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path: root/cnn_v3/src/gbuffer_effect.h
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25 hoursfeat(cnn_v3): GBufferEffect internal scene + GBufViewEffect debug wiringskal
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.
3 daysfeat(cnn_v3): G-buffer phase 1 + training infrastructureskal
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)