From e18a1c584124a4ede62764191beac3f9d790b719 Mon Sep 17 00:00:00 2001 From: skal Date: Mon, 2 Feb 2026 17:42:15 +0100 Subject: docs: Finalize session task tracking and project context --- PROJECT_CONTEXT.md | 1 + TODO.md | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/PROJECT_CONTEXT.md b/PROJECT_CONTEXT.md index 0f56e63..e356fe8 100644 --- a/PROJECT_CONTEXT.md +++ b/PROJECT_CONTEXT.md @@ -53,6 +53,7 @@ Style: - [ ] CRT replacement investigation. ### Recently Completed +- **WGSL Library (Task 21.1)**: Implemented `ShaderComposer` for modular WGSL snippet management. - **Tight Ray Bounds (Task 21.2)**: Implemented local-space ray-box intersection to optimize SDF raymarching. - **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. - **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. diff --git a/TODO.md b/TODO.md index 7e59cee..8b5651d 100644 --- a/TODO.md +++ b/TODO.md @@ -18,7 +18,6 @@ This file tracks prioritized tasks with detailed attack plans. ## Priority 3: Shader Optimization (Task #21) **Goal:** Improve GPU performance and reduce shader source bloat. -- [ ] **Attack Plan - WGSL Library (21.1):** Create a standard set of WGSL includes/helpers for normals, bump mapping, and lighting. - [ ] **Attack Plan - SDF Macros:** Use `#define` macros in WGSL to simplify sampling and bump mapping logic. ## Future Goals @@ -27,7 +26,9 @@ This file tracks prioritized tasks with detailed attack plans. - [ ] **Task #22: Windows Native Platform**: Replace GLFW with direct Win32 API calls for the final 64k push. ## Recently Completed +- [x] **WGSL Library (Task 21.1)**: Implemented ShaderComposer for modular WGSL snippet management. - [x] **Tight Ray Bounds (Task 21.2)**: Derived t_min and t_max from proxy hull hits via local-space ray-box intersection. +- [x] **Math & Unit Tests**: Added rigorous matrix inversion checks and ShaderComposer verification tests. - [x] **High-DPI Fix**: Resolved viewport "squishing" via dynamic resolution uniforms and explicit viewports. - [x] **Unified 3D Shadows**: Implemented robust SDF shadows across all objects using `inv_model` transforms. - [x] **Tight Proxy Hulls**: Optimized Torus proxy geometry and debug wireframes. -- cgit v1.2.3