@woosh/meep-engine 2.109.10 → 2.109.12

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Files changed (50) hide show
  1. package/editor/tools/v2/GizmoNode.js +71 -0
  2. package/editor/tools/v2/TransformControls.js +10 -980
  3. package/editor/tools/v2/TransformControlsGizmo.js +774 -0
  4. package/editor/tools/v2/TransformControlsPlane.js +118 -0
  5. package/editor/tools/v2/TransformMode.js +8 -0
  6. package/editor/tools/v2/TranslateHelperGeometry.js +14 -0
  7. package/package.json +1 -1
  8. package/src/core/model/node-graph/NodeGraph.spec.js +1 -1
  9. package/src/core/model/node-graph/node/NodeDescription.d.ts +1 -1
  10. package/src/core/model/node-graph/node/NodeDescription.spec.js +1 -1
  11. package/src/core/model/node-graph/node/NodeInstance.spec.js +1 -1
  12. package/src/core/model/node-graph/node/NodeInstancePortReference.spec.js +1 -1
  13. package/src/core/model/node-graph/node/NodeRegistry.d.ts +1 -1
  14. package/src/core/model/node-graph/node/NodeRegistry.d.ts.map +1 -1
  15. package/src/core/model/node-graph/node/NodeRegistry.js +5 -5
  16. package/src/core/model/node-graph/node/NodeRegistry.spec.js +1 -1
  17. package/src/core/model/node-graph/node/Port.d.ts.map +1 -1
  18. package/src/core/model/node-graph/node/Port.js +3 -2
  19. package/src/core/model/node-graph/node/Port.spec.js +1 -1
  20. package/src/core/model/node-graph/type/DataType.d.ts.map +1 -0
  21. package/src/core/model/node-graph/{DataType.js → type/DataType.js} +2 -2
  22. package/src/core/model/node-graph/type/DataType.spec.d.ts.map +1 -0
  23. package/src/core/model/node-graph/{ParametricDataType.d.ts → type/ParametricDataType.d.ts} +6 -1
  24. package/src/core/model/node-graph/type/ParametricDataType.d.ts.map +1 -0
  25. package/src/core/model/node-graph/{ParametricDataType.js → type/ParametricDataType.js} +19 -4
  26. package/src/core/model/node-graph/type/ParametricDataType.spec.d.ts +2 -0
  27. package/src/core/model/node-graph/type/ParametricDataType.spec.d.ts.map +1 -0
  28. package/src/core/model/node-graph/type/ParametricDataType.spec.js +63 -0
  29. package/src/core/model/node-graph/type/deserializeDataTypeFromJSON.d.ts +8 -0
  30. package/src/core/model/node-graph/type/deserializeDataTypeFromJSON.d.ts.map +1 -0
  31. package/src/core/model/node-graph/type/deserializeDataTypeFromJSON.js +24 -0
  32. package/src/engine/graphics/geometry/CircleGeometry.d.ts +20 -0
  33. package/src/engine/graphics/geometry/CircleGeometry.d.ts.map +1 -0
  34. package/src/engine/graphics/geometry/CircleGeometry.js +17 -0
  35. package/src/engine/graphics/particles/node-based/nodes/ParticleDataTypes.js +1 -1
  36. package/src/engine/graphics/particles/node-based/particle/ParticleAttributeSpecification.d.ts +10 -8
  37. package/src/engine/graphics/particles/node-based/particle/ParticleAttributeSpecification.d.ts.map +1 -1
  38. package/src/engine/graphics/sh3/gi/material/common.glsl +171 -95
  39. package/src/engine/graphics/sh3/lpv/LightProbeVolume.d.ts +4 -0
  40. package/src/engine/graphics/sh3/lpv/LightProbeVolume.d.ts.map +1 -1
  41. package/src/engine/graphics/sh3/lpv/LightProbeVolume.js +4 -0
  42. package/src/engine/graphics/sh3/lpv/depth/octahedral/bake_octahedral_depth_map.d.ts.map +1 -1
  43. package/src/engine/graphics/sh3/lpv/depth/octahedral/bake_octahedral_depth_map.js +52 -0
  44. package/src/engine/graphics/sh3/prototypeSH3Probe.js +4 -4
  45. package/src/core/model/node-graph/DataType.d.ts.map +0 -1
  46. package/src/core/model/node-graph/DataType.spec.d.ts.map +0 -1
  47. package/src/core/model/node-graph/ParametricDataType.d.ts.map +0 -1
  48. /package/src/core/model/node-graph/{DataType.d.ts → type/DataType.d.ts} +0 -0
  49. /package/src/core/model/node-graph/{DataType.spec.d.ts → type/DataType.spec.d.ts} +0 -0
  50. /package/src/core/model/node-graph/{DataType.spec.js → type/DataType.spec.js} +0 -0
@@ -62,11 +62,22 @@ vec3[9] lpv_probe_getData(uint probe_index) {
62
62
  return result;
63
63
  }
64
64
 
65
+ float sign_not_zero(float x) {
66
+ return x >= 0.0 ? 1.0 : -1.0;
67
+ }
68
+
69
+ vec2 sign_not_zero(vec2 x) {
70
+ return vec2(
71
+ sign_not_zero(x.x),
72
+ sign_not_zero(x.y)
73
+ );
74
+ }
75
+
65
76
  vec3 sign_not_zero(vec3 x) {
66
77
  return vec3(
67
- x.x >= 0.0 ? 1.0 : -1.0,
68
- x.y >= 0.0 ? 1.0 : -1.0,
69
- x.z >= 0.0 ? 1.0 : -1.0
78
+ sign_not_zero(x.x),
79
+ sign_not_zero(x.y),
80
+ sign_not_zero(x.z)
70
81
  );
71
82
  }
72
83
 
@@ -93,40 +104,17 @@ vec4 quadBlendWieghts(vec2 coords)
93
104
  return res;
94
105
  }
95
106
 
96
- //vec2 VecToSphereOct(vec3 direction)
97
- //{
98
- // vec3 octant = sign_not_zero(direction);
99
- //
100
- // // |x| + |y| + |z| = 1
101
- // float sum = dot(direction, octant);
102
- // vec3 octahedron = direction / sum;
103
- //
104
- // if (direction.z < 0.0)
105
- // {
106
- // vec3 absolute = abs(octahedron);
107
- //
108
- // octahedron.xy = octant.xy * vec2(1.0f - absolute.y, 1.0f - absolute.x);
109
- // }
110
- //
111
- // return octahedron.xy;
112
- //}
113
-
114
- vec2 VecToSphereOct(vec3 direction)
107
+ vec2 VecToSphereOct(vec3 v)
115
108
  {
116
- vec3 octant = sign_not_zero(direction);
117
-
118
- // |x| + |y| + |z| = 1
119
- float sum = dot(direction, octant);
120
- vec3 octahedron = direction / sum;
109
+ float l1norm = abs(v.x) + abs(v.y) + abs(v.z);
121
110
 
122
- if (direction.y < 0.0)
123
- {
124
- vec3 absolute = abs(octahedron);
111
+ vec2 result = v.xz / l1norm;
125
112
 
126
- octahedron.xz = octant.xz * vec2(1.0f - absolute.z, 1.0f - absolute.x);
113
+ if (v.y < 0.0) {
114
+ result = (1.0 - abs(result.yx)) * sign_not_zero(result.xy);
127
115
  }
128
116
 
129
- return octahedron.xz;
117
+ return result;
130
118
  }
131
119
 
132
120
  float SampleBlended(sampler2D tex, vec2 uv0, vec2 uv1, vec2 uv2, vec4 weights) {
@@ -138,7 +126,7 @@ float SampleBlended(sampler2D tex, vec2 uv0, vec2 uv1, vec2 uv2, vec4 weights) {
138
126
  return samp0 * weights.x + samp1 * weights.y + samp2 * weights.z;
139
127
  }
140
128
 
141
- vec2 lpv_probe_getDepth(uint probe_index, vec3 direction) {
129
+ vec2 lpv_probe_getDepthTriangular(uint probe_index, vec3 direction) {
142
130
  // get offset
143
131
  uint depth_tile_resolution = lpv_u_probe_depth_resolution;
144
132
  uvec2 atlas_size = uvec2(4096u);
@@ -176,12 +164,70 @@ vec2 lpv_probe_getDepth(uint probe_index, vec3 direction) {
176
164
  float samp1 = texelFetch(lpv_t_probe_depth, ivec2(frame1), 0).r;
177
165
  float samp2 = texelFetch(lpv_t_probe_depth, ivec2(frame2), 0).r;
178
166
 
179
- float mean = samp0 * weights.x + samp1 * weights.y + samp2 * weights.z;
180
- float mean2 = samp0 * samp0 * weights.x + samp1 * samp1 * weights.y + samp2 * samp2 * weights.z;
167
+ float d0 = samp0 * weights.x;
168
+ float d1 = samp1 * weights.y;
169
+ float d2 = samp2 * weights.z;
170
+
171
+ float mean = d0 + d1 + d2;
172
+ float mean2 = samp0 * d0 + samp1 * d1 + samp2 * d2;
181
173
 
182
174
  return vec2(mean, mean2);
183
175
  }
184
176
 
177
+ float lpv_bilinear_lerp(float v00, float v01, float v10, float v11, vec2 fraction) {
178
+
179
+ float x0 = mix(v00, v01, fraction.x);
180
+ float x1 = mix(v10, v11, fraction.x);
181
+
182
+ return mix(x0, x1, fraction.y);
183
+ }
184
+
185
+ vec2 lpv_sample_bilinear(sampler2D tex, ivec2 texel_position, vec2 fraction) {
186
+
187
+ float texel_00 = texelFetch(tex, texel_position, 0).r;
188
+ float texel_01 = texelFetch(tex, texel_position + ivec2(1, 0), 0).r;
189
+ float texel_10 = texelFetch(tex, texel_position + ivec2(0, 1), 0).r;
190
+ float texel_11 = texelFetch(tex, texel_position + ivec2(1, 1), 0).r;
191
+
192
+ return vec2(
193
+ lpv_bilinear_lerp(
194
+ texel_00, texel_01,
195
+ texel_10, texel_11,
196
+ fraction
197
+ ),
198
+ lpv_bilinear_lerp(
199
+ texel_00*texel_00, texel_01*texel_01,
200
+ texel_10*texel_10, texel_11*texel_11,
201
+ fraction
202
+ )
203
+ );
204
+ }
205
+
206
+ vec2 lpv_probe_getDepthBilinear(uint probe_index, vec3 direction) {
207
+ // get offset
208
+ uint depth_tile_resolution = lpv_u_probe_depth_resolution;
209
+ uvec2 atlas_size = uvec2(4096u);
210
+
211
+ uint tiles_per_row = atlas_size.x / depth_tile_resolution;
212
+
213
+ uint tile_x = probe_index % tiles_per_row;
214
+ uint tile_y = probe_index / tiles_per_row;
215
+
216
+ vec2 tile_offset = vec2(
217
+ tile_x * depth_tile_resolution,
218
+ tile_y * depth_tile_resolution
219
+ );
220
+
221
+ // convert direction to UV
222
+ vec2 octahedral_uv = clamp(VecToSphereOct(direction) * 0.5 + 0.5, 0.0, 1.0);
223
+ vec2 grid = octahedral_uv * vec2(depth_tile_resolution - 1u);
224
+
225
+ vec2 gridFrac = fract(grid);
226
+ vec2 gridFloor = floor(grid);
227
+
228
+ return lpv_sample_bilinear(lpv_t_probe_depth, ivec2(gridFloor+tile_offset),gridFrac);
229
+ }
230
+
185
231
  vec3 lpv_probe_getPosition(uint probe_index) {
186
232
  return texelFetch(lpv_t_probe_positions, lpv_index_to_256_coordinate(probe_index), 0).rgb;
187
233
  }
@@ -219,15 +265,15 @@ in uint tet_guess,
219
265
  out uint tet_index,
220
266
  out vec4 weights
221
267
  ) {
222
- uint came_from = 0u;
223
-
224
268
  tet_index = tet_guess;
225
269
 
226
270
  for (uint i = 0u; i < SEARCH_STEP_LIMIT; i++) {
227
271
 
228
272
  weights = lpv_mesh_getBarycentricCoordinates(tet_index, position);
229
273
 
274
+ // Check if we're in the current "best guess" tetrahedron
230
275
  if (weights.x >= 0.0 && weights.y >= 0.0 && weights.z >= 0.0 && weights.w >= 0.0) {
276
+ // success
231
277
  return;
232
278
  }
233
279
 
@@ -246,12 +292,6 @@ out vec4 weights
246
292
  next_tet = neighbors[3];
247
293
  }
248
294
 
249
- if (next_tet == came_from) {
250
- // numerical instability caused us to oscillate on the boundary
251
- return;
252
- }
253
-
254
- came_from = tet_index;
255
295
  tet_index = next_tet;
256
296
  }
257
297
 
@@ -262,13 +302,13 @@ float lpv_probe_getVisibilityMask(vec3 position, uint probe_index) {
262
302
 
263
303
  vec3 probe_position = lpv_probe_getPosition(probe_index);
264
304
 
265
- vec3 local_probe_offset = probe_position - position;
305
+ vec3 local_probe_offset = position - probe_position;
266
306
 
267
307
  float distToProbe = length(local_probe_offset);
268
308
 
269
- vec3 direction = normalize(local_probe_offset);
309
+ vec3 direction = local_probe_offset / distToProbe;
270
310
 
271
- vec2 temp = lpv_probe_getDepth(probe_index, direction);
311
+ vec2 temp = lpv_probe_getDepthBilinear(probe_index, direction);
272
312
 
273
313
  float mean = temp.x;
274
314
  float variance = abs(mean * mean - temp.y);
@@ -280,7 +320,7 @@ float lpv_probe_getVisibilityMask(vec3 position, uint probe_index) {
280
320
  float chebyshevWeight = variance / (variance + distance_delta * distance_delta);
281
321
 
282
322
  // Increase contrast in the weight
283
- // chebyshevWeight = max(chebyshevWeight*chebyshevWeight*chebyshevWeight, 0.0);
323
+ chebyshevWeight = max(chebyshevWeight * chebyshevWeight * chebyshevWeight, 0.0);
284
324
 
285
325
  return (distToProbe <= mean) ? 1.0 : chebyshevWeight;
286
326
  }
@@ -299,35 +339,6 @@ vec4 lvp_mask_weights_by_visibility_by_depth(vec3 position, uint tet_index, vec4
299
339
  return visibility * weights;
300
340
  }
301
341
 
302
- float lpv_probe_visibility_weight(uint probe_index, vec3 position, vec3 normal) {
303
- float weight = 1.0;
304
-
305
- vec3 probe_position = lpv_probe_getPosition(probe_index);
306
-
307
- vec3 direction_to_probe = normalize(probe_position - position);
308
-
309
- // Smooth backface test
310
-
311
-
312
- // The naive soft backface weight would ignore a probe when
313
- // it is behind the surface. That's good for walls. But for small details inside of a
314
- // room, the normals on the details might rule out all of the probes that have mutual
315
- // visibility to the point. So, we instead use a "wrap shading" test below inspired by
316
- // NPR work.
317
- // weight *= max(0.0001, dot(direction_to_probe, normal));
318
-
319
- // The small offset at the end reduces the "going to zero" impact
320
- // where this is really close to exactly opposite
321
- float backface_term = max(0.0001, (dot(direction_to_probe, normal) + 1.0) * 0.5);
322
- weight *= backface_term * backface_term + 0.2;
323
-
324
- weight *= lpv_probe_getVisibilityMask(position, probe_index);
325
-
326
- // Avoid zero weight
327
- weight = max(0.000001, weight);
328
-
329
- return weight;
330
- }
331
342
 
332
343
  vec4 lvp_mask_weights_by_visibility_by_normal(vec3 position, vec3 normal, uint tet_index, vec4 weights) {
333
344
 
@@ -346,16 +357,92 @@ vec4 lvp_mask_weights_by_visibility_by_normal(vec3 position, vec3 normal, uint t
346
357
  return visibility * weights;
347
358
  }
348
359
 
349
- vec4 lvp_mask_weights_by_visibility(vec3 position, vec3 normal, uint tet_index) {
360
+
361
+ /** Slightly bump the location of the shadow test point away from the shadow casting surface.
362
+ The shadow casting surface is the boundary for shadow, so the nearer an imprecise value is
363
+ to it the more the light leaks.
364
+ */
365
+ #define LPV_NORMAL_BIAS 0.01f
366
+
367
+ vec4 lvp_mask_weights_by_visibility(in vec3 position, in vec3 normal, in vec3 view_direction, in uint tet_index, in vec4 barycentric) {
350
368
 
351
369
  uvec4 vertices = lpv_mesh_getVertices(tet_index);
352
370
 
353
371
  vec4 visibility;
354
372
 
355
- for (int i = 0; i < 4; i++) {
356
- visibility[i] = lpv_probe_visibility_weight(vertices[i], position, normal);
373
+ // Bias the position at which visibility is computed; this
374
+ // avoids performing a shadow test *at* a surface, which is a
375
+ // dangerous location because that is exactly the line between
376
+ // shadowed and unshadowed. If the normal bias is too small,
377
+ // there will be light and dark leaks. If it is too large,
378
+ // then samples can pass through thin occluders to the other
379
+ // side (this can only happen if there are MULTIPLE occluders
380
+ // near each other, a wall surface won't pass through itself.)
381
+ vec3 lookup_position = position + (normal - view_direction * 3.0) * LPV_NORMAL_BIAS;
382
+
383
+ float weight_sum = 0.0;
384
+
385
+ for (uint i = 0u; i < 4u; i++) {
386
+
387
+ float weight = 1.0;
388
+
389
+ uint probe_index = vertices[i];
390
+
391
+ vec3 probe_position = lpv_probe_getPosition(probe_index);
392
+
393
+
394
+ // Smooth backface test
395
+ {
396
+
397
+ // Computed without the biasing applied to the "dir" variable.
398
+ // This test can cause reflection-map looking errors in the image
399
+ // (stuff looks shiny) if the transition is poor.
400
+ vec3 direction_to_probe = normalize(probe_position - position);
401
+
402
+ // The naive soft backface weight would ignore a probe when
403
+ // it is behind the surface. That's good for walls. But for small details inside of a
404
+ // room, the normals on the details might rule out all of the probes that have mutual
405
+ // visibility to the point. So, we instead use a "wrap shading" test below inspired by
406
+ // NPR work.
407
+ // weight *= max(0.0001, dot(direction_to_probe, normal));
408
+
409
+ // The small offset at the end reduces the "going to zero" impact
410
+ // where this is really close to exactly opposite
411
+ float backface_term = max(0.0001, (dot(direction_to_probe, normal) + 1.0) * 0.5);
412
+ weight *= backface_term * backface_term + 0.2;
413
+
414
+ }
415
+
416
+ // Moment visibility test (depth)
417
+ {
418
+
419
+ weight *= lpv_probe_getVisibilityMask(lookup_position, probe_index);
420
+
421
+ }
422
+
423
+
424
+ // A tiny bit of light is really visible due to log perception, so
425
+ // crush tiny weights but keep the curve continuous. This must be done
426
+ // before the trilinear weights, because those should be preserved.
427
+ const float crushThreshold = 0.2;
428
+
429
+ if (weight < crushThreshold) {
430
+ weight *= weight * weight * (1.0 / (crushThreshold * crushThreshold));
431
+ }
432
+
433
+ // Avoid zero weight
434
+ weight = max(0.000001, weight);
435
+
436
+ weight *= barycentric[i];
437
+
438
+ weight_sum += weight;
439
+
440
+ visibility[i] = weight;
357
441
  }
358
442
 
443
+ // normalize
444
+ visibility /= weight_sum;
445
+
359
446
  return visibility;
360
447
  }
361
448
 
@@ -420,8 +507,8 @@ vec4 lpv_renormalize_weights(in vec4 source) {
420
507
 
421
508
  float sum = source.x + source.y + source.z + source.w;
422
509
 
423
- if (sum <= 0.0) {
424
- return vec4(1.0);
510
+ if (sum <= 0.0001) {
511
+ return vec4(0.0);
425
512
  }
426
513
 
427
514
  return source / sum;
@@ -430,12 +517,6 @@ vec4 lpv_renormalize_weights(in vec4 source) {
430
517
 
431
518
 
432
519
 
433
- /** Slightly bump the location of the shadow test point away from the shadow casting surface.
434
- The shadow casting surface is the boundary for shadow, so the nearer an imprecise value is
435
- to it the more the light leaks.
436
- */
437
- #define LPV_NORMAL_BIAS 0.01f
438
-
439
520
  vec3 lpv_sample_irradiance(vec3 position, vec3 normal, vec3 view_direction) {
440
521
 
441
522
  // Bias the position at which visibility is computed; this
@@ -457,16 +538,11 @@ vec3 lpv_sample_irradiance(vec3 position, vec3 normal, vec3 view_direction) {
457
538
  uint nearest_tet = lpv_guess_initial_tet(lookup_position);
458
539
 
459
540
  uint tet;
460
- vec4 weights;
461
- lpv_walk_to_tetrahedron(lookup_position, nearest_tet, tet, weights);
541
+ vec4 barycentric_coordinates;
542
+ lpv_walk_to_tetrahedron(lookup_position, nearest_tet, tet, barycentric_coordinates);
462
543
 
463
544
  // apply visibility term
464
- // weights = lvp_mask_weights_by_visibility_by_depth(lookup_position, tet, weights);
465
- // weights = lvp_mask_weights_by_visibility_by_normal(lookup_position,normal, tet, weights);
466
- weights *= lvp_mask_weights_by_visibility(lookup_position, normal, tet);
467
-
468
- // re-normalize weights
469
- weights = lpv_renormalize_weights(weights);
545
+ vec4 weights = lvp_mask_weights_by_visibility(lookup_position, normal, view_direction, tet, barycentric_coordinates);
470
546
 
471
547
  if (tet == INVALID_TET) {
472
548
  // do nothing
@@ -1,3 +1,7 @@
1
+ /**
2
+ * Irradiance field representation
3
+ * @see "Irradiance Volumes" by G.Greger, 1998
4
+ */
1
5
  export class LightProbeVolume {
2
6
  get version(): number;
3
7
  clear(): void;
@@ -1 +1 @@
1
- {"version":3,"file":"LightProbeVolume.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/sh3/lpv/LightProbeVolume.js"],"names":[],"mappings":"AAUA;IAiCI,sBAEC;IAED,cAkBC;IAED;;;OAGG;IACH,4BAEC;IAED,uBAEC;IAED,0BAEC;IAED,mCAEC;IAED,sBAEC;IAMD,uBAEC;IAND,oBAEC;IAMD;;;;;OAKG;IACH,aAJW,MAAM,KACN,MAAM,KACN,MAAM,QAgBhB;IAED;;;;;OAKG;IACH,mBAJW,MAAM,UACN,MAAM,EAAE,iBACR,MAAM,QAIhB;IAED;;OAEG;IACH,mBAaC;IAGD;;;;;OAKG;IACH,mCAJW,MAAM,GAEJ,UAAU,CAsBtB;IAGD,yBAEC;;CAEJ;gCAnL+B,wDAAwD;2BAC7D,mCAAmC"}
1
+ {"version":3,"file":"LightProbeVolume.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/sh3/lpv/LightProbeVolume.js"],"names":[],"mappings":"AAUA;;;GAGG;AACH;IAiCI,sBAEC;IAED,cAkBC;IAED;;;OAGG;IACH,4BAEC;IAED,uBAEC;IAED,0BAEC;IAED,mCAEC;IAED,sBAEC;IAMD,uBAEC;IAND,oBAEC;IAMD;;;;;OAKG;IACH,aAJW,MAAM,KACN,MAAM,KACN,MAAM,QAgBhB;IAED;;;;;OAKG;IACH,mBAJW,MAAM,UACN,MAAM,EAAE,iBACR,MAAM,QAIhB;IAED;;OAEG;IACH,mBAaC;IAGD;;;;;OAKG;IACH,mCAJW,MAAM,GAEJ,UAAU,CAsBtB;IAGD,yBAEC;;CAEJ;gCAvL+B,wDAAwD;2BAC7D,mCAAmC"}
@@ -8,6 +8,10 @@ import { Transform } from "../../../ecs/transform/Transform.js";
8
8
  import { sh3_make_shaded_geometry } from "../visualise_spherical_harmonic_sphere.js";
9
9
 
10
10
 
11
+ /**
12
+ * Irradiance field representation
13
+ * @see "Irradiance Volumes" by G.Greger, 1998
14
+ */
11
15
  export class LightProbeVolume {
12
16
  #version = 0;
13
17
 
@@ -1 +1 @@
1
- {"version":3,"file":"bake_octahedral_depth_map.d.ts","sourceRoot":"","sources":["../../../../../../../../src/engine/graphics/sh3/lpv/depth/octahedral/bake_octahedral_depth_map.js"],"names":[],"mappings":"AAUA;;;;;;;;;GASG;AACH,kDARW,MAAM,EAAE,iBACR,MAAM,oCAEN,MAAM,EAAE,UAAQ,mBAChB,MAAM,cACN,MAAM,aACN,MAAM,QAuChB"}
1
+ {"version":3,"file":"bake_octahedral_depth_map.d.ts","sourceRoot":"","sources":["../../../../../../../../src/engine/graphics/sh3/lpv/depth/octahedral/bake_octahedral_depth_map.js"],"names":[],"mappings":"AAkBA;;;;;;;;;GASG;AACH,kDARW,MAAM,EAAE,iBACR,MAAM,oCAEN,MAAM,EAAE,UAAQ,mBAChB,MAAM,cACN,MAAM,aACN,MAAM,QAmFhB"}
@@ -3,9 +3,17 @@ import {
3
3
  decode_octahedron_to_unit
4
4
  } from "../../../../../../core/geom/3d/normal/octahedron/decode_octahedron_to_unit.js";
5
5
  import { Ray3 } from "../../../../../../core/geom/3d/Ray3.js";
6
+ import { v3_distance } from "../../../../../../core/geom/vec3/v3_distance.js";
7
+ import { v3_dot } from "../../../../../../core/geom/vec3/v3_dot.js";
8
+ import { clamp01 } from "../../../../../../core/math/clamp01.js";
9
+ import { PI_HALF } from "../../../../../../core/math/PI_HALF.js";
6
10
 
7
11
  const scratch_ray = new Ray3();
8
12
 
13
+ /**
14
+ *
15
+ * @type {number[]}
16
+ */
9
17
  const ray_hit = [];
10
18
 
11
19
  /**
@@ -29,6 +37,20 @@ export function bake_octahedral_depth_map(
29
37
  scratch_ray.tMax = max_depth;
30
38
  array_copy(position, position_offset, scratch_ray, 0, 3);
31
39
 
40
+
41
+ /**
42
+ * Resolution bias is to compensate for discontinuities between samples
43
+ * The lower the resolution - the higher the discontinuities
44
+ * This is heights of an arch on a unit sphere, where arch spans 1/resolution angle
45
+ * Half-PI is to get the height at midpoint of the arch
46
+ * x2 is to get error over the entire circle, as the previous term only gets us to semicircle
47
+ * xMath.SQRT2 is to allow for diagonals between pixels
48
+ * @type {number}
49
+ */
50
+ const RESOLUTION_BIAS = Math.sin(PI_HALF / resolution) * 2 * Math.SQRT2;
51
+
52
+ const NORMAL_BIAS = max_depth * 0.01;
53
+
32
54
  const ray_direction = scratch_ray.direction;
33
55
 
34
56
  for (let oct_x = 0; oct_x < resolution; oct_x++) {
@@ -47,6 +69,36 @@ export function bake_octahedral_depth_map(
47
69
  if (distance < 0) {
48
70
  // no hit
49
71
  distance = max_depth;
72
+ } else {
73
+ const surface_normal_x = ray_hit[3];
74
+ const surface_normal_y = ray_hit[4];
75
+ const surface_normal_z = ray_hit[5];
76
+
77
+ const surface_position_x = ray_hit[0];
78
+ const surface_position_y = ray_hit[1];
79
+ const surface_position_z = ray_hit[2];
80
+
81
+ // check for possible miss
82
+ const hit_angle_cos = -v3_dot(
83
+ surface_normal_x, surface_normal_y, surface_normal_z,
84
+ ray_direction[0], ray_direction[1], ray_direction[2]
85
+ );
86
+
87
+ const resolution_bias_offset = distance * RESOLUTION_BIAS;
88
+
89
+ const hit_normal_bias = -clamp01(1 - hit_angle_cos) * NORMAL_BIAS;
90
+
91
+ // sink the contact into the surface along the hit normal
92
+ const biased_hit_x = surface_position_x + surface_normal_x * hit_normal_bias;
93
+ const biased_hit_y = surface_position_y + surface_normal_y * hit_normal_bias;
94
+ const biased_hit_z = surface_position_z + surface_normal_z * hit_normal_bias;
95
+
96
+ distance = v3_distance(
97
+ scratch_ray[0], scratch_ray[1], scratch_ray[2],
98
+ biased_hit_x, biased_hit_y, biased_hit_z
99
+ );
100
+
101
+ distance += resolution_bias_offset;
50
102
  }
51
103
 
52
104
  const pixel_index = oct_y * resolution + oct_x;
@@ -327,6 +327,7 @@ async function main(engine) {
327
327
 
328
328
  await EngineHarness.buildBasics({
329
329
  engine,
330
+ showFps: false,
330
331
  enableWater: false,
331
332
  enableTerrain: false,
332
333
  enableLights: false,
@@ -380,8 +381,8 @@ async function main(engine) {
380
381
  // const path = 'data/models/LowPolyTownshipSet/Town_Hall/model.gltf';
381
382
  // const path = 'data/models/sibenik/3-window-less/model.gltf';
382
383
  // const path = 'data/models/samples/gi_box_01/model.glb';
383
- // const path = 'data/models/sponza-pbr/gltf/sponza.glb';
384
- const path = 'data/models/pica_pica/pica_pica.gltf';
384
+ const path = 'data/models/sponza-pbr/gltf/sponza.glb';
385
+ // const path = 'data/models/pica_pica/pica_pica.gltf';
385
386
 
386
387
  const mesh_asset = await engine.assetManager.promise(path, 'model/gltf+json');
387
388
  const gltf = mesh_asset.gltf;
@@ -409,8 +410,7 @@ async function main(engine) {
409
410
  const sg = n.entity.getComponent(ShadedGeometry);
410
411
 
411
412
  if (sg !== null) {
412
- sg.writeFlag(ShadedGeometryFlags.CastShadow, true);
413
- sg.writeFlag(ShadedGeometryFlags.ReceiveShadow, true);
413
+ sg.writeFlag(ShadedGeometryFlags.CastShadow | ShadedGeometryFlags.ReceiveShadow, true);
414
414
  }
415
415
  });
416
416
 
@@ -1 +0,0 @@
1
- {"version":3,"file":"DataType.d.ts","sourceRoot":"","sources":["../../../../../src/core/model/node-graph/DataType.js"],"names":[],"mappings":"AAEA;IAyDI;;;;OAIG;IACH,yBAFa,QAAQ,CAQpB;IAGD;;;;;OAKG;IACH,gBAJW,MAAM,QACN,MAAM,GACJ,QAAQ,CAQpB;IAjFD;;;OAGG;IACH,IAFU,MAAM,CAET;IAEP;;;OAGG;IACH,MAFU,MAAM,CAEN;IAEV,mBAEC;IAED;;;OAGG;IACH,QAFY,MAAM,CAIjB;IAED;;;;OAIG;IACH,cAHW,QAAQ,GACN,OAAO,CAKnB;IAED;;;;OAIG;IACH,QAHW,MAAM,QACN,MAAM,QAQhB;IAED,eAEC;IAED;;;aAEC;IAgCL;;;OAGG;IACH,qBAFU,OAAO,CAEY;CAP5B"}
@@ -1 +0,0 @@
1
- {"version":3,"file":"DataType.spec.d.ts","sourceRoot":"","sources":["../../../../../src/core/model/node-graph/DataType.spec.js"],"names":[],"mappings":""}
@@ -1 +0,0 @@
1
- {"version":3,"file":"ParametricDataType.d.ts","sourceRoot":"","sources":["../../../../../src/core/model/node-graph/ParametricDataType.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH;IAyCI;;;;OAIG;IACH,gBAJW,MAAM,QACN,MAAM,eACN,QAAQ,EAAE,sBAUpB;IArDD;;;OAGG;IACH,YAFU,QAAQ,EAAE,CAEJ;IAGhB;;;;;OAKG;IACH,QAJW,MAAM,QACN,MAAM,eACN,QAAQ,EAAE,QAMpB;IAED;;;;OAIG;IACH,cAHW,kBAAkB,GAChB,OAAO,CAQnB;IAED,eAEC;IAED,uBAEC;CAgBJ;yBA7DwB,eAAe"}