| Age | Commit message (Collapse) | Author |
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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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- Consolidated all WebGPU shims and platform-specific logic into src/platform.h.
- Refactored platform_init to return PlatformState by value and platform_poll to automatically refresh time and aspect_ratio.
- Removed STL dependencies (std::map, std::vector, std::string) from AssetManager and Procedural subsystems.
- Fixed Windows cross-compilation by adjusting include paths and linker flags in CMakeLists.txt and updating build_win.sh.
- Removed redundant direct inclusions of GLFW/glfw3.h and WebGPU headers across the project.
- Applied clang-format and updated documentation.
handoff(Gemini): Completed Task #20 and 20.1. Platform abstraction is now unified, and core paths are STL-free. Windows build is stable.
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Fixes crashes in demo64k and test_3d_render caused by uninitialized ShaderComposer. Moves InitShaderComposer() call before effect initialization in gpu.cc and adds explicit call in test_3d_render.cc. Also fixes include paths for generated assets.h in multiple files.
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- Reverted floor to BOX (SDF) for robust shadow receipt.
- Updated shader to apply grid pattern ONLY to instance 0 (floor) or PLANE objects.
- Restored noise-based texturing for floating cubes and other SDF primitives.
- Verified that shadows and textures are now correctly applied across all scene elements.
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- Switched floor back to PLANE type in test_3d_render.
- Updated fragment shader to apply grid pattern ONLY to PLANE objects.
- Restored noise-based bump mapping and texturing for BOX and other SDF primitives.
- Verified correct visual appearance of floating cubes (no fixed grid).
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- Increased number of random objects to 30.
- Enlarged base scale of all objects.
- Restricted object distribution radius to encourage inter-object shadows.
- Scaled up center torus and moving sphere.
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- Adjusted Torus proxy hull in vs_main to 1.5x0.5x1.5 for better SDF fit.
- Updated VisualDebug::add_box to use per-object local extents.
- Standardized floor grid mapping in fs_main using planar p.xz projection.
- Verified non-uniform scale and rotation robustness in test_3d_render.
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- Converted floor in test_3d_render to a large SDF BOX for consistent shading.
- Standardized lighting (light_dir = 1,1,1) and normal calculation for all objects.
- Fixed calc_shadow bias and skip_idx to reliably prevent self-shadowing.
- Improved raymarching robustness in fs_main to find exact SDF hit points.
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- Elevated objects in test_3d_render to avoid shadow occlusion.
- Slanted light direction for more visible, elongated shadows.
- Sharpened shadows by increasing k constant to 32.
- Cleaned up debug printfs from previous turns.
- Maintained skip_idx logic for robust self-shadowing prevention.
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- Reverted floor to CUBE (rasterized) at index 0.
- Restored vertical lighting and original soft shadow loop (k=8, t+=h).
- Maintained instance-based skip_idx for generic self-shadowing prevention.
- Confirmed map_scene correctly skips the floor, allowing other objects to cast shadows on it.
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- Switched floor from rasterized CUBE to SDF PLANE for consistent shadow mapping.
- Implemented skip_idx in map_scene to properly prevent self-shadowing.
- Standardized soft shadow logic with improved bias and step size.
- Increased object elevation and adjusted light direction for more visible shadows.
- Enabled debug boxes in test_3d_render.
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- Implemented dynamic resolution support in all shaders and effects.
- Added explicit viewport setting for all render passes to ensure correct scaling.
- Fixed 3D shadow mapping by adding PLANE support and standardizing soft shadow logic.
- Propagated resize events through the Effect hierarchy.
- Applied project-wide code formatting.
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- Replaced invalid 'i++' with 'i = i + 1' in the shader's calc_shadow function loop.
- This resolves the shader parsing error and allows the 3D renderer test to run successfully on all platforms.
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- Modified 'test_3d_render' to generate and use a procedural 'grid' texture for the floor.
- Updated fragment shader to sample the texture for rasterized objects, adding a grid pattern to the floor.
- This provides visual detail and contrast, making raymarched shadows much easier to observe and verify.
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- Part 1: Unified shadow calculation in fragment shader for both SDF and rasterized objects.
- Part 2: Added 'model_inverse_transpose' to ObjectData to correctly transform normals for non-uniformly scaled objects.
- Part 3: Brightened the floor in 'test_3d_render' to make shadows visible.
- Verified correct lighting and shadows on the non-uniformly scaled floor.
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- Changed the floor object in 'test_3d_render' from SDF BOX to rasterized CUBE.
- This prevents the non-uniform scale of the floor from breaking the scene-wide SDF query used for shadow calculations.
- The lighting and shadows now render correctly in the more complex test scene.
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- Updated 'src/tests/test_3d_render.cc' to populate the scene with a large floor and 30 randomly placed objects (spheres, boxes, tori).
- This provides a more complex environment to verify the new shadow mapping implementation.
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- Added 'src/3d/visual_debug.h/cc' to implement wireframe rendering.
- Integrated VisualDebug into Renderer3D with a static global toggle.
- Added '--debug' command-line option to 'demo64k' and 'test_3d_render' to enable wireframes.
- Updated 'src/gpu/effects/hybrid_3d_effect.h' to expose the debug setter (reverted later as static method used).
- Ensured full cross-platform compatibility (native and Windows) for the new debug module.
- All code guarded by STRIP_ALL for final release.
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- Added preprocessor definitions for 'WGPUOptionalBool_True' and 'WGPUOptionalBool_False' to ensure successful cross-compilation against the older wgpu-native headers used for the Windows build.
- This resolves the build failures in the Windows CI/check script.
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- Replaced all global static variables in the platform layer with a single PlatformState struct.
- Updated all platform function signatures to accept a pointer to this struct, making the implementation stateless and more modular.
- Refactored main.cc, tests, and tools to instantiate and pass the PlatformState struct.
- This improves code organization and removes scattered global state.
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- Fixed a 'squished' viewport bug on high-DPI (Retina) displays by querying the framebuffer size in pixels instead of using the window size in points.
- Centralized window dimension management within the platform layer.
- Added a '--resolution WxH' command-line option to allow specifying a custom window size at startup. This option is stripped in STRIP_ALL builds.
- Updated all test and tool executables to use the new platform API.
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- Replaced white noise with smooth value-like noise.
- Implemented periodic texture generation (seam blending).
- Integrated bump mapping into Renderer3D using finite difference of displaced SDF.
- Updated test_3d_render with noise texture and multiple SDF shapes (Box, Sphere, Torus).
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- Added SDF logic for Sphere, Box, and Torus in WGSL.
- Implemented hybrid normal calculation (analytical for sphere, numerical fallback).
- Updated Renderer3D to dispatch object types to shader.
- Updated test_3d_render to display mixed SDF shapes (Sphere, Torus, Box).
- Added BOX to ObjectType enum.
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- Extended mini_math.h with mat4 multiplication and affine transforms.
- Implemented TextureManager for runtime procedural texture generation and GPU upload.
- Added 3D system components: Camera, Object, Scene, and Renderer3D.
- Created test_3d_render mini-demo for interactive 3D verification.
- Fixed WebGPU validation errors regarding depthSlice and unimplemented WaitAny.
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