Shadow maps use the full scene-derived size (point-light faces capped
at 2048) under a 26M-texel scene budget halved largest-first; the PCF
filter measures its reach in output pixels with a two-texel minimum,
samples texel centres on a jittered adaptive 5..10 grid, and compares
each texel against the receiver plane's own depth so wide kernels never
self-shadow lit casters. The WGSL mirror is parenthesised (Tint rejects
the old form) and guarded by a shader-wide grammar test; the CPU
reference and shader remain step-for-step parity-tested.
The Advanced 3D renderer folded Accepts Shadows (Off/On/Only) into a
bool, so a shadow catcher set to Only drew as an ordinary lit surface.
The material now carries shadows_only. Such a fragment draws black at
the strongest shadow a light casts on it, as Classic 3D does, and it
goes in the blended pass so what is behind it shows through. The CPU
shader and advanced3d.wgsl get the same branch.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
FreeBSD's CI VM (Mesa llvmpipe over GL) failed 22 effectcraft-gpu tests:
- Advanced 3D's camera-depth target was R32Float, which GLES can't render to without
EXT_color_buffer_float: create_render_pipeline failed validation (release builds only log
that and draw nothing). The target is now R32Uint holding the f32 bits (renderable on every
backend, lossless), and GpuContext checks the adapter's format features (render attachment,
blendable colour) and independent blending up front; when they're missing the render
pipelines are never built and Advanced 3D renders on the CPU.
- Signed `%` in the shaders: naga emits GLSL `%`, undefined for negative operands, which broke
the VR effects' horizontal wrap and Cell Pattern's tiling. A shared `imod` never takes `%` of
a negative number.
- asin/acos: Mesa's are coarse approximations (~1e-4 rad), visible in every lens/sphere/cylinder
mapping. `asin_p`/`acos_p` (Cephes' asinf polynomial) are f32-accurate on every backend.
- "Could not lock adapter context": the GL backend has one context lock per adapter with a
timeout, so tests driving devices concurrently panic. Every gpu test helper that hands out a
device holds one process-wide lock for the calling test; ui_web_job_gpu's two device tests
share a lock too.
- On GL, up to 1 % of pixels may flip across a decision boundary (division through a
reciprocal, unfused fma); the GPU-vs-CPU comparisons allow that there only.
Also adds the FreeBSD workflow (from the FreeBSD CI PR) so this branch is checked there.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Advanced 3D runs render entirely on the GPU: every motion-blur sub-sample
rasterised, resolved and averaged, the depth-based iris depth of field
(Classic 3D bokeh spans, highlight boost, progressive levels), the sRGB
encode and the composite over the GPU canvas (Accelerator::render_3d,
Renderer::prepare_adv_run, adv3d.wgsl). Wireframe outlines draw on the GPU.
Fixes NaN environment lookups for straight up/down normals on Metal.
bench --gpu gains an Advanced 3D comp (--adv3d).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Extruded text keeps per-character 3D: each glyph's outline is extruded in its own space and
placed by its animated matrix; shape layers extrude their fill outlines (gradients use their
mid colour). Shadow-map bias scales with the texel footprint at the receiver and the PCF
reach (no acne on curved casters), identically on CPU and GPU. Docs: Advanced 3D in
architecture.md, parity table updated (3D, Text).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Advanced 3D comps render their 3D runs as one scene of world-space triangles: model and
primitive layers (meshes, skinning, animation clips by layer time), extruded text/shape
layers, and textured cards for every other layer with their Material Options. Shading is
physically based in linear light: Cook-Torrance GGX + Lambert for parallel/spot/point lights
(AE falloff and cone), ambient lights, image-based light from an Environment light's layer
(equirectangular; cosine irradiance map + roughness mip chain + split-sum BRDF fit), and
PCF shadow maps (spot/parallel/point cube faces). 2x2 SSAA, depth of field as a gather blur
by circle of confusion, back to the working encoding.
The software rasteriser (depth buffer, top-left rule, perspective-correct, opaque visibility
then sorted transparent blending) is the reference and CI path; effectcraft-gpu implements
Accelerator::raster_3d with a wgpu render pipeline (advanced3d.wgsl) and matches it within
tolerance. Environment layers are hidden from both renderers.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>