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fix(core): fit the shadow map to the visible frustum at high pitch (3/5) - #10893
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… off EffectManager reuses the existing LightingEffect and calls setProps when a new one is passed. Turning the last `_shadow` light off kept the shadow module registered as a default module, but getShaderModuleProps stopped passing the dummy shadow map, so shadow_uShadowMap0/1 were unbound and every layer skipped drawing. Call cleanup() from setProps when no light casts shadows, so layers are rebuilt without the module. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Layer._drawLayer applies `getPolygonOffset` (default [0, -layerIndex * 100]) in every pass. The shadow map stores gl_FragCoord.z, which includes the offset, so the k-th layer drawn in the shadow pass stored a depth k * 100 * 2^-16 closer to the light. From the third layer on, layers fell partly or fully into their own shadow. ShadowPass now sets depthBias: 0 so the shadow map is drawn without the offset. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
getViewProjectionMatrices fitted the light frustum to the points where the viewport corner rays hit the ground. With the default fov, the top corners reach the horizon at pitch ~71.6. Just below it the hits are far beyond the camera's far plane (light frustum 20 x 28 km at pitch 72, 63 m texels). Above it they are behind the camera, so the shadow map no longer covers the visible scene. Shadows disappear, and fragments past the light frustum's far plane are always shadowed (black areas). Fit the light frustum to the view frustum clipped to z >= 0 instead: the frustum corners above the ground plus the points where frustum edges cross the ground. When every corner ray hits the ground before the far plane, this gives the same points as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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[Medium impact] The PR appears safe to merge; no actionable new issue was found. SummaryFits geospatial shadow maps to the visible view above ground, including where the far plane meets the ground at high pitch.
Reviews (5) · Last reviewed commit: "Merge branch 'master' into fix/shadow-fr..." · Reviewed by Greptile |
ibgreen
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Reviewed; the high-pitch shadow-frustum fit and regression coverage are ready to approve.
# Conflicts: # test/modules/core/passes/shadow-pass.spec.ts # test/render/test-cases/effects.spec.ts
…-high-pitch # Conflicts: # test/render/test-cases/effects.spec.ts
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October 26, 2026 04:00
# Conflicts: # test/render/test-cases/effects.spec.ts
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…/5) (#10893) * fix(core): release shadow resources when LightingEffect turns shadows off EffectManager reuses the existing LightingEffect and calls setProps when a new one is passed. Turning the last `_shadow` light off kept the shadow module registered as a default module, but getShaderModuleProps stopped passing the dummy shadow map, so shadow_uShadowMap0/1 were unbound and every layer skipped drawing. Call cleanup() from setProps when no light casts shadows, so layers are rebuilt without the module. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix(core): draw the shadow map without per-layer polygon offset Layer._drawLayer applies `getPolygonOffset` (default [0, -layerIndex * 100]) in every pass. The shadow map stores gl_FragCoord.z, which includes the offset, so the k-th layer drawn in the shadow pass stored a depth k * 100 * 2^-16 closer to the light. From the third layer on, layers fell partly or fully into their own shadow. ShadowPass now sets depthBias: 0 so the shadow map is drawn without the offset. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix(core): fit the shadow map to the visible frustum at high pitch getViewProjectionMatrices fitted the light frustum to the points where the viewport corner rays hit the ground. With the default fov, the top corners reach the horizon at pitch ~71.6. Just below it the hits are far beyond the camera's far plane (light frustum 20 x 28 km at pitch 72, 63 m texels). Above it they are behind the camera, so the shadow map no longer covers the visible scene. Shadows disappear, and fragments past the light frustum's far plane are always shadowed (black areas). Fit the light frustum to the view frustum clipped to z >= 0 instead: the frustum corners above the ground plus the points where frustum edges cross the ground. When every corner ray hits the ground before the far plane, this gives the same points as before. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit d610287)
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Released in deck.gl 9.4.1. Thanks @charlieforward9! |
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For #9446. Part 3 of 5 of the shadow fixes; parts 1 and 2 (#10892, #10891) have merged. #10903 and #10913 follow.
The shadow map is fitted to where the screen corners hit the ground. Near the horizon (pitch around 70° and up), those points run far away or land behind the camera. Shadows then blur, vanish, or render black. The shadow map is now fitted to the visible part of the view.
Change List
shadowmodule: fit the shadow map to the visible viewshadow-effect-high-pitchwith new golden imageTop: master. Bottom: this PR. Pitch 65 / 70 / 72 / 85.
The new tests fail on master. Existing render tests are unchanged.
TODO