reze-engine 0.58.4 → 0.60.0

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@@ -241,6 +241,11 @@ export function lightsApi(group, binding) {
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  @group(${group}) @binding(${binding}) var<storage, read> _rzLights: array<vec4u>;
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  const RZ_MAX_LIGHTS: u32 = ${MAX_LIGHTS}u;
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+ // A lamp's bulb, in world units: the inverse square is held flat inside it,
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+ // so the spike beside the lamp is finite. Aether Gazer's lamps are
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+ // 0.1 m across (their shapeRadius, capping 1/d² at 1/0.1), which at MMD scale
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+ // is 2.5 units.
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+ const RZ_LAMP_NEAR: f32 = 2.5;
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  /** How many positional lights the scene has. Zero is the ordinary case. */
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  fn rzLightCount() -> u32 { return min(u32(bitcast<f32>(_rzLights[0].x)), RZ_MAX_LIGHTS); }
@@ -282,19 +287,16 @@ fn _rzLightCellMask(p: vec3f) -> vec4u {
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  /**
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  * One light's contribution at a surface point.
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  *
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- * FALLOFF IS RELATIVE TO THE RADIUS, and deliberately not physical.
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+ * A LIGHT FALLS OFF AS THE INVERSE SQUARE, the curve Unity, Unreal, Blender and
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+ * glTF all light with: intensity / max(d², RZ_LAMP_NEAR²), so its intensity is
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+ * the brightness one unit away, windowed by (1 − (d/R)⁴)² so it is exactly zero
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+ * at its radius and the bound the grid is built from is real.
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  *
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- * The first version windowed a real inverse-square, and it was unusable: 1/d²
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- * is measured in world units, an MMD character is about 18 of them tall, so a
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- * lamp two metres off her shoulder divided by 37 and an intensity of 4 landed
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- * as 0.06 — invisible. Radius and intensity were fighting, and intensity had no
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- * scale a person could learn.
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- *
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- * So: intensity is the brightness AT the light, radius is where it reaches
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- * zero, and the curve between them is the same shape whatever the scene's
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- * scale. Both dials now mean what they say, which for a composer beats being
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- * right about photons. (1 - t²)² — smooth at both ends, exactly 0 at the
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- * radius, so the bound the grid is built from is real.
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+ * THE UNITS ARE BLENDER'S. Intensity is radiant intensity, a point light's
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+ * power over 4π, and a Lambertian surface returns albedo × irradiance / π —
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+ * the π the sun term already carries. So a stage exported from Blender lights
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+ * here as it lit there, and a lamp's intensity is what Blender's exporter
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+ * writes in candela over 683.
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  */
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  fn _rzLightOne(i: u32, p: vec3f, n: vec3f) -> vec3f {
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  let pr = _rzLightVec(i, 0u);
@@ -310,14 +312,16 @@ fn _rzLightOne(i: u32, p: vec3f, n: vec3f) -> vec3f {
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  let ndl = max(dot(n, toLight), 0.0);
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  if (ndl <= 0.0) { return vec3f(0.0); }
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  let t = clamp(dist / max(pr.w, 1e-4), 0.0, 1.0);
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- let falloff = 1.0 - t * t;
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+ let t2 = t * t;
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+ let window = 1.0 - t2 * t2;
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+ let falloff = window * window / max(dist * dist, RZ_LAMP_NEAR * RZ_LAMP_NEAR);
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  // How far inside the cone this point sits: 1 within the inner angle, 0 past
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  // the outer one, squared for the same soft edge the falloff has. A point
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  // light's (-1, -1) divides by the floor and clamps to 1, so it pays one
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  // dot product and no branch.
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  let cone = rzLightCone(i);
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  let aim = clamp((dot(-toLight, rzLightAim(i)) - cone.x) / max(cone.y - cone.x, 1e-4), 0.0, 1.0);
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- return rzLightColor(i) * (ndl * falloff * falloff * aim * aim);
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+ return rzLightColor(i) * (ndl * falloff * aim * aim);
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  }
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  /** The lamps named by one word of a cell's bits, lowest first. */
@@ -343,6 +347,10 @@ fn _rzLightWord(bits0: u32, base: u32, p: vec3f, n: vec3f) -> vec3f {
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  * every material must cost nothing until someone asks for a light.
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  */
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  fn rzLightsDiffuse(p: vec3f, n: vec3f) -> vec3f {
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+ return _rzLightsIrradiance(p, n) * (1.0 / 3.141592653589793);
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+ }
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+
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+ fn _rzLightsIrradiance(p: vec3f, n: vec3f) -> vec3f {
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  var acc = vec3f(0.0);
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  let count = rzLightCount();
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  let docs = _rzLightDocCount();
@@ -1 +1 @@
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- {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QAsJhC,CAAC;AA8HF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC0D,CAAA"}
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+ {"version":3,"file":"common.d.ts","sourceRoot":"","sources":["../../../src/shaders/materials/common.ts"],"names":[],"mappings":"AA4BA,eAAO,MAAM,oBAAoB,QA0JhC,CAAC;AA8HF,wBAAgB,eAAe,IAAI,MAAM,CAExC;AAGD;;;;;;;;;;;;;;;;;;GAkBG;AACH,eAAO,MAAM,aAAa,orMAgHzB,CAAA;AAQD,eAAO,MAAM,4BAA4B,QAC0D,CAAA"}
@@ -143,9 +143,13 @@ struct LightVP { viewProj: array<mat4x4f, ${SHADOW_CASCADES.length}>, };
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  @group(0) @binding(8) var worldEnvTexture: texture_2d<f32>;
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  // binding(9) brdfLut is declared inside NODES_WGSL (nodes.ts).
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  @group(1) @binding(0) var<storage, read> skinMats: array<mat4x4f>;
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- // Light this model receives beyond the world's — see Engine.setModelFill. Zero
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- // for a model nobody gave one, which leaves its ambient exactly the world's.
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- @group(1) @binding(1) var<uniform> modelFill: vec4f;
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+ // The light this model takes apart from the scene's — see Engine.setModelFill
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+ // and Engine.setModelSun. fill is added to its ambient, zero for a model
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+ // nobody gave one; sun replaces the scene's sun colour while its w is set,
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+ // which is how a stage keeps the daylight its game lit it by while the cast
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+ // keeps the key the scene set for them.
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+ struct ModelLight { fill: vec4f, sun: vec4f }
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+ @group(1) @binding(1) var<uniform> modelLight: ModelLight;
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  @group(2) @binding(0) var diffuseTexture: texture_2d<f32>;
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  @group(2) @binding(1) var<uniform> material: MaterialUniforms;
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  // Reserved for future sphere/toon graph nodes; graphs that don't read them get the
@@ -1,45 +1,95 @@
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- type ShadowCascade = {
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- /** World units across the ortho box, both axes. */
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- span: number;
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- /** How far behind the target the light's eye sits, along -sunDir. */
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- back: number;
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- /** Ortho near/far, in world units from that eye. */
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- near: number;
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- far: number;
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+ /**
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+ * THE SUN'S SHADOW FOLLOWS THE CAMERA, the way Blender's does.
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+ *
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+ * Each cascade is fitted every frame to a slice of the view frustum: the near
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+ * one to the stretch around what the camera is looking at, the far one to the
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+ * whole of what it sees. Whatever is in view is in a cascade, and whatever
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+ * could throw a shadow onto it is in the cascade's depth range, which is fitted
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+ * to the scene's bounds along the light. A room forty metres across with its
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+ * window frames behind the camera shadows its floor as the game does; a lone
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+ * dancer on an empty floor keeps a crisp near map.
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+ *
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+ * The earlier shape was two fixed boxes around the camera target, 64 and 256
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+ * units across, and a stage reached past them: the floor near the windows lay
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+ * outside every box and was drawn lit, the shadows stopping at the box's edge
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+ * in a straight line.
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+ *
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+ * INVARIANT the sampler and the cull both lean on: the outer cascade CONTAINS
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+ * the inner one. The sampler falls from cascade 0 to 1 at the box edge, which
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+ * is only seamless if 1 covers where 0 ends, and the cull tests the OUTERMOST
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+ * frustum alone. Both hold because the outer slice is the whole frustum, of
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+ * which the inner slice is a part, and both take the same depth range.
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+ * tests/shadow-cascades.test.mjs pins it.
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+ */
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+ export type ShadowCascade = {
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  /** Texels per side of this cascade's map — sets the snap quantum. */
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  mapSize: number;
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  };
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+ export declare const SHADOW_CASCADES: readonly ShadowCascade[];
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+ /** How far past the camera's point of interest the near cascade reaches, in
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+ * world units: the dancer and the floor around her, at the near map's texel. */
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+ export declare const NEAR_REACH = 40;
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+ /** The view the cascades are fitted to: the camera's eye and basis (world
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+ * space, left-handed, +Z forward as the projection is), its vertical field of
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+ * view, aspect and clip planes, and how far away the thing it looks at is. */
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+ export type ShadowView = {
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+ eye: {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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+ right: {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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+ up: {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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+ forward: {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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+ fov: number;
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+ aspect: number;
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+ near: number;
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+ far: number;
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+ /** Distance from the eye to the camera target, along the view. */
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+ focus: number;
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+ };
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+ /** World-space box around everything drawn, or null for an empty scene. */
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+ export type ShadowBounds = {
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+ min: [number, number, number];
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+ max: [number, number, number];
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+ } | null;
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+ type XYZ = {
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+ x: number;
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+ y: number;
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+ z: number;
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+ };
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  /**
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- * The list, inner to outer. INVARIANT the sampler and the cull both lean on:
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- * each cascade's box must CONTAIN the previous one (same snapped target, wider
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- * span, deeper reach), because
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- *
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- * - the sampler falls from cascade i to i+1 at the box edge, which is only
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- * seamless if i+1 covers where i ends, and
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- * - the cull tests ONE frustum — the outermost — and the rasterizer clips
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- * each cascade to its own box. That is the same argument that made
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- * single-volume shadow culling exact: anything rejected was contributing
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- * nothing anywhere. Concentric containment is what keeps it true for a
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- * LIST. tests/shadow-cascades.test.mjs pins it.
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+ * Where each cascade's slice of the view starts and ends, as distances along
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+ * the view: [near, split] and [near, farFit]. The far end is where the scene
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+ * ends, so an empty floor with a dancer on it keeps a short, sharp frustum
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+ * rather than the camera's far plane.
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  */
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- export declare const SHADOW_CASCADES: readonly ShadowCascade[];
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+ export declare function cascadeSlices(view: ShadowView, bounds: ShadowBounds): [number, number][];
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+ /** The eight corners of a slice, for tests and for the fit's own checks. */
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+ export declare function sliceCorners(view: ShadowView, n: number, f: number): XYZ[];
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  /**
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- * One cascade's view-projection, following the camera target.
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- *
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- * The target is snapped to this cascade's OWN texel quantum in the light's
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- * right/up plane, so a moving volume doesn't shimmer its shadow edges while
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- * running — each cascade snaps to its own grid, coarser maps snapping coarser.
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+ * One cascade's view-projection: an orthographic box around the slice's
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+ * sphere, snapped to the map's texel grid in the light's right/up plane so a
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+ * moving camera doesn't shimmer its shadow edges, and reaching along the light
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+ * from the nearest thing in the scene to the farthest, so everything that
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+ * could cast into the slice does.
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  *
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  * Writes the 16 floats into `out` at `offset` and returns `out`.
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  */
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- export declare function buildShadowVP(target: {
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- x: number;
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- y: number;
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- z: number;
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- }, sunDirection: {
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- x: number;
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- y: number;
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- z: number;
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- }, cascade: ShadowCascade, out: Float32Array, offset: number): Float32Array;
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+ export declare function fitShadowVP(view: ShadowView, slice: [number, number], sunDirection: XYZ, bounds: ShadowBounds, cascade: ShadowCascade, out: Float32Array, offset: number): Float32Array;
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+ /** Every cascade's view-projection in a row, inner to outer. */
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+ export declare function buildShadowCascades(view: ShadowView, sunDirection: XYZ, bounds: ShadowBounds, out: Float32Array): Float32Array;
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  export {};
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  //# sourceMappingURL=shadow-cascades.d.ts.map
@@ -1 +1 @@
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- {"version":3,"file":"shadow-cascades.d.ts","sourceRoot":"","sources":["../src/shadow-cascades.ts"],"names":[],"mappings":"AAeA,KAAK,aAAa,GAAG;IACnB,mDAAmD;IACnD,IAAI,EAAE,MAAM,CAAA;IACZ,qEAAqE;IACrE,IAAI,EAAE,MAAM,CAAA;IACZ,oDAAoD;IACpD,IAAI,EAAE,MAAM,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;IACX,qEAAqE;IACrE,OAAO,EAAE,MAAM,CAAA;CAChB,CAAA;AAED;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,eAAe,EAAE,SAAS,aAAa,EAWnD,CAAA;AAED;;;;;;;;GAQG;AACH,wBAAgB,aAAa,CAC3B,MAAM,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EAC3C,YAAY,EAAE;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,EACjD,OAAO,EAAE,aAAa,EACtB,GAAG,EAAE,YAAY,EACjB,MAAM,EAAE,MAAM,GACb,YAAY,CA4Bd"}
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+ {"version":3,"file":"shadow-cascades.d.ts","sourceRoot":"","sources":["../src/shadow-cascades.ts"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,MAAM,aAAa,GAAG;IAC1B,qEAAqE;IACrE,OAAO,EAAE,MAAM,CAAA;CAChB,CAAA;AAED,eAAO,MAAM,eAAe,EAAE,SAAS,aAAa,EAA2C,CAAA;AAE/F;iFACiF;AACjF,eAAO,MAAM,UAAU,KAAK,CAAA;AAE5B;;+EAE+E;AAC/E,MAAM,MAAM,UAAU,GAAG;IACvB,GAAG,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAA;IACxC,KAAK,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAA;IAC1C,EAAE,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAA;IACvC,OAAO,EAAE;QAAE,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,CAAC,EAAE,MAAM,CAAA;KAAE,CAAA;IAC5C,GAAG,EAAE,MAAM,CAAA;IACX,MAAM,EAAE,MAAM,CAAA;IACd,IAAI,EAAE,MAAM,CAAA;IACZ,GAAG,EAAE,MAAM,CAAA;IACX,kEAAkE;IAClE,KAAK,EAAE,MAAM,CAAA;CACd,CAAA;AAED,2EAA2E;AAC3E,MAAM,MAAM,YAAY,GAAG;IAAE,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAAC,GAAG,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAA;CAAE,GAAG,IAAI,CAAA;AAElG,KAAK,GAAG,GAAG;IAAE,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,CAAC,EAAE,MAAM,CAAA;CAAE,CAAA;AAE9C;;;;;GAKG;AACH,wBAAgB,aAAa,CAAC,IAAI,EAAE,UAAU,EAAE,MAAM,EAAE,YAAY,GAAG,CAAC,MAAM,EAAE,MAAM,CAAC,EAAE,CAkBxF;AAwBD,4EAA4E;AAC5E,wBAAgB,YAAY,CAAC,IAAI,EAAE,UAAU,EAAE,CAAC,EAAE,MAAM,EAAE,CAAC,EAAE,MAAM,GAAG,GAAG,EAAE,CAc1E;AAED;;;;;;;;GAQG;AACH,wBAAgB,WAAW,CACzB,IAAI,EAAE,UAAU,EAChB,KAAK,EAAE,CAAC,MAAM,EAAE,MAAM,CAAC,EACvB,YAAY,EAAE,GAAG,EACjB,MAAM,EAAE,YAAY,EACpB,OAAO,EAAE,aAAa,EACtB,GAAG,EAAE,YAAY,EACjB,MAAM,EAAE,MAAM,GACb,YAAY,CA0Cd;AAED,gEAAgE;AAChE,wBAAgB,mBAAmB,CAAC,IAAI,EAAE,UAAU,EAAE,YAAY,EAAE,GAAG,EAAE,MAAM,EAAE,YAAY,EAAE,GAAG,EAAE,YAAY,GAAG,YAAY,CAI9H"}
@@ -1,70 +1,116 @@
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- // The shadow volumes, as data — a list the engine iterates rather than one
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- // hardcoded box, so a second cascade is a list entry and not a rewrite.
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- //
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- // Pure math, its own module for the same reason param-track.ts is: the engine
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- // class needs a GPU to construct, and the one thing that ever goes WRONG with a
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- // shadow volume is arithmetic — a snap that stops snapping, an eye that lands
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- // inside the near plane. Headless tests can hold this half to golden values.
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- //
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- // The arithmetic is the shipped single-volume code, operation for operation:
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- // float addition is not associative, so "the same formula, reordered" is not
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- // the same matrix, and cascade 0 must be BIT-IDENTICAL to the volume every
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- // published scene was lit by.
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  import { Mat4, Vec3 } from "./math";
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+ export const SHADOW_CASCADES = [{ mapSize: 4096 }, { mapSize: 2048 }];
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+ /** How far past the camera's point of interest the near cascade reaches, in
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+ * world units: the dancer and the floor around her, at the near map's texel. */
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+ export const NEAR_REACH = 40;
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  /**
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- * The list, inner to outer. INVARIANT the sampler and the cull both lean on:
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- * each cascade's box must CONTAIN the previous one (same snapped target, wider
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- * span, deeper reach), because
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- *
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- * - the sampler falls from cascade i to i+1 at the box edge, which is only
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- * seamless if i+1 covers where i ends, and
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- * - the cull tests ONE frustum — the outermost — and the rasterizer clips
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- * each cascade to its own box. That is the same argument that made
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- * single-volume shadow culling exact: anything rejected was contributing
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- * nothing anywhere. Concentric containment is what keeps it true for a
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- * LIST. tests/shadow-cascades.test.mjs pins it.
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+ * Where each cascade's slice of the view starts and ends, as distances along
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+ * the view: [near, split] and [near, farFit]. The far end is where the scene
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+ * ends, so an empty floor with a dancer on it keeps a short, sharp frustum
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+ * rather than the camera's far plane.
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  */
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- export const SHADOW_CASCADES = [
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- // The shipped volume: 64 units at 4096² ≈ 64 texels/unit — crisp contact
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- // shadows on the ground catcher (2048 read visibly blurry).
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- { span: 64, back: 72, near: 1, far: 140, mapSize: 4096 },
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- // The stage volume: 4× the span on each side, so a set piece 100 units out
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- // still throws and receives shade instead of popping lit at the near box's
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- // edge. 2048² over 256 units ≈ 8 texels/unit — soft, and read at distances
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- // where soft is what a shadow looks like anyway. 16 MB where the near map
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- // is 64. Depth reach scales with the span (same eye direction, deeper box),
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- // keeping the containment invariant checkable from the specs alone.
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- { span: 256, back: 288, near: 1, far: 560, mapSize: 2048 },
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- ];
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+ export function cascadeSlices(view, bounds) {
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+ let farFit = view.near + 200;
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+ if (bounds) {
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+ let deepest = 0;
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+ for (let i = 0; i < 8; i++) {
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+ const cx = (i & 1 ? bounds.max : bounds.min)[0] - view.eye.x;
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+ const cy = (i & 2 ? bounds.max : bounds.min)[1] - view.eye.y;
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+ const cz = (i & 4 ? bounds.max : bounds.min)[2] - view.eye.z;
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+ deepest = Math.max(deepest, cx * view.forward.x + cy * view.forward.y + cz * view.forward.z);
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+ }
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+ farFit = deepest + 1;
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+ }
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+ farFit = Math.min(view.far, Math.max(view.near + 1, farFit));
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+ const split = Math.min(farFit, Math.max(view.near + 8, view.focus + NEAR_REACH));
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+ return [
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+ [view.near, split],
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+ [view.near, farFit],
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+ ];
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+ }
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+ /** The bounding sphere of a frustum slice: on the view axis, at the depth that
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+ * balances the near and far rectangles' corners. */
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+ function sliceSphere(view, n, f) {
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+ const t = Math.tan(view.fov / 2);
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+ const k2 = t * t * (1 + view.aspect * view.aspect);
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+ let depth;
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+ let radius;
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+ if (k2 >= (f - n) / (f + n)) {
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+ depth = f;
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+ radius = f * Math.sqrt(k2);
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+ }
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+ else {
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+ depth = 0.5 * (f + n) * (1 + k2);
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+ radius = 0.5 * Math.sqrt((f - n) * (f - n) + 2 * (f * f + n * n) * k2 + (f + n) * (f + n) * k2 * k2);
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+ }
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+ const center = new Vec3(view.eye.x + view.forward.x * depth, view.eye.y + view.forward.y * depth, view.eye.z + view.forward.z * depth);
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+ return { center, radius };
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+ }
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+ /** The eight corners of a slice, for tests and for the fit's own checks. */
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+ export function sliceCorners(view, n, f) {
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+ const out = [];
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+ for (const d of [n, f]) {
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+ const h = d * Math.tan(view.fov / 2);
54
+ const w = h * view.aspect;
55
+ for (const sy of [-1, 1])
56
+ for (const sx of [-1, 1])
57
+ out.push({
58
+ x: view.eye.x + view.forward.x * d + view.right.x * w * sx + view.up.x * h * sy,
59
+ y: view.eye.y + view.forward.y * d + view.right.y * w * sx + view.up.y * h * sy,
60
+ z: view.eye.z + view.forward.z * d + view.right.z * w * sx + view.up.z * h * sy,
61
+ });
62
+ }
63
+ return out;
64
+ }
39
65
  /**
40
- * One cascade's view-projection, following the camera target.
41
- *
42
- * The target is snapped to this cascade's OWN texel quantum in the light's
43
- * right/up plane, so a moving volume doesn't shimmer its shadow edges while
44
- * running — each cascade snaps to its own grid, coarser maps snapping coarser.
66
+ * One cascade's view-projection: an orthographic box around the slice's
67
+ * sphere, snapped to the map's texel grid in the light's right/up plane so a
68
+ * moving camera doesn't shimmer its shadow edges, and reaching along the light
69
+ * from the nearest thing in the scene to the farthest, so everything that
70
+ * could cast into the slice does.
45
71
  *
46
72
  * Writes the 16 floats into `out` at `offset` and returns `out`.
47
73
  */
48
- export function buildShadowVP(target, sunDirection, cascade, out, offset) {
74
+ export function fitShadowVP(view, slice, sunDirection, bounds, cascade, out, offset) {
49
75
  const dir = new Vec3(sunDirection.x, sunDirection.y, sunDirection.z);
50
76
  dir.normalize();
51
77
  const up = Math.abs(dir.y) > 0.99 ? new Vec3(0, 0, -1) : new Vec3(0, 1, 0);
52
- const t = new Vec3(target.x, target.y, target.z);
53
78
  const right = Vec3.crossInto(up, dir, new Vec3(0, 0, 0)).normalize();
54
79
  const upv = Vec3.crossInto(dir, right, new Vec3(0, 0, 0));
55
- const texel = cascade.span / cascade.mapSize;
56
- const tr = Math.round(t.dot(right) / texel) * texel;
57
- const tu = Math.round(t.dot(upv) / texel) * texel;
58
- const td = t.dot(dir);
80
+ const { center, radius } = sliceSphere(view, slice[0], slice[1]);
81
+ // A texel of the map, in world units; the radius is rounded up onto the
82
+ // grid too, so the box's size does not drift with the fov by fractions.
83
+ const texel = Math.max((2 * radius) / cascade.mapSize, 1e-4);
84
+ const half = Math.ceil(radius / texel) * texel;
85
+ const tr = Math.round(center.dot(right) / texel) * texel;
86
+ const tu = Math.round(center.dot(upv) / texel) * texel;
87
+ const td = center.dot(dir);
59
88
  const snapped = new Vec3(right.x * tr + upv.x * tu + dir.x * td, right.y * tr + upv.y * tu + dir.y * td, right.z * tr + upv.z * tu + dir.z * td);
60
- const eye = new Vec3(snapped.x - dir.x * cascade.back, snapped.y - dir.y * cascade.back, snapped.z - dir.z * cascade.back);
61
- const view = Mat4.lookAt(eye, snapped, up);
62
- const half = cascade.span / 2;
63
- // The shadow map keeps the NON-reversed convention (orthographicLh maps z to
64
- // [0,1] front-to-back) — reversing it buys nothing for an ortho box and the
65
- // +2 pipeline depth bias is signed against this direction.
66
- const proj = Mat4.orthographicLh(-half, half, -half, half, cascade.near, cascade.far);
67
- const vp = proj.multiply(view);
68
- out.set(vp.values, offset);
89
+ // Along the light: from the scene's nearest point to its farthest, with a
90
+ // margin so a caster on the box's own face is not clipped. With nothing to
91
+ // fit, the sphere itself.
92
+ let zmin = td - half;
93
+ let zmax = td + half;
94
+ if (bounds) {
95
+ for (let i = 0; i < 8; i++) {
96
+ const z = (i & 1 ? bounds.max : bounds.min)[0] * dir.x + (i & 2 ? bounds.max : bounds.min)[1] * dir.y + (i & 4 ? bounds.max : bounds.min)[2] * dir.z;
97
+ zmin = Math.min(zmin, z);
98
+ zmax = Math.max(zmax, z);
99
+ }
100
+ }
101
+ const margin = 2 + 0.02 * (zmax - zmin);
102
+ const back = td - zmin + margin;
103
+ const far = back + (zmax - td) + margin;
104
+ const eye = new Vec3(snapped.x - dir.x * back, snapped.y - dir.y * back, snapped.z - dir.z * back);
105
+ const viewM = Mat4.lookAt(eye, snapped, up);
106
+ const proj = Mat4.orthographicLh(-half, half, -half, half, 1, far + 1);
107
+ out.set(proj.multiply(viewM).values, offset);
108
+ return out;
109
+ }
110
+ /** Every cascade's view-projection in a row, inner to outer. */
111
+ export function buildShadowCascades(view, sunDirection, bounds, out) {
112
+ const slices = cascadeSlices(view, bounds);
113
+ for (let i = 0; i < SHADOW_CASCADES.length; i++)
114
+ fitShadowVP(view, slices[i], sunDirection, bounds, SHADOW_CASCADES[i], out, i * 16);
69
115
  return out;
70
116
  }
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "reze-engine",
3
- "version": "0.58.4",
3
+ "version": "0.60.0",
4
4
  "description": "A lightweight WebGPU engine for real-time 3D MMD/PMX model rendering",
5
5
  "main": "./dist/index.js",
6
6
  "types": "./dist/index.d.ts",