@woosh/meep-engine 3.47.0 → 3.49.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (619) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +1 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +2 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.js +1 -1
  6. package/package.json +1 -1
  7. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  8. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  9. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +11 -0
  10. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  11. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  13. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  14. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  16. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  17. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  18. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  19. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  20. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  21. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  22. package/src/engine/graphics3/ParticipatingMedia.d.ts +84 -1
  23. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  24. package/src/engine/graphics3/ParticipatingMedia.js +139 -5
  25. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  26. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  27. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  28. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  29. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  30. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  31. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/ParticipatingMediaSystem.js +46 -3
  33. package/src/engine/network/NetworkSession.d.ts +16 -5
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +104 -7
  36. package/src/engine/network/README.md +27 -1
  37. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  38. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  40. package/src/engine/network/replication/Replicator.d.ts +15 -4
  41. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  42. package/src/engine/network/replication/Replicator.js +50 -16
  43. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  44. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  45. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  46. package/src/engine/physics/cloth/MEASUREMENTS.md +354 -0
  47. package/src/engine/physics/cloth/PLAN.md +85 -5
  48. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +0 -12
  49. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  50. package/src/engine/physics/cloth/ecs/ClothInstance.js +0 -13
  51. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +2 -1
  52. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  53. package/src/engine/physics/cloth/ecs/ClothSystem.js +7 -1
  54. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  55. package/src/engine/physics/cloth/ecs/ClothWorld.js +4 -15
  56. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  57. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  58. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  59. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  61. package/src/engine/physics/cloth/playground/collide.html +5 -3
  62. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  63. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  64. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  65. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  66. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  67. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  68. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  69. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  70. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  71. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  72. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  73. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  74. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  75. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  76. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  77. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  78. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  79. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  80. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  81. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  82. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  83. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  84. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  85. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  86. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  87. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +15 -0
  88. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  89. package/src/shade/device/mock/SoftwareGPUDevice.js +21 -0
  90. package/src/shade/device/pipeline/ComputePipelineManager.d.ts +20 -0
  91. package/src/shade/device/pipeline/ComputePipelineManager.d.ts.map +1 -1
  92. package/src/shade/device/pipeline/ComputePipelineManager.js +80 -6
  93. package/src/shade/device/pipeline/PipelineEnquiry.d.ts +52 -0
  94. package/src/shade/device/pipeline/PipelineEnquiry.d.ts.map +1 -0
  95. package/src/shade/device/pipeline/PipelineEnquiry.js +63 -0
  96. package/src/shade/device/pipeline/RenderPipelineManager.d.ts +21 -0
  97. package/src/shade/device/pipeline/RenderPipelineManager.d.ts.map +1 -1
  98. package/src/shade/device/pipeline/RenderPipelineManager.js +84 -4
  99. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts +137 -0
  100. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts.map +1 -0
  101. package/src/shade/playground/contact_shadows/ContactShadowLab.js +654 -0
  102. package/src/shade/playground/contact_shadows/README.md +126 -0
  103. package/src/shade/playground/contact_shadows/index.html +191 -0
  104. package/src/shade/playground/contact_shadows/main.d.ts +2 -0
  105. package/src/shade/playground/contact_shadows/main.d.ts.map +1 -0
  106. package/src/shade/playground/contact_shadows/main.js +888 -0
  107. package/src/shade/playground/contact_shadows/scenes.d.ts +48 -0
  108. package/src/shade/playground/contact_shadows/scenes.d.ts.map +1 -0
  109. package/src/shade/playground/contact_shadows/scenes.js +620 -0
  110. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts +36 -0
  111. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -0
  112. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +245 -0
  113. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts +15 -0
  114. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -0
  115. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +120 -0
  116. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts +55 -0
  117. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts.map +1 -0
  118. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.js +216 -0
  119. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts +20 -0
  120. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts.map +1 -0
  121. package/src/shade/playground/contact_shadows/shader_contact_lab_view.js +114 -0
  122. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts +11 -0
  123. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -0
  124. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +90 -0
  125. package/src/shade/playground/contact_shadows/textures.d.ts +16 -0
  126. package/src/shade/playground/contact_shadows/textures.d.ts.map +1 -0
  127. package/src/shade/playground/contact_shadows/textures.js +123 -0
  128. package/src/shade/playground/particle_ecs/README.md +1 -1
  129. package/src/shade/playground/particle_ecs/effects/flame.json +1932 -1881
  130. package/src/shade/playground/particle_ecs/effects/smoke.json +99 -1
  131. package/src/shade/playground/particle_ecs/effects/soot.json +152 -145
  132. package/src/shade/playground/tonemap_sdr/README.md +90 -0
  133. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts +105 -0
  134. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts.map +1 -0
  135. package/src/shade/playground/tonemap_sdr/ToneMapCompare.js +380 -0
  136. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts +32 -0
  137. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts.map +1 -0
  138. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.js +104 -0
  139. package/src/shade/playground/tonemap_sdr/index.html +90 -0
  140. package/src/shade/playground/tonemap_sdr/main.d.ts +2 -0
  141. package/src/shade/playground/tonemap_sdr/main.d.ts.map +1 -0
  142. package/src/shade/playground/tonemap_sdr/main.js +306 -0
  143. package/src/shade/playground/tonemap_sdr/scenes.d.ts +26 -0
  144. package/src/shade/playground/tonemap_sdr/scenes.d.ts.map +1 -0
  145. package/src/shade/playground/tonemap_sdr/scenes.js +404 -0
  146. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  147. package/src/shade/playground/volumetrics_froxel/main.js +85 -4
  148. package/src/shade/playground/water_refraction/README.md +26 -18
  149. package/src/shade/playground/water_refraction/index.html +1 -1
  150. package/src/shade/renderer/Renderer.d.ts +35 -3
  151. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  152. package/src/shade/renderer/Renderer.js +208 -12
  153. package/src/shade/renderer/ShadeToneMappingMode.d.ts +14 -0
  154. package/src/shade/renderer/ShadeToneMappingMode.d.ts.map +1 -0
  155. package/src/shade/renderer/ShadeToneMappingMode.js +30 -0
  156. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +9 -0
  157. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  158. package/src/shade/renderer/animation/GPUAnimationManager.js +14 -0
  159. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  160. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -3
  161. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts +7 -0
  162. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  163. package/src/shade/renderer/buffer/table/GPUDatabase.js +12 -0
  164. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts +8 -0
  165. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  166. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +12 -0
  167. package/src/shade/renderer/camera/GPUCameraContext.d.ts.map +1 -1
  168. package/src/shade/renderer/camera/GPUCameraContext.js +19 -8
  169. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  170. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +4 -0
  171. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.d.ts.map +1 -1
  172. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.js +4 -0
  173. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.d.ts.map +1 -1
  174. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js +4 -0
  175. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  176. package/src/shade/renderer/deferred/shader_deferred_main.js +3 -0
  177. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts +6 -0
  178. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  179. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +13 -3
  180. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts +9 -0
  181. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts.map +1 -0
  182. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.js +63 -0
  183. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts +10 -0
  184. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  185. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js +87 -0
  186. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts +6 -0
  187. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts.map +1 -1
  188. package/src/shade/renderer/deferred/shader_tonemap_LDR.js +23 -5
  189. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts +9 -0
  190. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts.map +1 -0
  191. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.js +68 -0
  192. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts +10 -0
  193. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  194. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.js +73 -0
  195. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +58 -9
  197. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +35 -25
  198. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +97 -196
  200. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +121 -129
  202. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +3 -0
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -0
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +4 -0
  208. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  209. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +3 -0
  210. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.js +4 -0
  212. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.d.ts.map +1 -1
  213. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.js +4 -0
  214. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
  215. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +4 -0
  216. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +131 -1
  217. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +7 -0
  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -1
  219. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +45 -38
  220. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +2 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -1
  222. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +81 -79
  223. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +2 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -1
  225. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +5 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts +21 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts.map +1 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.js +42 -0
  229. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts +19 -0
  230. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.js +44 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +23 -5
  233. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -1
  234. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +139 -23
  235. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts +25 -0
  236. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +179 -0
  238. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  239. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  240. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +7 -16
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +3 -4
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
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+ # Contact shadows
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+
3
+ `npm run dev`, then `/src/shade/playground/contact_shadows/`.
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+
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+ Screen-space contact shadows for the sun, one scene per way they are known to fail, each judged
6
+ against a ray-traced reference. The pass under test is Bend Studio's wavefront method, ported in
7
+ `src/shade/renderer/shadow/contact/`; what was found is in `FINDINGS.md` beside it.
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+
9
+ **Nothing in the default renderer changes.** The page adds two render extensions:
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+
11
+ - after lighting, it runs the contact pass, re-evaluates the sun's direct term from the G-buffer with the
12
+ deferred pass's own chunks, and takes back the share the contact term removes — the image deferred
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+ shading would have made reading the mask beside the CSM/VSM lookup. `verify()` checks that this is
14
+ exact;
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+ - before tonemapping, it draws the chosen debug view.
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+
17
+ ## Scenes
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+
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+ | Scene | Failure mode it isolates | Camera path |
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+ |---|---|---|
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+ | Thickness | the depth buffer is a heightfield: 1–5 cm poles and a 2 cm plank (too thin for the window), a 2.5 m deep block (too thick) | ±40° orbit |
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+ | Grazing receivers | a sun 8° above the ground; low-poly sphere and hexagonal column (faceted depth, smooth normals), a ramp, a normal-mapped slab | low dolly |
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+ | View dependence | a table, a sphere, a cube hidden by a post from part of the orbit | full orbit, radius and height varying |
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+ | Fine detail, moving | a 2 cm grating, pickets, 300 grass blades; TAA on | lateral pan |
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+ | Movers, disocclusion | a box circling low, a sliding plank, a rolling ball, pillars the pan reveals ground behind; TAA on | lateral pan |
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+ | Screen edges | posts whose shadows fall into view while the pan takes them off the left edge, a beam above the top | pan |
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+ | Distance | the same cube and pole at 2, 5, 10, 20, 50, 100, 200 m | dolly 18 m |
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+ | Foliage | crossed alpha-tested leaf cards, a hedge, grass cards; TAA on | ±50° orbit |
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+ | Against the shadow map | a box, a sphere and a column whose bases sit in the cascades' bias gap, a slab 8 cm off the ground | orbit, dolly |
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+ | Sun in view | posts and cubes round the camera, a 15° sun | the camera turns on the spot, through the sun and away |
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+
32
+ ## Controls
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+
34
+ - **Method**:
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+ - off: the shadow map alone;
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+ - the wavefront pass (Bend);
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+ - the engine's old per-pixel march (`deferred/chunk_ss_trace_contact_shadow_soft.js`'s
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+ `ss_trace_pixel_occlusion`), given the wavefront pass's 60-sample budget and thickness window;
39
+ - the linear trace: `renderer/shadow/contact/shader_contact_shadow_linear.js` on the generic
40
+ `shader/chunk/screen_space/chunk_screen_space_linear_ray.js`, one ray per pixel toward the sun.
41
+ - **Linear: steps / reach / thickness / jitter** set the linear trace:
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+ - steps, capped at 64 and at one per pixel;
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+ - reach, in texels of the shadow map serving the near field (cascade 0 as last fitted, or VSM's first
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+ level), shown in centimetres beside it; 5 is the cascades' 5×5 filter;
45
+ - thickness, as a multiple of reach ÷ steps; at 1 it is the least that lets a march behind surfaces see
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+ every surface;
47
+ - jitter, which moves each pixel's first step by interleaved gradient noise every frame, for TAA.
48
+ - **Combined with the shadow map by**: multiply or min.
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+ - **Surface thickness / edge threshold / shadow contrast** and the three flags are Bend's own tuning
50
+ (`DispatchParameters`); the sliders step by factors of two from Bend's starting values, as Bend's notes
51
+ advise.
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+ - **Wavefront debug** writes Bend's debug outputs into the contact term: the edge mask, or the thread and
53
+ wave layout (show "Contact term" to see them).
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+ - **Shadow map**: cascades or the virtual shadow map. **TAA** on or off.
55
+ - **Show**: the final image; the combined, contact, shadow-map or reference visibility; or each pixel against
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+ the reference — green, a gap the contact term closed; blue, shadowed in the reference and lit in the frame;
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+ red, a false shadow the contact term added; amber, a false shadow the shadow map already had.
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+ - **Follow the scene's path** drives the camera along the scene's path at the chosen speed; **Pause time**
59
+ stops the path and the movers; **Step frame** advances one 1/60 s frame.
60
+ - **Live counters** traces the reference every tenth frame and lists the counters below.
61
+
62
+ `T` records a GPU profile (`.sgpt`).
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+
64
+ ## Counters
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+
66
+ Every measured frame is classified pixel by pixel before TAA, with "shadowed" meaning a visibility under
67
+ ½. The reference is one ray from the pixel's G-buffer position to the sun's centre through the scene's
68
+ BVH, alpha-tested occluders resolved from their materials.
69
+
70
+ - **map missed (gaps)**: the reference shadows the pixel, the shadow map does not. **Closed by contact**: the
71
+ share of those the combined term shadows.
72
+ - **Added by contact**: the reference and the shadow map both light the pixel, the combined term shadows it.
73
+ - **Spurious flips**: pixels whose combined term crossed ½ since the last frame while the reference's did
74
+ not; the shadow map's own figure is beside it.
75
+ - **Darker than both**: the combined term more than 0.1 below both terms — double darkening.
76
+ - Per depth band of 0–2 m, 2–4 m, … doubling: the reference's shadowed pixels, the gaps, those closed, and
77
+ false shadow added.
78
+
79
+ A shadow edge the shadow map filters and the reference does not differs by a pixel or two at every edge;
80
+ those pixels count as gaps in every arm alike.
81
+
82
+ ## Console
83
+
84
+ - `contact_lab.configure({ id: value, … })` sets controls by element id (`scene`, `method`, `combine`,
85
+ `thickness`, `technique`, `taa`, `show`, `path`, …); a scene change is in place when it resolves.
86
+ - `await contact_lab.measure_scene({ scene, frames, warmup, moving, arms })` runs each arm over the same
87
+ camera path from the same start and returns the counters per frame. `arms` maps a name to control
88
+ settings; the default is off / wavefront / march.
89
+ - `await contact_lab.measure_cost({ frames, block })`: GPU time of every pass, the three methods swapped
90
+ every `block` frames in ABC CBA order in one capture, each block's first frame dropped.
91
+ - `await verify()`:
92
+ 1. taking the whole sun term back out equals a frame with the sun switched off, to within the float16
93
+ rounding of the lit frame, with each shadow technique;
94
+ 2. where the cascades shadow the "against the shadow map" scene, the reference does too;
95
+ 3. the wavefront pass closes some of the cascades' gaps there (a smoke check).
96
+
97
+ It returns `{ pass, checks }`.
98
+
99
+ ## Measured
100
+
101
+ Per scene and per arm, with cascades and with VSM, the cost, and the forks:
102
+ `src/shade/renderer/shadow/contact/FINDINGS.md`.
103
+
104
+ ## Scripted session (one sitting, about ten minutes)
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+
106
+ Open the page in Chrome on the 4090, maximised. After each step, note what you see; paste the console
107
+ output at the end.
108
+
109
+ 1. `await verify()` — expect `pass: true`.
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+ 2. **Against the shadow map**, Show "Error against the reference", Method off, then Wavefront. Green should
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+ cover most of the blue at the box, sphere and column bases and under the slab; red stays a pixel thin.
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+ Then Shadow map "Virtual shadow map", Method off and Wavefront: the gaps are a fraction of the cascades'.
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+ 3. **Thickness**, Show "Error", Wavefront: thickness slider to −2 and to +2. Red at the poles and plank
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+ grows with the window; blue at the deep block's far side shrinks.
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+ 4. **Grazing receivers**, Show "Contact term", Wavefront: the slab's normal map casts nothing (the depth
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+ buffer is flat); look for striation on the ramp and the low-poly sphere; tick "Ignore edge pixels".
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+ 5. **Fine detail, moving** with Follow path on, TAA on: watch the grating's shadows while the camera moves;
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+ then Method "Per-pixel march".
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+ 6. **Screen edges** with Follow path: watch the posts' contact shadows as the posts leave the left edge.
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+ 7. **Sun in view** with Follow path; Wavefront debug "Wave index" with Show "Contact term" shows the
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+ wavefronts converging on the sun's point, then leaving the point opposite.
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+ 8. **Fine detail, moving**, then **Against the shadow map**, Show "Error against the reference": Method
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+ "Linear trace" against "Wavefront" with Ignore edge pixels on. The linear trace adds less red on the
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+ grating and leaves more blue at the box and sphere bases.
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+ 9. Paste: `JSON.stringify(await contact_lab.measure_cost())` (all four methods; the linear trace at the
126
+ panel's settings).
@@ -0,0 +1,191 @@
1
+ <!doctype html>
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+ <html lang="en">
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+ <head>
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+ <meta charset="utf-8">
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+ <meta name="viewport" content="width=device-width, initial-scale=1">
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+ <title>Meep — contact shadows</title>
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+ <style>
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+ :root {
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+ color-scheme: dark;
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+ font: 13px/1.45 system-ui, sans-serif;
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+ --panel: rgba(20, 25, 33, 0.92);
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+ --line: #34404f;
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+ --text: #e2e8f0;
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+ --muted: #9aa8ba;
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+ --pass: #8fd6a8;
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+ --fail: #ff9a9a;
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+ }
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+
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+ * { box-sizing: border-box; }
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+
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+ html, body { margin: 0; height: 100%; background: #0b0e13; color: var(--text); overflow: hidden; }
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+
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+ #view { position: fixed; inset: 0; width: 100vw; height: 100vh; display: block; }
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+
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+ #panel {
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+ position: fixed; top: 12px; right: 12px; bottom: 12px; width: 310px;
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+ overflow-y: auto; padding: 14px 16px;
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+ background: var(--panel); border: 1px solid var(--line); border-radius: 8px;
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+ }
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+
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+ h1 { font-size: 16px; margin: 0 0 4px; font-weight: 600; }
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+ h2 { font-size: 12px; margin: 14px 0 6px; color: var(--muted); font-weight: 600; text-transform: uppercase; letter-spacing: .05em; }
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+ p.lead { margin: 0 0 8px; color: var(--muted); }
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+
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+ label { display: block; margin: 6px 0; }
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+ label > span { display: flex; justify-content: space-between; color: var(--muted); font-size: 12px; margin-bottom: 2px; }
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+ label.check { display: flex; gap: 8px; align-items: center; }
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+
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+ select, button { width: 100%; background: #232c39; border: 1px solid #45556a; color: inherit; border-radius: 4px; padding: 5px 6px; font: inherit; }
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+ button { cursor: pointer; }
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+ button:hover { background: #2f3b4d; }
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+ input[type=range] { width: 100%; accent-color: #6fc3ff; }
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+
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+ .row { display: grid; grid-template-columns: repeat(2, 1fr); gap: 6px; }
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+
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+ #failure { color: var(--muted); font-size: 12px; margin: 4px 0 0; }
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+ #stats { font: 11px/1.5 ui-monospace, Consolas, monospace; white-space: pre-wrap; color: var(--text); margin: 6px 0 0; }
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+ #status { font: 11px/1.5 ui-monospace, Consolas, monospace; white-space: pre-wrap; color: var(--pass); margin: 8px 0 0; }
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+ #status.fail { color: var(--fail); }
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+
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+ .legend { font-size: 11px; color: var(--muted); }
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+ .swatch { display: inline-block; width: 9px; height: 9px; border-radius: 2px; margin-right: 3px; vertical-align: -1px; }
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+ </style>
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+ </head>
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+ <body tabindex="0">
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+ <canvas id="view" tabindex="0" aria-label="Contact shadow scene"></canvas>
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+ <div id="panel">
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+ <h1>Contact shadows</h1>
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+ <p class="lead">Screen-space contact shadows for the sun, one scene per way they fail, against a ray-traced reference.</p>
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+
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+ <h2>Scene</h2>
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+ <label><span>Failure mode</span>
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+ <select id="scene">
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+ <option value="thickness" selected>Thickness</option>
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+ <option value="grazing">Grazing receivers</option>
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+ <option value="view">View dependence</option>
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+ <option value="noise">Fine detail, moving</option>
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+ <option value="disocclusion">Movers, disocclusion</option>
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+ <option value="screen_edge">Screen edges</option>
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+ <option value="distance">Distance</option>
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+ <option value="foliage">Foliage</option>
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+ <option value="combine">Against the shadow map</option>
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+ <option value="sun_in_view">Sun in view</option>
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+ </select>
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+ </label>
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+ <p id="failure"></p>
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+
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+ <h2>Contact term</h2>
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+ <label><span>Method</span>
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+ <select id="method">
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+ <option value="0">Off (shadow map only)</option>
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+ <option value="1" selected>Wavefront (Bend)</option>
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+ <option value="2">Per-pixel march (old engine chunk)</option>
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+ <option value="3">Linear trace (per pixel)</option>
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+ </select>
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+ </label>
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+ <label><span>Linear: steps</span>
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+ <select id="linear-steps">
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+ <option value="16">16</option>
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+ <option value="32">32</option>
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+ <option value="64" selected>64 (measured best)</option>
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+ </select>
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+ </label>
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+ <label><span>Linear: reach, in shadow-map texels <output id="linear-reach-value"></output></span>
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+ <select id="linear-reach">
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+ <option value="2.5">2.5 (half the PCF kernel)</option>
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+ <option value="5">5 (the PCF kernel)</option>
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+ <option value="10" selected>10 (measured best)</option>
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+ </select>
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+ </label>
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+ <label><span>Linear: thickness, × reach / steps</span>
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+ <select id="linear-thickness">
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+ <option value="1">1 (the least that sees every surface)</option>
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+ <option value="4" selected>4 (measured best)</option>
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+ <option value="16">16</option>
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+ </select>
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+ </label>
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+ <label class="check"><input id="linear-jitter" type="checkbox"> Linear: jitter the first step</label>
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+ <label><span>Combined with the shadow map by</span>
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+ <select id="combine">
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+ <option value="0" selected>Multiply</option>
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+ <option value="1">Min</option>
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+ </select>
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+ </label>
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+ <label><span>Surface thickness <output id="thickness-value"></output></span>
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+ <input id="thickness" type="range" min="-3" max="3" step="1" value="0">
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+ </label>
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+ <label><span>Edge threshold <output id="threshold-value"></output></span>
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+ <input id="threshold" type="range" min="-3" max="3" step="1" value="0">
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+ </label>
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+ <label><span>Shadow contrast <output id="contrast-value"></output></span>
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+ <input id="contrast" type="range" min="1" max="8" step="1" value="4">
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+ </label>
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+ <label class="check"><input id="ignore-edges" type="checkbox"> Ignore edge pixels</label>
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+ <label class="check"><input id="offset-mode" type="checkbox"> Bilinear offset mode</label>
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+ <label class="check"><input id="precision-offset" type="checkbox"> Precision offset</label>
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+ <label><span>Wavefront debug</span>
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+ <select id="debug">
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+ <option value="0" selected>None</option>
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+ <option value="1">Edge mask</option>
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+ <option value="2">Thread index</option>
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+ <option value="3">Wave index</option>
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+ </select>
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+ </label>
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+
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+ <h2>Frame</h2>
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+ <label><span>Shadow map</span>
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+ <select id="technique">
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+ <option value="csm" selected>Cascades</option>
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+ <option value="vsm">Virtual shadow map</option>
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+ </select>
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+ </label>
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+ <label class="check"><input id="taa" type="checkbox"> TAA</label>
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+ <label><span>Show</span>
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+ <select id="show">
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+ <option value="0" selected>Final image</option>
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+ <option value="1">Sun visibility, combined</option>
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+ <option value="2">Contact term</option>
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+ <option value="3">Shadow map term</option>
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+ <option value="4">Ray-traced reference</option>
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+ <option value="5">Error against the reference</option>
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+ </select>
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+ </label>
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+ <div class="legend">
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+ Error: <span class="swatch" style="background:#1ae633"></span>gap closed
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+ <span class="swatch" style="background:#1a59ff"></span>missed
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+ <span class="swatch" style="background:#ff1414"></span>false (contact)
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+ <span class="swatch" style="background:#ff990d"></span>false (map)
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+ </div>
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+ <label class="check"><input id="reference" type="checkbox"> Trace the reference every frame</label>
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+ <label class="check"><input id="live" type="checkbox"> Live counters (traces the reference)</label>
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+
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+ <h2>Camera</h2>
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+ <label class="check"><input id="path" type="checkbox"> Follow the scene's path</label>
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+ <label><span>Path speed <output id="speed-value"></output></span>
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+ <input id="speed" type="range" min="0.25" max="4" step="0.25" value="1">
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+ </label>
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+ <label class="check"><input id="pause" type="checkbox"> Pause time</label>
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+ <div class="row">
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+ <button id="preset">Preset</button>
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+ <button id="step">Step frame</button>
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+ </div>
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+
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+ <h2>State</h2>
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+ <div id="stats"></div>
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+ <div id="status">Loading…</div>
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+ </div>
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+ <script type="module">
179
+ import { start } from './main.js';
180
+
181
+ start().catch(error => {
182
+ const status = document.getElementById('status');
183
+
184
+ status.textContent = String(error?.stack ?? error);
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+ status.className = 'fail';
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+
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+ console.error(error);
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+ });
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+ </script>
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+ </body>
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+ </html>
@@ -0,0 +1,2 @@
1
+ export function start(): Promise<void>;
2
+ //# sourceMappingURL=main.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/contact_shadows/main.js"],"names":[],"mappings":"AA8JA,uCAytBC"}