: "Load sample directory" button — webkitdirectory picker, FULL_PACK_SHADER
compute (matches gbuf_pack.wgsl packing), runFromFeat() skips photo-pack step,
computePSNR() readback + comparison vs target.png side-by-side.
36/36 tests pass. Docs updated: HOWTO.md §9, README, PROJECT_CONTEXT, TODO,
COMPLETED.
handoff(Gemini): CNN v3 Phase 7 done. Next: run train_cnn_v3.py (see HOWTO §3).
|
|
C++:
- cnn_v3_effect.cc: fix declare_nodes comment (output node declared by caller)
- cnn_v3_effect.cc: add TODO(phase-7) marker for FiLM MLP replacement
WGSL:
- cnn_v3_bottleneck.wgsl: consolidate _pad fields onto one line, explain why
array<u32,3> is invalid in uniform address space
- cnn_v3_enc0.wgsl: fix "12xu8" → "12ch u8norm" in header comment
- cnn_v3_dec0.wgsl: clarify parity note (sigmoid after FiLM+ReLU, not raw conv)
- cnn_v3_common.wgsl: clarify unpack_8ch pack layout (low/high 16 bits)
Python:
- cnn_v3_utils.py: replace PIL-based _upsample_nearest (uint8 round-trip) with
pure numpy index arithmetic; rename _resize_rgb → _resize_img (handles any
channel count); add comment on normal zero-pad workaround
- export_cnn_v3_weights.py: add cross-ref to cnn_v3_effect.cc constants;
clarify weight count comments with Conv notation
Test:
- test_cnn_v3_parity.cc: enc0/dec1 layer failures now return 0 (were print-only)
handoff(Gemini): CNN v3 review complete, 36/36 tests passing.
|
|
5 compute shaders + cnn_v3/common snippet:
enc0: Conv(20→4,3×3) + FiLM + ReLU full-res
enc1: AvgPool + Conv(4→8,3×3) + FiLM + ReLU half-res
bottleneck: AvgPool + Conv(8→8,1×1) + ReLU quarter-res
dec1: NearestUp + cat(enc1) + Conv(16→4) + FiLM half-res
dec0: NearestUp + cat(enc0) + Conv(8→4) + FiLM + Sigmoid full-res
Parity rules: zero-pad conv, AvgPool down, NearestUp, FiLM after
conv+bias, skip=concat, OIHW weights+bias layout. Matches PyTorch
train_cnn_v3.py forward() exactly.
Registered in workspaces/main/assets.txt + src/effects/shaders.cc.
Weight layout + Params struct documented in cnn_v3/docs/HOWTO.md §7.
Next: Phase 4 — C++ CNNv3Effect + FiLM uniform upload.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
|
|
G-buffer (Phase 1):
- Add NodeTypes GBUF_ALBEDO/DEPTH32/R8/RGBA32UINT to NodeRegistry
- GBufferEffect: MRT raster pass (albedo+normal_mat+depth) + pack compute
- Shaders: gbuf_raster.wgsl (MRT), gbuf_pack.wgsl (feature packing, 32B/px)
- Shadow/SDF passes stubbed (placeholder textures), CMake integration deferred
Training infrastructure (Phase 2):
- blender_export.py: headless EXR export with all G-buffer render passes
- pack_blender_sample.py: EXR → per-channel PNGs (oct-normals, 1/z depth)
- pack_photo_sample.py: photo → zero-filled G-buffer sample layout
handoff(Gemini): G-buffer phases 3-5 remain (U-Net shaders, CNNv3Effect, parity)
|