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-# Shadow Rendering Analysis
-
-## Issue
-In `test_mesh` (and the engine generally), shadows cast by `ObjectType::MESH` objects onto the floor (or other objects) appear as simple bounding boxes, not matching the mesh geometry.
-
-## Root Cause
-The engine uses **Hybrid Rendering**:
-1. **Visibility**: Meshes are rasterized using the GPU graphics pipeline (`mesh_render.wgsl`).
-2. **Shadows**: Shadows are calculated using **SDF Raymarching** in the fragment shader (`calc_shadow` in `shadows.wgsl`).
-
-To calculate shadows, the shader needs to query the distance to every object in the scene (`map_scene`).
-For SDF primitives (Sphere, Box, Torus), we have exact mathematical distance functions.
-For arbitrary Meshes, calculating the exact Signed Distance Field (SDF) in the shader is computationally expensive and complex (requires BVH in shader or 3D texture).
-
-Current implementation in `assets/final/shaders/render/scene_query.wgsl`:
-```wgsl
-fn get_dist(p: vec3<f32>, obj_params: vec4<f32>) -> f32 {
- // ...
- if (obj_type == 5.0) { return sdBox(p, obj_params.yzw); } // MESH AABB
- return 100.0;
-}
-```
-`obj_params.yzw` contains the local extents (half-size) of the mesh's AABB.
-Thus, **all meshes are approximated as Boxes in the shadow/SDF pass.**
-
-## Implications
-- **Shadow Casting**: Meshes cast box-shaped shadows.
-- **Shadow Receiving**: Meshes receive shadows correctly (from other objects' SDFs).
-- **Self-Shadowing**: Disabled via `skip_idx` to prevent the mesh from being shadowed by its own proxy box.
-
-## Potential Solutions
-
-### 1. Shadow Mapping (Recommended for future)
-Render the scene depth from the light's perspective into a texture.
-- **Pros**: Exact shadows for rasterized geometry; handles self-shadowing naturally.
-- **Cons**: Requires additional render pass, potential bias artifacts, doesn't integrate perfectly with soft SDF shadows (though can be combined).
-- **Status**: Tracked as **Task #40**.
-
-### 2. Mesh SDF Baking
-Pre-calculate a 3D texture containing the SDF of the mesh and sample it in the shader.
-- **Pros**: Accurate soft shadows, integrates with existing SDF system.
-- **Cons**: High memory usage (3D textures), requires tooling to bake SDFs (e.g. `mesh_to_sdf` tool).
-
-### 3. Analytic Proxies
-Manually assign a better proxy shape (e.g. combination of spheres/boxes) for specific meshes.
-- **Pros**: Cheap, better than box.
-- **Cons**: Manual labor, limited fidelity.
-
-## Conclusion
-The current "bounding box shadow" behavior is a known limitation of using an AABB as the SDF proxy for meshes. It is not a bug in the code, but a simplified implementation choice for the 64k intro constraints. Accurate shadows require implementing Shadow Mapping (Task #40).