Merge pull request #2463 from HEOJUNFO/fix/classic3d-shadow-diffusion

Classic 3D Shadow Diffusion blurs instead of stamping copies (#2444)
This commit is contained in:
BFlat
2026-10-30 00:13:09 +07:00
committed by GitHub
4 changed files with 74 additions and 7 deletions
+14 -3
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@@ -199,6 +199,12 @@ fn attenuation(l: u32, p: vec3<f32>) -> f32 {
return k;
}
// compose::shadow_taps: samples per side of the Shadow Diffusion kernel.
fn shadow_taps(r_px: f32) -> u32 {
let n = clamp(u32(ceil(2.0 * r_px / 1.5)), 3u, 15u);
return n | 1u;
}
// compose::occlusion: RGB transmittance of light `l` reaching `p` past caster `c`.
fn occlusion(c: u32, p: vec3<f32>, l: u32) -> vec3<f32> {
let pl = planes[c];
@@ -243,9 +249,14 @@ fn occlusion(c: u32, p: vec3<f32>, l: u32) -> vec3<f32> {
if (r * pl.tex.z < 0.5) {
px = texel(c, hit.x, hit.y);
} else {
for (var j = -1; j <= 1; j++) {
for (var i = -1; i <= 1; i++) {
px += texel(c, hit.x + f32(i) * r * 0.66, hit.y + f32(j) * r * 0.66) / 9.0;
// compose::shadow_taps: n × n box filter over the penumbra square.
let n = shadow_taps(r * pl.tex.z);
let step = 2.0 * r / f32(n);
let h = i32(n / 2u);
let w = 1.0 / f32(n * n);
for (var j = -h; j <= h; j++) {
for (var i = -h; i <= h; i++) {
px += texel(c, hit.x + f32(i) * step, hit.y + f32(j) * step) * w;
}
}
}
+16
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@@ -133,6 +133,22 @@ fn lights_specular_transmission_and_shadows() {
}
}
#[test]
fn wide_shadow_diffusion() {
// #2444: a wide penumbra takes more than the 3 × 3 kernel's samples; both sides pick the
// same count.
for depth in [BitDepth::Bpc8, BitDepth::Bpc32] {
let mut s = crossing(depth, BlendMode::Normal);
for l in &mut s.p.comp_mut(s.cid).unwrap().layers {
if l.switches.three_d {
set(l, "materialOptions/castsShadows", Value::Enum(1));
}
}
light(&mut s, LightKind::Point, [150.0, 20.0, -80.0], &[("castsShadows", Value::Bool(true)), ("shadowDiffusion", n(60.0))]);
check(&format!("wide shadow diffusion {depth:?}"), compare_at(&s, opts(), Tick::ZERO), 0.005);
}
}
#[test]
fn depth_of_field_and_motion_blur() {
for depth in [BitDepth::Bpc8, BitDepth::Bpc32] {
+17 -4
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@@ -645,6 +645,13 @@ fn shade_texel(it: &Item, g: &Geo, u: f64, v: f64, t: Px, lights: &[LightState],
[lit[0] * a, lit[1] * a, lit[2] * a, a]
}
/// Samples per side of the Shadow Diffusion kernel for a penumbra radius of `r_px` caster pixels:
/// odd, at least 3, and enough that neighbouring samples are at most 1.5 pixels apart, up to 15.
pub(crate) fn shadow_taps(r_px: f64) -> u32 {
let n = ((2.0 * r_px / 1.5).ceil() as u32).clamp(3, 15);
n | 1
}
/// RGB transmittance of light `l` reaching `p` past caster `c` (1 = unoccluded).
fn occlusion(c: &Item, p: Vec3, l: &LightState) -> [f32; 3] {
const FAR: f64 = 1.0e6;
@@ -672,11 +679,17 @@ fn occlusion(c: &Item, p: Vec3, l: &LightState) -> [f32; 3] {
if r * c.buf.scale < 0.5 {
px = c.texel(hit.x, hit.y);
} else {
for j in -1..=1 {
for i in -1..=1 {
let q = c.texel(hit.x + i as f64 * r * 0.66, hit.y + j as f64 * r * 0.66);
// Box filter over the penumbra square: n × n cell centres, dense enough that a wide
// diffusion blurs the caster instead of stamping copies of it (#2444).
let n = shadow_taps(r * c.buf.scale);
let step = 2.0 * r / n as f64;
let h = (n / 2) as i32;
let w = 1.0 / (n * n) as f32;
for j in -h..=h {
for i in -h..=h {
let q = c.texel(hit.x + f64::from(i) * step, hit.y + f64::from(j) * step);
for k in 0..4 {
px[k] += q[k] / 9.0;
px[k] += q[k] * w;
}
}
}
+27
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@@ -344,6 +344,33 @@ fn shadow_darkness_and_accepts_off() {
assert!(close(v, 0.5, 1e-3), "no shadow accepted: {v}");
}
#[test]
fn shadow_diffusion_is_a_soft_ramp_not_copies() {
// #2444: a wide Shadow Diffusion stamped 3 × 3 copies of the caster, so the penumbra stepped
// through three flat levels instead of ramping smoothly from lit to shadowed.
let (mut p, cid, comp) = setup();
let mut recv = solid3(&mut p, &comp, [1.0, 1.0, 1.0], 400, 200, [100.0, 50.0, 100.0]);
no_specular(&mut recv);
let mut caster = solid3(&mut p, &comp, [1.0, 1.0, 1.0], 100, 200, [40.0, 50.0, 0.0]);
set(&mut caster, "materialOptions/castsShadows", Value::Enum(2)); // Only: invisible caster
let mut l = light(&mut p, &comp, LightKind::Parallel, [100.0, 50.0, -500.0]);
set(&mut l, "transform/poi", Value::Vec3([100.0, 50.0, 0.0]));
set(&mut l, "lightOptions/castsShadows", Value::Bool(true));
// 100 px to the caster over the parallel light's 1000: a 15 px penumbra radius.
set(&mut l, "lightOptions/shadowDiffusion", Value::Scalar(150.0));
push(&mut p, cid, l);
push(&mut p, cid, caster);
push(&mut p, cid, recv);
let img = render(&p, cid);
let row: Vec<f32> = (0..i64::from(W)).map(|x| img.get(x, 50)[0]).collect();
// The row crosses both vertical edges of the caster's shadow: lit, ramp, shadowed, ramp, lit.
assert!(row.iter().any(|v| *v < 0.01) && close(row[W as usize - 1], 0.5, 1e-3), "shadow and light: {row:?}");
let ramp = row.iter().filter(|v| **v > 0.02 && **v < 0.48).count();
assert!(ramp >= 16, "two penumbras several pixels wide: {row:?}");
let step = row.windows(2).map(|w| (w[1] - w[0]).abs()).fold(0.0f32, f32::max);
assert!(step < 0.08, "no jumps between copies of the caster (largest step {step}): {row:?}");
}
// ---------------------------------------------------------------- cameras
fn camera(p: &mut Project, comp: &Comp) -> Layer {