fix(shadow): make Étape 14 shadow visible
The shadow pass was correct but the demo light was much too steep (52° elevation), so the blocker's shadow fell in a ~0.5-unit sliver tight against the cube's base and was invisible against the bright ground (offscreen pixel probe found a single dark pixel). Verified with an offscreen probe using the real Renderer::render_scene + shadow path: - steep front light (0.6,1.1,0.6) -> 1 dark pixel (no visible shadow) - shallow side light (1.0,0.3,0.0) -> 17 107 pixels (shadow pipeline OK) - tuned front-right (1.0,0.5,0.0) -> 16 979 pixels (clear visible shadow) The azimuth matters most: from the elevated front-right camera, a shadow cast toward -z falls behind the cube and is occluded; one cast toward -x runs across the ground to the left of the cube and reads clearly. Tuned light therefore sits front-right and low (toward_light (1.0,0.5,0.0)), keeping the front faces lit while casting a clearly visible PCF-softened shadow. Also reapply the LessEqual comparison sampler fix (commit39167eehad set it, but was later reverted to GreaterEqual by9a51ff7while debugging; the probe confirms LessEqual is the correct, non-inverted test). Correct 'rotating cube' to 'cube' in README/ROADMAP (shadow_test scene is static).
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@@ -7,7 +7,9 @@
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//! directions are easy to read:
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//!
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//! 1. the **blocker** (cube) casts a directional shadow that stretches along
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//! the ground opposite the light direction,
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//! the ground opposite the light direction. The light sits at the camera's
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//! front-right and low-ish, so its shadow runs clearly across the ground to
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//! the left of the cube and is easy to see,
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//! 2. the shadow edge is **softened** by 3×3 PCF (no hard jagged border),
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//! 3. the lit faces are bright while the shadowed ground stays near-ambient,
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//! proving the depth comparison is applied per-pixel.
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@@ -118,9 +120,12 @@ impl wsg_lib::AppHandler for ShadowTest {
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// One directional light only: replace the default list.
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app.scene.clear_lights();
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// Direction "from surface toward the light", i.e. the light source sits up and to
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// the -x -z side, so the shadow is cast toward +x +z (toward the camera).
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let toward_light = Vec3::new(-0.6, 1.1, -0.6).normalize();
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// Direction "from surface toward the light": the light sits up and to the +x side
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// (the camera's right), at a lowish elevation. Its shadow is then cast toward -x,
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// running clearly across the ground to the left of the cube. A steeper or more
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// frontal light would push the shadow tight against the cube's base or behind it,
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// where it is occluded by the cube from this elevated front-right view.
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let toward_light = Vec3::new(1.0, 0.5, 0.0).normalize();
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app.scene
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.add_directional_light(toward_light, [1.0, 0.98, 0.92], 1.6)
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.unwrap();
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@@ -161,14 +161,16 @@ impl Renderer {
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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// The shadow map uses WebGPU `[0,1]` clip depth: the light's orthographic
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// projection is built with glam's `directx` (WebGPU) module so NDC z is already in
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// [0,1] and matches the `current_depth` computed in the main-pass shader. The
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// comparison sampler compares the recorded depth against the reference: a surface is
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// LIT when it is no farther from the light than the depth recorded in the map, i.e.
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// `stored_depth >= reference` (GreaterEqual). The map is cleared to 1.0 (far), so
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// un-blocked texels pass and surfaces behind a blocker fail.
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compare: Some(wgpu::CompareFunction::GreaterEqual),
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// The shadow map uses WebGPU `[0,1]` clip depth (glam `directx`/WebGPU module), so the
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// depth stored in the map and the fragment depth computed in the main-pass shader share
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// the same convention (smaller = closer to the light ; the map is cleared to 1.0 = far).
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// A surface is LIT when it is no farther from the light than the recorded blocker, i.e.
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// `current_depth <= stored_depth`. `textureSampleCompare` returns 1 when the sampler's
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// compare function holds for `compare_op(depth_ref, sampled)`, so `LessEqual` is the
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// correct choice: `depth_ref (= current_depth - bias) <= stored_depth` → lit. Using
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// `GreaterEqual` here inverts the test (shadowed regions render lit, directly-lit
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// surfaces self-shadow to black) — the regression seen in the Étape 14 `shadow_test`.
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compare: Some(wgpu::CompareFunction::LessEqual),
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..Default::default()
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});
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let shadow_map_layout = create_shadow_map_bind_group_layout(&device);
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