Ratatoskr/harness/scene
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Nibu 9391e4753f
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scene: ridge heightfields with slope shading and endless world-x drift
Each ridge layer is a function of world-x (ridged multifractal value noise,
domain-warped, one function and a parameter row per layer) instead of a
periodic strip. World-x is baked in 1.2-viewport chunks on demand: the first
view bakes one chunk per layer, the rest are baked in ~6 ms tasks, and the
compositor slides a track that is recycled each chunk. A slow yaw/pitch sway
rides on top. ridgeBake.ts shades each column from the crest slope against
the sun with a lit rim, a light-to-haze face gradient and erosion streaks,
reusing the existing aerial perspective as the depth treatment.

Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
2026-11-10 18:31:56 +00:00
..
bundle.cjs scene: ridge scene as the default background, no WebGL 2026-11-06 18:34:13 +00:00
demo.ts scene: half-float prepass start target where EXT_color_buffer_float is missing; say why createScene is null 2026-11-04 20:39:22 +00:00
drive.cjs harness: trace and diff modes, standalone demo page with steps/pixel readout 2026-11-04 18:26:23 +00:00
entry.ts Background scene: two-pass WebGL2 terrain and world tree with login pull-back 2026-10-31 21:43:40 +00:00
gradAxis.cjs scene: terrainNormal reads the world-z slope from .y, not .z 2026-11-07 20:43:34 +00:00
README.md scene: terrainNormal reads the world-z slope from .y, not .z 2026-11-07 20:43:34 +00:00
ridgeDemo.ts scene: ridge heightfields with slope shading and endless world-x drift 2026-11-10 18:31:56 +00:00

Scene harness

Compiles, renders and times the background scene (src/app/features/scene/) in headless Chromium. Not shipped, not run by CI.

node bundle.cjs <outdir>                  # esbuild bundle of entry.ts plus an index.html
node drive.cjs <outdir> compile           # compile and link each stage, JSON report
node drive.cjs <outdir> shots <pngdir>    # rest, mid pull-back and pulled-back screenshots
node gradAxis.cjs <shaders dir>           # numeric check that noise gradients are (d/dx, d/dz-as-.y, ...): terrainNormal axis
node drive.cjs <outdir> measure           # GPU time per pass by timer query, two viewports, two levels
node drive.cjs <outdir> variants          # the same with source patches (no erosion, no tree, value-only fbm)
node drive.cjs <outdir> trace             # mean trace steps per pixel and pass ms at three camera poses, PREPASS=0,1 arms
node drive.cjs <outdir> diff <pngdir>     # one frozen frame with and without the prepass, pixel diff and both PNGs
node drive.cjs <outdir> phacelle          # the Phacelle gradient probe behind world.ts `phacelleGradBound`

Needs esbuild and playwright@1.48.2 on NODE_PATH and a Chromium. The first run was done on a host with no GPU, so drive.cjs launches with --use-angle=swiftshader (software Vulkan). On a machine with a GPU, remove those flags to measure the real device. bundle.cjs must run from a directory whose ancestors hold no empty package.json (esbuild reads them).

Timings from SwiftShader are CPU time: use them for the split between passes and for before and after of one change, never as a phone frame time.