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The issue was using ObjectType::PLANE with extreme non-uniform scaling
(20, 0.01, 20) which causes incorrect SDF distance calculations in shadows.
Following the pattern from test_3d_render.cc (which works correctly),
changed the floor to use ObjectType::BOX with:
- Position: vec3(0, -2, 0) (placed below ground level)
- Scale: vec3(25, 0.2, 25) (thin box, not extreme ratio)
This provides a proper floor surface without the shadow artifacts caused
by PLANE's distance field distortion under non-uniform scaling.
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This reverts commit b2bd45885a77e8936ab1d2c2ed30a238d9f073a6.
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Fixed floor shadow stretching caused by extreme non-uniform scaling.
ROOT CAUSE:
Floor plane used scale(20.0, 0.01, 20.0) - a 2000:1 scale ratio!
When transforming shadow ray points into local space:
- Y coordinates scaled by 1/0.01 = 100x
- sdPlane distance calculation returns distorted values
- Shadow raymarching fails, causing stretching artifacts
ISSUE:
floor.scale = vec3(20.0f, 0.01f, 20.0f); // ❌ Extreme non-uniform scale
// In local space: dot(p_local, (0,1,0)) + 0.0
// But p_local.y is 100x larger than world-space distance!
FIX:
floor.scale = vec3(1.0f, 1.0f, 1.0f); // ✓ Uniform scale
floor.position = vec3(0, 0, 0); // Explicit ground level
EXPLANATION:
For PLANE objects, XZ scale doesn't matter (planes are infinite).
Y scale distorts the SDF distance calculation.
Uniform scale preserves correct world-space distances.
RESULT:
- Floor shadows now render correctly
- No stretching toward center
- Shadow distances accurate for soft shadow calculations
COMBINED WITH PREVIOUS FIXES:
1. Shader normal transformation (double-transpose fix)
2. Quaternion axis normalization (rotation stretching fix)
3. Mesh shadow scaling exclusion (AABB size fix)
4. Floor uniform scale (this fix)
Task A (test_mesh visualization) now FULLY RESOLVED.
handoff(Claude): All mesh transformation and shadow bugs fixed. Meshes
rotate correctly, normals transform properly, shadows render accurately.
Remaining known limitation: mesh shadows use AABB (axis-aligned), so
they don't rotate with the mesh - this is expected AABB behavior.
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- Rewrote WGPU asynchronous initialization in test_mesh.cc to align with current wgpu-native API on macOS, including correct callback signatures and userdata handling.
- Replaced std::this_thread::sleep_for with platform_wgpu_wait_any for proper WGPU event processing.
- Corrected static method call for Renderer3D::SetDebugEnabled.
- Updated WGPUSurfaceGetCurrentTextureStatus_Success to WGPUSurfaceGetCurrentTextureStatus_SuccessOptimal.
- Removed fprintf calls from WGPU callbacks to avoid WGPUStringView::s member access issues.
- Ensured a clean build and successful execution of test_mesh on macOS.
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Implemented a new standalone test tool 'test_mesh' to:
- Load a .obj file specified via command line.
- Display the mesh with rotation and basic lighting on a tiled floor.
- Provide a '--debug' option to visualize vertex normals as cyan lines.
- Updated asset_packer to auto-generate smooth normals for OBJs if missing.
- Fixed various WGPU API usage inconsistencies and build issues on macOS.
- Exposed Renderer3D::GetVisualDebug() for test access.
- Added custom Vec3 struct and math utilities for OBJ parsing.
This tool helps verify mesh ingestion and normal computation independently of the main demo logic.
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