@woosh/meep-engine 2.119.58 → 2.119.59

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Files changed (48) hide show
  1. package/editor/ecs/component/createObjectEditor.js +2 -0
  2. package/editor/tools/TransformTool.js +6 -5
  3. package/editor/tools/v2/TransformMode.d.ts +7 -0
  4. package/editor/tools/v2/TransformMode.d.ts.map +1 -0
  5. package/package.json +1 -1
  6. package/src/core/collection/array/array_shift_back.d.ts +9 -0
  7. package/src/core/collection/array/array_shift_back.d.ts.map +1 -0
  8. package/src/core/collection/array/array_shift_back.js +20 -0
  9. package/src/core/events/signal/Signal.d.ts.map +1 -1
  10. package/src/core/events/signal/Signal.js +55 -1
  11. package/src/core/events/signal/SignalHandler.d.ts +5 -0
  12. package/src/core/events/signal/SignalHandler.d.ts.map +1 -1
  13. package/src/core/events/signal/SignalHandler.js +6 -0
  14. package/src/core/geom/3d/tetrahedra/delaunay/compute_delaunay_tetrahedral_mesh.d.ts.map +1 -1
  15. package/src/core/geom/3d/tetrahedra/delaunay/compute_delaunay_tetrahedral_mesh.js +2 -1
  16. package/src/engine/EngineHarness.d.ts +2 -2
  17. package/src/engine/EngineHarness.d.ts.map +1 -1
  18. package/src/engine/EngineHarness.js +1 -1
  19. package/src/engine/graphics/material/manager/MaterialManager.d.ts +6 -0
  20. package/src/engine/graphics/material/manager/MaterialManager.d.ts.map +1 -1
  21. package/src/engine/graphics/material/manager/MaterialManager.js +9 -0
  22. package/src/engine/graphics/sh3/gi/material/common.d.ts +1 -1
  23. package/src/engine/graphics/sh3/gi/material/common.js +1 -1
  24. package/src/engine/graphics/sh3/lpv/LightProbeVolume.d.ts +7 -1
  25. package/src/engine/graphics/sh3/lpv/LightProbeVolume.d.ts.map +1 -1
  26. package/src/engine/graphics/sh3/lpv/LightProbeVolume.js +60 -0
  27. package/src/engine/graphics/sh3/lpv/PathTracerProbeRenderer.d.ts.map +1 -1
  28. package/src/engine/graphics/sh3/lpv/PathTracerProbeRenderer.js +1 -0
  29. package/src/engine/graphics/sh3/lpv/build_probes_for_scene.d.ts +8 -0
  30. package/src/engine/graphics/sh3/lpv/build_probes_for_scene.d.ts.map +1 -1
  31. package/src/engine/graphics/sh3/lpv/build_probes_for_scene.js +38 -27
  32. package/src/engine/graphics/sh3/lpv/serialization/LightProbeVolumeSerializationAdapter.d.ts.map +1 -1
  33. package/src/engine/graphics/sh3/lpv/serialization/LightProbeVolumeSerializationAdapter.js +2 -0
  34. package/src/engine/graphics/sh3/lpv/util/lpv_visualise_probes.d.ts.map +1 -1
  35. package/src/engine/graphics/sh3/lpv/util/lpv_visualise_probes.js +6 -2
  36. package/src/engine/graphics/sh3/lpv_build_editor.d.ts +9 -0
  37. package/src/engine/graphics/sh3/lpv_build_editor.d.ts.map +1 -0
  38. package/src/engine/graphics/sh3/lpv_build_editor.js +695 -0
  39. package/src/engine/graphics/sh3/prototypeSH3Probe.js +14 -1
  40. package/src/engine/graphics/sh3/shader/SH3VisualisationMaterial.d.ts +1 -0
  41. package/src/engine/graphics/sh3/shader/SH3VisualisationMaterial.d.ts.map +1 -1
  42. package/src/engine/graphics/sh3/shader/SH3VisualisationMaterial.js +9 -0
  43. package/src/engine/graphics/sh3/visualise_spherical_harmonic_sphere.d.ts +1 -1
  44. package/src/engine/graphics/sh3/visualise_spherical_harmonic_sphere.d.ts.map +1 -1
  45. package/src/engine/graphics/sh3/visualise_spherical_harmonic_sphere.js +2 -5
  46. package/src/engine/input/devices/KeyboardDevice.d.ts.map +1 -1
  47. package/src/engine/input/devices/KeyboardDevice.js +23 -1
  48. package/editor/tools/SelectionTool.d.ts +0 -27
@@ -114,6 +114,8 @@ function extract_object_fields_reflection(object, result, object_proto) {
114
114
  result.push(descriptor);
115
115
  }
116
116
 
117
+ // TODO exclude value fields that belong to the prototype, such as .isTransform
118
+
117
119
  if (!reserved_prototypes.includes(object_proto)) {
118
120
 
119
121
  const descriptors = Object.getOwnPropertyDescriptors(object_proto);
@@ -235,16 +235,17 @@ export class TransformTool extends Tool {
235
235
 
236
236
  /**
237
237
  *
238
- * @returns {EntityManager}
238
+ * @return {EntityComponentDataset}
239
239
  */
240
- function getEM() {
241
- return self.editor.engine.entityManager;
240
+ function getECD(){
241
+ return self.editor.engine.entityManager.dataset;
242
242
  }
243
243
 
244
244
  function handleSelectionAdded(entity) {
245
- const em = getEM();
245
+ const ecd = getECD();
246
246
 
247
- const t = em.getComponent(entity, Transform);
247
+
248
+ const t = ecd.getComponent(entity, Transform);
248
249
 
249
250
  if (t === null) {
250
251
  return;
@@ -0,0 +1,7 @@
1
+ export type TransformMode = string;
2
+ export namespace TransformMode {
3
+ let Scale: string;
4
+ let Translate: string;
5
+ let Rotate: string;
6
+ }
7
+ //# sourceMappingURL=TransformMode.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TransformMode.d.ts","sourceRoot":"","sources":["TransformMode.js"],"names":[],"mappings":"4BACU,MAAM"}
package/package.json CHANGED
@@ -5,7 +5,7 @@
5
5
  "description": "Fully featured ECS game engine written in JavaScript",
6
6
  "type": "module",
7
7
  "author": "Alexander Goldring",
8
- "version": "2.119.58",
8
+ "version": "2.119.59",
9
9
  "main": "build/meep.module.js",
10
10
  "module": "build/meep.module.js",
11
11
  "exports": {
@@ -0,0 +1,9 @@
1
+ /**
2
+ * @template T
3
+ * @param {T[]} array
4
+ * @param {number} offset
5
+ * @param {number} distance
6
+ * @param {number} count
7
+ */
8
+ export function array_shift_back<T>(array: T[], offset: number, distance: number, count: number): void;
9
+ //# sourceMappingURL=array_shift_back.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"array_shift_back.d.ts","sourceRoot":"","sources":["../../../../../src/core/collection/array/array_shift_back.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,wDAJW,MAAM,YACN,MAAM,SACN,MAAM,QAchB"}
@@ -0,0 +1,20 @@
1
+ /**
2
+ * @template T
3
+ * @param {T[]} array
4
+ * @param {number} offset
5
+ * @param {number} distance
6
+ * @param {number} count
7
+ */
8
+ export function array_shift_back(array, offset, distance, count) {
9
+
10
+ const end = Math.min(array.length, offset + count);
11
+
12
+ for (let i = offset; i < end; i++) {
13
+
14
+ const target = i - distance;
15
+
16
+ array[target] = array[i];
17
+
18
+ }
19
+
20
+ }
@@ -1 +1 @@
1
- {"version":3,"file":"Signal.d.ts","sourceRoot":"","sources":["../../../../../src/core/events/signal/Signal.js"],"names":[],"mappings":"AAMA;;;;;GAKG;AACH;IACI;;;;OAIG;IACH,iBAAqB;IAErB;;;;OAIG;IACH,cAAU;IAWV;;;OAGG;IACH,yBAEC;IAfD;;;OAGG;IACH,sBAEC;IAYD;;;;OAIG;IACH,cAHW,MAAM;;KAAY,GAChB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM;;KAAY,GAChB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM;;KAAY,SAClB,OAAO,QAQjB;IAED;;;;OAIG;IACH,cAHW,MAAM;;KAAY,GAChB,OAAO,CAInB;IAGD;;;;;OAKG;IACH,4CAFa,OAAO,CAcnB;IAED,aAEC;IAED,eAEC;IAED;;;OAGG;IACH,eAFa,OAAO,CAInB;IAED;;;;OAIG;IACH,yCAQC;IAED;;;;OAIG;IACH,sCAOC;IA4BD;;;;;OAKG;IACH,oCAFa,OAAO,CA2CnB;IAED;;;;;;OAMG;IACH,kBAEC;IAqDD;;;OAGG;IACH,+BAoCC;IAGD;;;OAGG;IACH,cAoCC;IAED;;;;OAIG;IACH,sBAoCC;IAED;;;;OAIG;IACH,4BAmCC;IAED;;;;;OAKG;IACH,oCAoCC;IAED;;;;;;OAMG;IACH,4CAoCC;IAED;;;;;;;;OAQG;IACH,4DAoCC;IAED;;;;;;;;;;OAUG;IACH,4EAmCC;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,MAAM,CAalB;IAIL;;;OAGG;IACH,mBAFU,OAAO,CAEQ;;CAPxB"}
1
+ {"version":3,"file":"Signal.d.ts","sourceRoot":"","sources":["../../../../../src/core/events/signal/Signal.js"],"names":[],"mappings":"AAMA;;;;;GAKG;AACH;IACI;;;;OAIG;IACH,iBAAqB;IAErB;;;;OAIG;IACH,cAAU;IAEV;;;OAGG;IACH,YAFU,MAAM,CAED;IAWf;;;OAGG;IACH,yBAEC;IAfD;;;OAGG;IACH,sBAEC;IAYD;;;;OAIG;IACH,cAHW,MAAM;;KAAY,GAChB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM;;KAAY,GAChB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM;;KAAY,SAClB,OAAO,QAQjB;IAED;;;;OAIG;IACH,cAHW,MAAM;;KAAY,GAChB,OAAO,CAInB;IAGD;;;;;OAKG;IACH,4CAFa,OAAO,CAcnB;IAED,aAEC;IAED,eAEC;IAED;;;OAGG;IACH,eAFa,OAAO,CAInB;IAED;;;;OAIG;IACH,yCAQC;IAED;;;;OAIG;IACH,sCAOC;IA8BD;;;;;OAKG;IACH,oCAFa,OAAO,CA2CnB;IAED;;;;;;OAMG;IACH,kBAEC;IAqDD;;;OAGG;IACH,+BA0CC;IAGD;;;OAGG;IACH,cA0CC;IAED;;;;OAIG;IACH,sBA0CC;IAED;;;;OAIG;IACH,4BAyCC;IAED;;;;;OAKG;IACH,oCAyCC;IAED;;;;;;OAMG;IACH,4CAyCC;IAED;;;;;;;;OAQG;IACH,4DAyCC;IAED;;;;;;;;;;OAUG;IACH,4EA0CC;IAED;;;;OAIG;IACH,aAHW,MAAM,GACJ,MAAM,CAalB;IAIL;;;OAGG;IACH,mBAFU,OAAO,CAEQ;;CAPxB"}
@@ -25,6 +25,12 @@ export class Signal {
25
25
  */
26
26
  flags = 0;
27
27
 
28
+ /**
29
+ * Used to track dispatches, handlers that have the same generation ID as the signal will not be dispatched
30
+ * @type {number}
31
+ */
32
+ generation = 0;
33
+
28
34
  /**
29
35
  *
30
36
  * @returns {boolean}
@@ -155,6 +161,8 @@ export class Signal {
155
161
  */
156
162
  #add_handler(handler) {
157
163
 
164
+ handler.generation = this.generation;
165
+
158
166
  const f = handler.handle;
159
167
  const first = this.handlers.get(f);
160
168
 
@@ -163,7 +171,7 @@ export class Signal {
163
171
  } else {
164
172
 
165
173
  handler.next = first;
166
- this.handlers.set(f,handler);
174
+ this.handlers.set(f, handler);
167
175
 
168
176
  // const last = signal_handler_list_last(first);
169
177
 
@@ -296,6 +304,8 @@ export class Signal {
296
304
  return;
297
305
  }
298
306
 
307
+ this.generation++;
308
+
299
309
  const handlers = this.handlers;
300
310
 
301
311
  for (const handle of handlers.values()) {
@@ -304,6 +314,10 @@ export class Signal {
304
314
 
305
315
  do {
306
316
 
317
+ if (_h.generation >= this.generation) {
318
+ break;
319
+ }
320
+
307
321
  const next = _h.next;
308
322
 
309
323
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -339,6 +353,8 @@ export class Signal {
339
353
  return;
340
354
  }
341
355
 
356
+ this.generation++;
357
+
342
358
  const handlers = this.handlers;
343
359
 
344
360
  for (const handle of handlers.values()) {
@@ -347,6 +363,10 @@ export class Signal {
347
363
 
348
364
  do {
349
365
 
366
+ if (_h.generation >= this.generation) {
367
+ break;
368
+ }
369
+
350
370
  const next = _h.next;
351
371
 
352
372
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -382,6 +402,8 @@ export class Signal {
382
402
  return;
383
403
  }
384
404
 
405
+ this.generation++;
406
+
385
407
  const handlers = this.handlers;
386
408
 
387
409
  for (const handle of handlers.values()) {
@@ -390,6 +412,10 @@ export class Signal {
390
412
 
391
413
  do {
392
414
 
415
+ if (_h.generation >= this.generation) {
416
+ break;
417
+ }
418
+
393
419
  const next = _h.next;
394
420
 
395
421
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -425,6 +451,8 @@ export class Signal {
425
451
  return;
426
452
  }
427
453
 
454
+ this.generation++;
455
+
428
456
  const handlers = this.handlers;
429
457
 
430
458
  for (const handle of handlers.values()) {
@@ -433,6 +461,10 @@ export class Signal {
433
461
 
434
462
  do {
435
463
 
464
+ if (_h.generation >= this.generation) {
465
+ break;
466
+ }
467
+
436
468
  const next = _h.next;
437
469
 
438
470
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -468,6 +500,7 @@ export class Signal {
468
500
  return;
469
501
  }
470
502
 
503
+ this.generation++;
471
504
 
472
505
  const handlers = this.handlers;
473
506
 
@@ -477,6 +510,10 @@ export class Signal {
477
510
 
478
511
  do {
479
512
 
513
+ if (_h.generation >= this.generation) {
514
+ break;
515
+ }
516
+
480
517
  const next = _h.next;
481
518
 
482
519
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -513,6 +550,7 @@ export class Signal {
513
550
  return;
514
551
  }
515
552
 
553
+ this.generation++;
516
554
 
517
555
  const handlers = this.handlers;
518
556
 
@@ -522,6 +560,10 @@ export class Signal {
522
560
 
523
561
  do {
524
562
 
563
+ if (_h.generation >= this.generation) {
564
+ break;
565
+ }
566
+
525
567
  const next = _h.next;
526
568
 
527
569
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -560,6 +602,7 @@ export class Signal {
560
602
  return;
561
603
  }
562
604
 
605
+ this.generation++;
563
606
 
564
607
  const handlers = this.handlers;
565
608
 
@@ -569,6 +612,10 @@ export class Signal {
569
612
 
570
613
  do {
571
614
 
615
+ if (_h.generation >= this.generation) {
616
+ break;
617
+ }
618
+
572
619
  const next = _h.next;
573
620
 
574
621
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -609,6 +656,8 @@ export class Signal {
609
656
  return;
610
657
  }
611
658
 
659
+ this.generation++;
660
+
612
661
  const handlers = this.handlers;
613
662
 
614
663
  for (const handle of handlers.values()) {
@@ -617,6 +666,11 @@ export class Signal {
617
666
 
618
667
  do {
619
668
 
669
+ if (_h.generation >= this.generation) {
670
+ break;
671
+ }
672
+
673
+
620
674
  const next = _h.next;
621
675
 
622
676
  if (_h.getFlag(SignalHandlerFlags.RemoveAfterExecution)) {
@@ -19,6 +19,11 @@ export class SignalHandler {
19
19
  * @type {number|SignalHandlerFlags}
20
20
  */
21
21
  private flags;
22
+ /**
23
+ * Used to determine if handler was added mid-dispatch
24
+ * @type {number}
25
+ */
26
+ generation: number;
22
27
  handle: Function;
23
28
  context: any;
24
29
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"SignalHandler.d.ts","sourceRoot":"","sources":["../../../../../src/core/events/signal/SignalHandler.js"],"names":[],"mappings":"iCAIU,MAAM;;;;AAShB;IAaI;;;;OAIG;IACH,6CAOC;IAxBD;;;OAGG;IACH,MAFU,aAAa,GAAC,IAAI,CAEhB;IAEZ;;;OAGG;IACH,cAAU;IAWN,iBAAoB;IACpB,aAAsB;IAI1B;;;;OAIG;IACH,cAHW,MAAM,GAAC,kBAAkB,GACvB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,kBAAkB,GACvB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,kBAAkB,SACzB,OAAO,QAQjB;IAED;;;;OAIG;IACH,cAHW,MAAM,GAAC,kBAAkB,GACvB,OAAO,CAInB;IAIL;;;OAGG;IACH,0BAFU,OAAO,CAEsB;CANtC"}
1
+ {"version":3,"file":"SignalHandler.d.ts","sourceRoot":"","sources":["../../../../../src/core/events/signal/SignalHandler.js"],"names":[],"mappings":"iCAIU,MAAM;;;;AAShB;IAmBI;;;;OAIG;IACH,6CAOC;IA9BD;;;OAGG;IACH,MAFU,aAAa,GAAC,IAAI,CAEhB;IAEZ;;;OAGG;IACH,cAAU;IAEV;;;OAGG;IACH,YAFU,MAAM,CAEA;IAWZ,iBAAoB;IACpB,aAAsB;IAI1B;;;;OAIG;IACH,cAHW,MAAM,GAAC,kBAAkB,GACvB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,kBAAkB,GACvB,IAAI,CAIhB;IAED;;;;OAIG;IACH,gBAHW,MAAM,GAAC,kBAAkB,SACzB,OAAO,QAQjB;IAED;;;;OAIG;IACH,cAHW,MAAM,GAAC,kBAAkB,GACvB,OAAO,CAInB;IAIL;;;OAGG;IACH,0BAFU,OAAO,CAEsB;CANtC"}
@@ -24,6 +24,12 @@ export class SignalHandler {
24
24
  */
25
25
  flags = 0;
26
26
 
27
+ /**
28
+ * Used to determine if handler was added mid-dispatch
29
+ * @type {number}
30
+ */
31
+ generation = -1;
32
+
27
33
  /**
28
34
  *
29
35
  * @param {function} handle
@@ -1 +1 @@
1
- {"version":3,"file":"compute_delaunay_tetrahedral_mesh.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/geom/3d/tetrahedra/delaunay/compute_delaunay_tetrahedral_mesh.js"],"names":[],"mappings":"AAcA;;;;;;;GAOG;AACH,wDALW,eAAe,SACf,MAAM,EAAE,MACR,MAAM,GACJ,OAAO,CAuEnB;gCAtF+B,uBAAuB"}
1
+ {"version":3,"file":"compute_delaunay_tetrahedral_mesh.d.ts","sourceRoot":"","sources":["../../../../../../../src/core/geom/3d/tetrahedra/delaunay/compute_delaunay_tetrahedral_mesh.js"],"names":[],"mappings":"AAeA;;;;;;;GAOG;AACH,wDALW,eAAe,SACf,MAAM,EAAE,MACR,MAAM,GACJ,OAAO,CAuEnB;gCAtF+B,uBAAuB"}
@@ -2,6 +2,7 @@
2
2
 
3
3
  import { assert } from "../../../../assert.js";
4
4
  import { BitSet } from "../../../../binary/BitSet.js";
5
+ import { typed_array_copy } from "../../../../collection/array/typed/typed_array_copy.js";
5
6
  import { compute_bounding_simplex_3d } from "../compute_bounding_simplex_3d.js";
6
7
  import { TetrahedralMesh } from "../TetrahedralMesh.js";
7
8
  import { Cavity } from "./Cavity.js";
@@ -53,7 +54,7 @@ export function compute_delaunay_tetrahedral_mesh(mesh, input, n = input.length
53
54
 
54
55
  const points = new Float32Array((n + 4) * 3);
55
56
 
56
- points.set(input);
57
+ typed_array_copy(input,points);
57
58
 
58
59
  /*
59
60
  create bounding volume tetrahedron over input set
@@ -113,14 +113,14 @@ export class EngineHarness {
113
113
  * @param {Engine} param.engine
114
114
  * @param {number} [param.sensitivity]
115
115
  * @param {EntityComponentDataset} [param.ecd]
116
- * @returns {Entity}
116
+ * @returns {Promise<Entity>}
117
117
  */
118
118
  static buildOrbitalCameraController({ cameraEntity, engine, ecd, sensitivity }: {
119
119
  cameraEntity?: number;
120
120
  engine: Engine;
121
121
  sensitivity?: number;
122
122
  ecd?: EntityComponentDataset;
123
- }): Entity;
123
+ }): Promise<Entity>;
124
124
  /**
125
125
  *
126
126
  * @param {Engine} engine
@@ -1 +1 @@
1
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@@ -409,7 +409,7 @@ export class EngineHarness {
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  * @param {Engine} param.engine
410
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  * @param {number} [param.sensitivity]
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  * @param {EntityComponentDataset} [param.ecd]
412
- * @returns {Entity}
412
+ * @returns {Promise<Entity>}
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  */
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  static async buildOrbitalCameraController({
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  cameraEntity,
@@ -36,6 +36,12 @@ export class MaterialManager {
36
36
  * @private
37
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  */
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  private __handle_last_reference_removed;
39
+ /**
40
+ *
41
+ * @param {Function} klass
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+ * @return {AbstractMaterialTransformer[]}
43
+ */
44
+ getCompilationSteps(klass: Function): AbstractMaterialTransformer[];
39
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  /**
40
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  *
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  * @param {AbstractMaterialTransformer} def
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"MaterialManager.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/material/manager/MaterialManager.js"],"names":[],"mappings":"AAMA;IAGQ;;;;OAIG;IACH,kBAIE;IAEF;;;;OAIG;IACH,gBAIE;IAEF;;;;OAIG;IACH,0BAIE;IAIF;;;;OAIG;IACH,0BAA2B;IAG/B;;;;;OAKG;IACH,2BAEC;IAED;;;;OAIG;IACH,wCAUC;IAED;;;;OAIG;IACH,sCAFY,6BAA6B,CAIxC;IAED;;;OAGG;IACH,uDAEC;IAED;;;;OAIG;IACH,qDAFa,OAAO,CAYnB;IAED;;;;;OAKG;IACH,kBAcC;IAGD;;;;OAIG;IACH,8CAmCC;CACJ"}
@@ -77,6 +77,15 @@ export class MaterialManager {
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  this.__cache.put(source, material);
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  }
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80
+ /**
81
+ *
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+ * @param {Function} klass
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+ * @return {AbstractMaterialTransformer[]}
84
+ */
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+ getCompilationSteps(klass){
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+ return this.__transform_chain.filter(x => x instanceof klass);
87
+ }
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+
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  /**
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  *
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  * @param {AbstractMaterialTransformer} def
@@ -1,3 +1,3 @@
1
- declare const _default: "\n#ifndef LPV_SHADER_CHUNK_COMMON\n#define LPV_SHADER_CHUNK_COMMON\n\n\nuniform usampler2D lpv_t_mesh_vertices;\nuniform usampler2D lpv_t_mesh_neighbours;\nuniform usampler3D lpv_t_mesh_lookup;\n\nuniform sampler2D lpv_t_probe_positions;\nuniform sampler2D lpv_t_probe_data;\n\nuniform sampler2D lpv_t_probe_depth;\nuniform uint lpv_u_probe_depth_resolution;\n\nuniform uint lpv_u_mesh_tet_count;\nuniform vec3 lpv_v3_bounds_min;\nuniform vec3 lpv_v3_bounds_max;\n\n\nconst float lpv_min_thickness = 0.03; // in Meters\nconst float lpv_max_thickness = 0.50; // in Meters\n\n\n#define SEARCH_STEP_LIMIT 32u\n#define INVALID_TET 1073741823u\n\n\n/** Slightly bump the location of the shadow test point away from the shadow casting surface.\n The shadow casting surface is the boundary for shadow, so the nearer an imprecise value is\n to it the more the light leaks.\n*/\n#define LPV_NORMAL_BIAS 0.0001f\n\nivec2 lpv_index_to_256_coordinate(uint index) {\n\n uint pixel_x = index % 256u;\n uint pixel_y = index / 256u;\n\n return ivec2(int(pixel_x), int(pixel_y));\n}\n\nuvec4 lpv_mesh_getVertices(uint tet_index) {\n ivec2 p = lpv_index_to_256_coordinate(tet_index);\n\n return texelFetch(lpv_t_mesh_vertices, p, 0);\n\n}\n\nuvec4 lpv_mesh_getNeighbours(uint tet_index) {\n ivec2 p = lpv_index_to_256_coordinate(tet_index);\n\n return texelFetch(lpv_t_mesh_neighbours, p, 0);\n}\n\nvec3[9] lpv_probe_getData(uint probe_index) {\n\n\n int slot = int(probe_index % 256u);\n int column = int(probe_index / 256u);\n\n int offset_x = int(slot * 9);\n\n vec3[9] result;\n\n for (int i = 0; i < 9; i++) {\n result[i] = texelFetch(lpv_t_probe_data, ivec2(offset_x + i, column), 0).rgb;\n }\n\n return result;\n}\n\nfloat sign_not_zero(float x) {\n return x >= 0.0 ? 1.0 : -1.0;\n}\n\nvec2 sign_not_zero(vec2 x) {\n return vec2(\n sign_not_zero(x.x),\n sign_not_zero(x.y)\n );\n}\n\nvec3 sign_not_zero(vec3 x) {\n return vec3(\n sign_not_zero(x.x),\n sign_not_zero(x.y),\n sign_not_zero(x.z)\n );\n}\n\nvec4 quadBlendWieghts(vec2 coords)\n{\n vec4 res;\n/* 0 0 0\n 0 0 0\n 1 0 0 */\n res.x = min(1.0f - coords.x, 1.0f - coords.y);\n/* 1 0 0\n 0 0 0\n 0 0 1 */\n res.y = abs(coords.x - coords.y);\n/* 0 0 1\n 0 0 0\n 0 0 0 */\n res.z = min(coords.x, coords.y);\n/* 0 0 0\n 0 0 1\n 0 1 1 */\n res.w = ceil(coords.x - coords.y);\n //res.xyz /= (res.x + res.y + res.z);\n return res;\n}\n\nvec2 VecToSphereOct(vec3 v)\n{\n float l1norm = abs(v.x) + abs(v.y) + abs(v.z);\n\n vec2 result = v.xz / l1norm;\n\n if (v.y < 0.0) {\n result = (1.0 - abs(result.yx)) * sign_not_zero(result.xy);\n }\n\n return result;\n}\n\nfloat SampleBlended(sampler2D tex, vec2 uv0, vec2 uv1, vec2 uv2, vec4 weights) {\n\n float samp0 = textureLod(tex, uv0, 0.0).r;\n float samp1 = textureLod(tex, uv1, 0.0).r;\n float samp2 = textureLod(tex, uv2, 0.0).r;\n\n return samp0 * weights.x + samp1 * weights.y + samp2 * weights.z;\n}\n\nvec2 lpv_probe_getDepthTriangular(uint probe_index, vec3 direction) {\n // get offset\n uint depth_tile_resolution = lpv_u_probe_depth_resolution;\n uvec2 atlas_size = uvec2(4096u);\n\n uint tiles_per_row = atlas_size.x / depth_tile_resolution;\n\n uint tile_x = probe_index % tiles_per_row;\n uint tile_y = probe_index / tiles_per_row;\n\n vec2 tile_offset = vec2(\n tile_x * depth_tile_resolution,\n tile_y * depth_tile_resolution\n );\n\n // convert direction to UV\n vec2 octahedral_uv = clamp(VecToSphereOct(direction) * 0.5 + 0.5, 0.0, 1.0);\n vec2 grid = octahedral_uv * vec2(depth_tile_resolution - 1u);\n\n vec2 gridFrac = fract(grid);\n vec2 gridFloor = floor(grid);\n\n vec4 weights = quadBlendWieghts(gridFrac);\n\n //3 nearest frames\n vec2 frame0 = gridFloor;\n vec2 frame1 = gridFloor + mix(vec2(0, 1), vec2(1, 0), weights.w);\n vec2 frame2 = gridFloor + vec2(1.0, 1.0);\n\n // move frames to atlas space\n frame0 += tile_offset;\n frame1 += tile_offset;\n frame2 += tile_offset;\n\n vec2 samp0 = texelFetch(lpv_t_probe_depth, ivec2(frame0), 0).rg;\n vec2 samp1 = texelFetch(lpv_t_probe_depth, ivec2(frame1), 0).rg;\n vec2 samp2 = texelFetch(lpv_t_probe_depth, ivec2(frame2), 0).rg;\n\n vec2 d0 = samp0 * weights.x;\n vec2 d1 = samp1 * weights.y;\n vec2 d2 = samp2 * weights.z;\n\n return (d0 + d1 + d2);\n}\n\nfloat lpv_bilinear_lerp(float v00, float v01, float v10, float v11, vec2 fraction) {\n\n float x0 = mix(v00, v01, fraction.x);\n float x1 = mix(v10, v11, fraction.x);\n\n return mix(x0, x1, fraction.y);\n}\n\nvec2 lpv_bilinear_lerp(vec2 v00, vec2 v01, vec2 v10, vec2 v11, vec2 fraction) {\n\n vec2 x0 = mix(v00, v01, fraction.x);\n vec2 x1 = mix(v10, v11, fraction.x);\n\n return mix(x0, x1, fraction.y);\n}\n\nvec2 lpv_sample_bilinear(sampler2D tex, ivec2 texel_position, vec2 fraction) {\n\n float texel_00 = texelFetch(tex, texel_position, 0).r;\n float texel_01 = texelFetch(tex, texel_position + ivec2(1, 0), 0).r;\n float texel_10 = texelFetch(tex, texel_position + ivec2(0, 1), 0).r;\n float texel_11 = texelFetch(tex, texel_position + ivec2(1, 1), 0).r;\n\n return vec2(\n lpv_bilinear_lerp(\n texel_00, texel_01,\n texel_10, texel_11,\n fraction\n ),\n lpv_bilinear_lerp(\n texel_00 * texel_00, texel_01 * texel_01,\n texel_10 * texel_10, texel_11 * texel_11,\n fraction\n )\n );\n}\n\nivec2 wrapOctahedralTexelCoordinates(const in ivec2 texel, const in int texture_size) {\n ivec2 wrapped = ((texel % texture_size) + texture_size) % texture_size;\n\n int fx = (abs(texel.x / texture_size) + int(texel.x < 0));\n int fy = (abs(texel.y / texture_size) + int(texel.y < 0));\n\n if (((fx ^ fy) & 1) != 0) {\n return (texture_size - (wrapped + ivec2(1)));\n return wrapped;\n } else {\n return wrapped;\n }\n}\n\nvec2 lpv_probe_getDepthBilinear(uint probe_index, vec3 direction) {\n // get offset\n int depth_tile_resolution = int(lpv_u_probe_depth_resolution);\n ivec2 tile_resolution = ivec2(depth_tile_resolution);\n const ivec2 atlas_size = ivec2(4096);\n\n int tiles_per_row = atlas_size.x / depth_tile_resolution;\n\n int tile_x = int(probe_index) % tiles_per_row;\n int tile_y = int(probe_index) / tiles_per_row;\n\n ivec2 tile_offset = ivec2(\n tile_x * depth_tile_resolution,\n tile_y * depth_tile_resolution\n );\n\n // convert direction to UV\n vec2 octahedral_uv = clamp(VecToSphereOct(direction) * 0.5 + 0.5, 0.0, 1.0);\n vec2 grid = octahedral_uv * vec2(depth_tile_resolution) - 0.5;\n\n vec2 gridFrac = fract(grid);\n\n ivec2 texel_position = ivec2(floor(grid));\n\n ivec2 tile_p_00;\n ivec2 tile_p_01;\n ivec2 tile_p_10;\n ivec2 tile_p_11;\n\n tile_p_00 = wrapOctahedralTexelCoordinates(texel_position, depth_tile_resolution);\n tile_p_01 = wrapOctahedralTexelCoordinates(texel_position + ivec2(1, 0), depth_tile_resolution);\n tile_p_10 = wrapOctahedralTexelCoordinates(texel_position + ivec2(0, 1), depth_tile_resolution);\n tile_p_11 = wrapOctahedralTexelCoordinates(texel_position + ivec2(1, 1), depth_tile_resolution);\n\n vec2 texel_00 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_00, 0).rg;\n vec2 texel_01 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_01, 0).rg;\n vec2 texel_10 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_10, 0).rg;\n vec2 texel_11 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_11, 0).rg;\n\n return lpv_bilinear_lerp(\n texel_00, texel_01,\n texel_10, texel_11,\n gridFrac\n );\n}\n\nvec3 lpv_probe_getPosition(uint probe_index) {\n return texelFetch(lpv_t_probe_positions, lpv_index_to_256_coordinate(probe_index), 0).rgb;\n}\n\nmat3 lpv_mesh_makeMatrix(vec3 p0, vec3 p1, vec3 p2, vec3 p3) {\n\n return inverse(\n mat3(\n p0 - p3,\n p1 - p3,\n p2 - p3\n )\n );\n\n}\n\nvec4 lpv_mesh_getBarycentricCoordinates(uint tet_index, vec3 position) {\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec3 p0 = lpv_probe_getPosition(vertices[0]);\n vec3 p1 = lpv_probe_getPosition(vertices[1]);\n vec3 p2 = lpv_probe_getPosition(vertices[2]);\n vec3 p3 = lpv_probe_getPosition(vertices[3]);\n\n mat3 matrix = lpv_mesh_makeMatrix(p0, p1, p2, p3);\n\n vec3 mult = matrix * (position - p3);\n\n return vec4(mult, 1.0 - mult.x - mult.y - mult.z);\n}\n\nvoid lpv_walk_to_tetrahedron(\nin vec3 position,\nin uint tet_guess,\nout uint tet_index,\nout vec4 weights\n) {\n tet_index = tet_guess;\n\n for (uint i = 0u; i < SEARCH_STEP_LIMIT; i++) {\n\n weights = lpv_mesh_getBarycentricCoordinates(tet_index, position);\n\n // Check if we're in the current \"best guess\" tetrahedron\n if (weights.x >= 0.0 && weights.y >= 0.0 && weights.z >= 0.0 && weights.w >= 0.0) {\n // success\n return;\n }\n\n uvec4 neighbors = lpv_mesh_getNeighbours(tet_index);\n\n uint next_tet;\n\n // Otherwise find the smallest barycentric coord and move in that direction\n if (weights.x < weights.y && weights.x < weights.z && weights.x < weights.w) {\n next_tet = neighbors[0];\n } else if (weights.y < weights.z && weights.y < weights.w) {\n next_tet = neighbors[1];\n } else if (weights.z < weights.w) {\n next_tet = neighbors[2];\n } else {\n next_tet = neighbors[3];\n }\n\n tet_index = next_tet;\n }\n\n tet_index = INVALID_TET;\n}\n\nfloat lpv_probe_getVisibilityMask(vec3 position, uint probe_index) {\n\n vec3 probe_position = lpv_probe_getPosition(probe_index);\n\n vec3 local_probe_offset = position - probe_position;\n\n float distToProbe = length(local_probe_offset);\n\n vec3 direction = local_probe_offset / distToProbe;\n\n vec2 temp = lpv_probe_getDepthBilinear(probe_index, direction);\n\n float mean = temp.x;\n float mean2 = temp.y; // mean of squared distances\n\n float variance = abs(mean * mean - mean2);\n\n // http://www.punkuser.net/vsm/vsm_paper.pdf; equation 5\n // Need the max in the denominator because biasing can cause a negative displacement\n float distance_delta = max(distToProbe - mean, 0.0);\n\n float chebyshevWeight = variance / (variance + distance_delta * distance_delta);\n\n // Increase contrast in the weight\n chebyshevWeight = max(chebyshevWeight * chebyshevWeight * chebyshevWeight, 0.0);\n\n return (distToProbe <= mean) ? 1.0 : chebyshevWeight;\n}\n\nvec4 lvp_mask_weights_by_visibility_by_depth(vec3 position, uint tet_index, vec4 weights) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec4 visibility = vec4(\n lpv_probe_getVisibilityMask(position, vertices[0]),\n lpv_probe_getVisibilityMask(position, vertices[1]),\n lpv_probe_getVisibilityMask(position, vertices[2]),\n lpv_probe_getVisibilityMask(position, vertices[3])\n );\n\n return visibility * weights;\n}\n\n\nvec4 lvp_mask_weights_by_visibility_by_normal(vec3 position, vec3 normal, uint tet_index, vec4 weights) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec4 visibility;\n\n for (int i = 0; i < 4; i++) {\n vec3 probe_position = lpv_probe_getPosition(vertices[i]);\n\n vec3 direction_to_probe = position - probe_position;\n\n visibility[i] = step(dot(direction_to_probe, normal), 0.0);\n }\n\n return visibility * weights;\n}\n\n\nvec4 lvp_mask_weights_by_visibility(in vec3 position, in vec3 normal, in vec3 view_direction, in uint tet_index, in vec4 barycentric) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec4 visibility;\n\n // Bias the position at which visibility is computed; this\n // avoids performing a shadow test *at* a surface, which is a\n // dangerous location because that is exactly the line between\n // shadowed and unshadowed. If the normal bias is too small,\n // there will be light and dark leaks. If it is too large,\n // then samples can pass through thin occluders to the other\n // side (this can only happen if there are MULTIPLE occluders\n // near each other, a wall surface won't pass through itself.)\n vec3 lookup_position = position + (normal - view_direction * 3.0) * LPV_NORMAL_BIAS;\n\n float weight_sum = 0.0;\n\n for (uint i = 0u; i < 4u; i++) {\n\n float weight = 1.0;\n\n uint probe_index = vertices[i];\n\n vec3 probe_position = lpv_probe_getPosition(probe_index);\n\n\n // Smooth backface test\n {\n\n // Computed without the biasing applied to the \"dir\" variable.\n // This test can cause reflection-map looking errors in the image\n // (stuff looks shiny) if the transition is poor.\n vec3 direction_to_probe = normalize(probe_position - position);\n\n // The naive soft backface weight would ignore a probe when\n // it is behind the surface. That's good for walls. But for small details inside of a\n // room, the normals on the details might rule out all of the probes that have mutual\n // visibility to the point. So, we instead use a \"wrap shading\" test below inspired by\n // NPR work.\n// float backface_term = max(0.0001, dot(direction_to_probe, normal));\n\n // The small offset at the end reduces the \"going to zero\" impact\n // where this is really close to exactly opposite\n float backface_term = max(0.0001, (dot(direction_to_probe, normal) + 1.0) * 0.5);\n weight *= backface_term * backface_term + 0.05;\n// weight *= backface_term;\n\n }\n\n // Moment visibility test (depth)\n {\n\n weight *= lpv_probe_getVisibilityMask(lookup_position, probe_index);\n\n }\n\n\n // A tiny bit of light is really visible due to log perception, so\n // crush tiny weights but keep the curve continuous. This must be done\n // before the trilinear weights, because those should be preserved.\n const float crushThreshold = 0.2;\n\n if (weight < crushThreshold) {\n weight *= weight * weight * (1.0 / (crushThreshold * crushThreshold));\n }\n\n // Avoid zero weight\n weight = max(0.000001, weight);\n\n weight *= barycentric[i];\n\n weight_sum += weight;\n\n visibility[i] = weight;\n }\n\n // normalize\n visibility /= weight_sum;\n\n return visibility;\n}\n\nvec3[9] lpv_interpolate_probes(vec4 weights, uint tet_index) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec3[9] probe0 = lpv_probe_getData(vertices[0]);\n vec3[9] probe1 = lpv_probe_getData(vertices[1]);\n vec3[9] probe2 = lpv_probe_getData(vertices[2]);\n vec3[9] probe3 = lpv_probe_getData(vertices[3]);\n\n vec3[9] result;\n\n for (int i = 0; i < 9; i++) {\n\n result[i] = probe0[i] * weights[0]\n + probe1[i] * weights[1]\n + probe2[i] * weights[2]\n + probe3[i] * weights[3];\n\n }\n\n return result;\n}\n\nuint lpv_guess_initial_tet(vec3 position) {\n\n vec3 lpv_mesh_bounds_min = lpv_v3_bounds_min;\n vec3 lpv_mesh_bounds_max = lpv_v3_bounds_max;\n\n vec3 lookup_coordinates = (position - lpv_mesh_bounds_min) / (lpv_mesh_bounds_max - lpv_mesh_bounds_min);\n\n return textureLod(lpv_t_mesh_lookup, lookup_coordinates, 0.0).r;\n\n}\n\n// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf\nvec3 lpv_get_irradiance_at(in vec3 normal, in vec3 shCoefficients[9]) {\n // normal is assumed to have unit length\n float x = normal.x, y = normal.y, z = normal.z;\n\n // band 0\n vec3 result = shCoefficients[0] * 0.8862269254527579;\n\n // band 1\n result -= shCoefficients[1] * 1.0233267079464885 * y;\n result += shCoefficients[2] * 1.0233267079464885 * z;\n result -= shCoefficients[3] * 1.0233267079464885 * x;\n\n // band 2\n result += shCoefficients[4] * 0.8580855308097834 * x * y;\n result -= shCoefficients[5] * 0.8580855308097834 * y * z;\n result += shCoefficients[6] * (0.7431238683011272 * z * z - 0.24770795610037571);\n result -= shCoefficients[7] * 0.8580855308097834 * x * z;\n result += shCoefficients[8] * 0.4290427654048917 * (x * x - y * y);\n\n return result;\n}\n\nvec4 lpv_renormalize_weights(in vec4 source) {\n\n float sum = source.x + source.y + source.z + source.w;\n\n if (sum <= 0.0001) {\n return vec4(0.0);\n }\n\n return source / sum;\n\n}\n\nvec3 lpv_sample_irradiance(vec3 position, vec3 normal, vec3 view_direction) {\n\n // lookup nearby tet\n vec3 lpv_mesh_bounds_min = lpv_v3_bounds_min;\n vec3 lpv_mesh_bounds_max = lpv_v3_bounds_max;\n vec3 lookup_coordinates = (position - lpv_mesh_bounds_min) / (lpv_mesh_bounds_max - lpv_mesh_bounds_min);\n\n\n uint nearest_tet = lpv_guess_initial_tet(position);\n\n uint tet;\n vec4 barycentric_coordinates;\n lpv_walk_to_tetrahedron(position, nearest_tet, tet, barycentric_coordinates);\n\n // apply visibility term\n vec4 weights = lvp_mask_weights_by_visibility(position, normal, view_direction, tet, barycentric_coordinates);\n\n if (tet == INVALID_TET) {\n // do nothing\n return vec3(0.0);\n\n } else {\n\n vec3[9] lpv_values = lpv_interpolate_probes(weights, tet);\n\n return lpv_get_irradiance_at(normal, lpv_values);\n\n }\n}\n\n#endif\n";
1
+ declare const _default: "\n#ifndef LPV_SHADER_CHUNK_COMMON\n#define LPV_SHADER_CHUNK_COMMON\n\n\nuniform usampler2D lpv_t_mesh_vertices;\nuniform usampler2D lpv_t_mesh_neighbours;\nuniform usampler3D lpv_t_mesh_lookup;\n\nuniform sampler2D lpv_t_probe_positions;\nuniform sampler2D lpv_t_probe_data;\n\nuniform sampler2D lpv_t_probe_depth;\nuniform uint lpv_u_probe_depth_resolution;\n\nuniform uint lpv_u_mesh_tet_count;\nuniform vec3 lpv_v3_bounds_min;\nuniform vec3 lpv_v3_bounds_max;\n\n\nconst float lpv_min_thickness = 0.03; // in Meters\nconst float lpv_max_thickness = 0.50; // in Meters\n\n\n#define SEARCH_STEP_LIMIT 32u\n#define INVALID_TET 1073741823u\n\n\n/** Slightly bump the location of the shadow test point away from the shadow casting surface.\n The shadow casting surface is the boundary for shadow, so the nearer an imprecise value is\n to it the more the light leaks.\n*/\n#define LPV_NORMAL_BIAS 0.0001f\n\nivec2 lpv_index_to_256_coordinate(uint index) {\n\n uint pixel_x = index % 256u;\n uint pixel_y = index / 256u;\n\n return ivec2(int(pixel_x), int(pixel_y));\n}\n\nuvec4 lpv_mesh_getVertices(uint tet_index) {\n ivec2 p = lpv_index_to_256_coordinate(tet_index);\n\n return texelFetch(lpv_t_mesh_vertices, p, 0);\n\n}\n\nuvec4 lpv_mesh_getNeighbours(uint tet_index) {\n ivec2 p = lpv_index_to_256_coordinate(tet_index);\n\n return texelFetch(lpv_t_mesh_neighbours, p, 0);\n}\n\nvec3[9] lpv_probe_getData(uint probe_index) {\n\n\n int slot = int(probe_index % 256u);\n int column = int(probe_index / 256u);\n\n int offset_x = int(slot * 9);\n\n vec3[9] result;\n\n for (int i = 0; i < 9; i++) {\n result[i] = texelFetch(lpv_t_probe_data, ivec2(offset_x + i, column), 0).rgb;\n }\n\n return result;\n}\n\nfloat sign_not_zero(float x) {\n return x >= 0.0 ? 1.0 : -1.0;\n}\n\nvec2 sign_not_zero(vec2 x) {\n return vec2(\n sign_not_zero(x.x),\n sign_not_zero(x.y)\n );\n}\n\nvec3 sign_not_zero(vec3 x) {\n return vec3(\n sign_not_zero(x.x),\n sign_not_zero(x.y),\n sign_not_zero(x.z)\n );\n}\n\nvec4 quadBlendWieghts(vec2 coords)\n{\n vec4 res;\n/* 0 0 0\n 0 0 0\n 1 0 0 */\n res.x = min(1.0f - coords.x, 1.0f - coords.y);\n/* 1 0 0\n 0 0 0\n 0 0 1 */\n res.y = abs(coords.x - coords.y);\n/* 0 0 1\n 0 0 0\n 0 0 0 */\n res.z = min(coords.x, coords.y);\n/* 0 0 0\n 0 0 1\n 0 1 1 */\n res.w = ceil(coords.x - coords.y);\n //res.xyz /= (res.x + res.y + res.z);\n return res;\n}\n\nvec2 VecToSphereOct(vec3 v)\n{\n float l1norm = abs(v.x) + abs(v.y) + abs(v.z);\n\n vec2 result = v.xz / l1norm;\n\n if (v.y < 0.0) {\n result = (1.0 - abs(result.yx)) * sign_not_zero(result.xy);\n }\n\n return result;\n}\n\nfloat SampleBlended(sampler2D tex, vec2 uv0, vec2 uv1, vec2 uv2, vec4 weights) {\n\n float samp0 = textureLod(tex, uv0, 0.0).r;\n float samp1 = textureLod(tex, uv1, 0.0).r;\n float samp2 = textureLod(tex, uv2, 0.0).r;\n\n return samp0 * weights.x + samp1 * weights.y + samp2 * weights.z;\n}\n\nvec2 lpv_probe_getDepthTriangular(uint probe_index, vec3 direction) {\n // get offset\n uint depth_tile_resolution = lpv_u_probe_depth_resolution;\n uvec2 atlas_size = uvec2(4096u);\n\n uint tiles_per_row = atlas_size.x / depth_tile_resolution;\n\n uint tile_x = probe_index % tiles_per_row;\n uint tile_y = probe_index / tiles_per_row;\n\n vec2 tile_offset = vec2(\n tile_x * depth_tile_resolution,\n tile_y * depth_tile_resolution\n );\n\n // convert direction to UV\n vec2 octahedral_uv = clamp(VecToSphereOct(direction) * 0.5 + 0.5, 0.0, 1.0);\n vec2 grid = octahedral_uv * vec2(depth_tile_resolution - 1u);\n\n vec2 gridFrac = fract(grid);\n vec2 gridFloor = floor(grid);\n\n vec4 weights = quadBlendWieghts(gridFrac);\n\n //3 nearest frames\n vec2 frame0 = gridFloor;\n vec2 frame1 = gridFloor + mix(vec2(0, 1), vec2(1, 0), weights.w);\n vec2 frame2 = gridFloor + vec2(1.0, 1.0);\n\n // move frames to atlas space\n frame0 += tile_offset;\n frame1 += tile_offset;\n frame2 += tile_offset;\n\n vec2 samp0 = texelFetch(lpv_t_probe_depth, ivec2(frame0), 0).rg;\n vec2 samp1 = texelFetch(lpv_t_probe_depth, ivec2(frame1), 0).rg;\n vec2 samp2 = texelFetch(lpv_t_probe_depth, ivec2(frame2), 0).rg;\n\n vec2 d0 = samp0 * weights.x;\n vec2 d1 = samp1 * weights.y;\n vec2 d2 = samp2 * weights.z;\n\n return (d0 + d1 + d2);\n}\n\nfloat lpv_bilinear_lerp(float v00, float v01, float v10, float v11, vec2 fraction) {\n\n float x0 = mix(v00, v01, fraction.x);\n float x1 = mix(v10, v11, fraction.x);\n\n return mix(x0, x1, fraction.y);\n}\n\nvec2 lpv_bilinear_lerp(vec2 v00, vec2 v01, vec2 v10, vec2 v11, vec2 fraction) {\n\n vec2 x0 = mix(v00, v01, fraction.x);\n vec2 x1 = mix(v10, v11, fraction.x);\n\n return mix(x0, x1, fraction.y);\n}\n\nvec2 lpv_sample_bilinear(sampler2D tex, ivec2 texel_position, vec2 fraction) {\n\n float texel_00 = texelFetch(tex, texel_position, 0).r;\n float texel_01 = texelFetch(tex, texel_position + ivec2(1, 0), 0).r;\n float texel_10 = texelFetch(tex, texel_position + ivec2(0, 1), 0).r;\n float texel_11 = texelFetch(tex, texel_position + ivec2(1, 1), 0).r;\n\n return vec2(\n lpv_bilinear_lerp(\n texel_00, texel_01,\n texel_10, texel_11,\n fraction\n ),\n lpv_bilinear_lerp(\n texel_00 * texel_00, texel_01 * texel_01,\n texel_10 * texel_10, texel_11 * texel_11,\n fraction\n )\n );\n}\n\nivec2 wrapOctahedralTexelCoordinates(const in ivec2 texel, const in int texture_size) {\n ivec2 wrapped = ((texel % texture_size) + texture_size) % texture_size;\n\n int fx = (abs(texel.x / texture_size) + int(texel.x < 0));\n int fy = (abs(texel.y / texture_size) + int(texel.y < 0));\n\n if (((fx ^ fy) & 1) != 0) {\n return (texture_size - (wrapped + ivec2(1)));\n return wrapped;\n } else {\n return wrapped;\n }\n}\n\nvec2 lpv_probe_getDepthBilinear(uint probe_index, vec3 direction) {\n // get offset\n int depth_tile_resolution = int(lpv_u_probe_depth_resolution);\n ivec2 tile_resolution = ivec2(depth_tile_resolution);\n const ivec2 atlas_size = ivec2(4096);\n\n int tiles_per_row = atlas_size.x / depth_tile_resolution;\n\n int tile_x = int(probe_index) % tiles_per_row;\n int tile_y = int(probe_index) / tiles_per_row;\n\n ivec2 tile_offset = ivec2(\n tile_x * depth_tile_resolution,\n tile_y * depth_tile_resolution\n );\n\n // convert direction to UV\n vec2 octahedral_uv = clamp(VecToSphereOct(direction) * 0.5 + 0.5, 0.0, 1.0);\n vec2 grid = octahedral_uv * vec2(depth_tile_resolution) - 0.5;\n\n vec2 gridFrac = fract(grid);\n\n ivec2 texel_position = ivec2(floor(grid));\n\n ivec2 tile_p_00;\n ivec2 tile_p_01;\n ivec2 tile_p_10;\n ivec2 tile_p_11;\n\n tile_p_00 = wrapOctahedralTexelCoordinates(texel_position, depth_tile_resolution);\n tile_p_01 = wrapOctahedralTexelCoordinates(texel_position + ivec2(1, 0), depth_tile_resolution);\n tile_p_10 = wrapOctahedralTexelCoordinates(texel_position + ivec2(0, 1), depth_tile_resolution);\n tile_p_11 = wrapOctahedralTexelCoordinates(texel_position + ivec2(1, 1), depth_tile_resolution);\n\n vec2 texel_00 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_00, 0).rg;\n vec2 texel_01 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_01, 0).rg;\n vec2 texel_10 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_10, 0).rg;\n vec2 texel_11 = texelFetch(lpv_t_probe_depth, tile_offset + tile_p_11, 0).rg;\n\n return lpv_bilinear_lerp(\n texel_00, texel_01,\n texel_10, texel_11,\n gridFrac\n );\n}\n\nvec3 lpv_probe_getPosition(uint probe_index) {\n return texelFetch(lpv_t_probe_positions, lpv_index_to_256_coordinate(probe_index), 0).rgb;\n}\n\nmat3 lpv_mesh_makeMatrix(vec3 p0, vec3 p1, vec3 p2, vec3 p3) {\n\n return inverse(\n mat3(\n p0 - p3,\n p1 - p3,\n p2 - p3\n )\n );\n\n}\n\nvec4 lpv_mesh_getBarycentricCoordinates(uint tet_index, vec3 position) {\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec3 p0 = lpv_probe_getPosition(vertices[0]);\n vec3 p1 = lpv_probe_getPosition(vertices[1]);\n vec3 p2 = lpv_probe_getPosition(vertices[2]);\n vec3 p3 = lpv_probe_getPosition(vertices[3]);\n\n mat3 matrix = lpv_mesh_makeMatrix(p0, p1, p2, p3);\n\n vec3 mult = matrix * (position - p3);\n\n return vec4(mult, 1.0 - mult.x - mult.y - mult.z);\n}\n\nvoid lpv_walk_to_tetrahedron(\nin vec3 position,\nin uint tet_guess,\nout uint tet_index,\nout vec4 weights\n) {\n tet_index = tet_guess;\n\n for (uint i = 0u; i < SEARCH_STEP_LIMIT; i++) {\n\n weights = lpv_mesh_getBarycentricCoordinates(tet_index, position);\n\n // Check if we're in the current \"best guess\" tetrahedron\n if (weights.x >= 0.0 && weights.y >= 0.0 && weights.z >= 0.0 && weights.w >= 0.0) {\n // success\n return;\n }\n\n uvec4 neighbors = lpv_mesh_getNeighbours(tet_index);\n\n uint next_tet;\n\n // Otherwise find the smallest barycentric coord and move in that direction\n if (weights.x < weights.y && weights.x < weights.z && weights.x < weights.w) {\n next_tet = neighbors[0];\n } else if (weights.y < weights.z && weights.y < weights.w) {\n next_tet = neighbors[1];\n } else if (weights.z < weights.w) {\n next_tet = neighbors[2];\n } else {\n next_tet = neighbors[3];\n }\n\n tet_index = next_tet;\n }\n\n tet_index = INVALID_TET;\n}\n\nfloat lpv_probe_getVisibilityMask(vec3 position, uint probe_index) {\n\n vec3 probe_position = lpv_probe_getPosition(probe_index);\n\n vec3 local_probe_offset = position - probe_position;\n\n float distToProbe = length(local_probe_offset);\n\n vec3 direction = local_probe_offset / distToProbe;\n\n vec2 temp = lpv_probe_getDepthBilinear(probe_index, direction);\n\n float mean = temp.x;\n float mean2 = temp.y; // mean of squared distances\n\n float variance = abs(mean * mean - mean2);\n\n // http://www.punkuser.net/vsm/vsm_paper.pdf; equation 5\n // Need the max in the denominator because biasing can cause a negative displacement\n float distance_delta = max(distToProbe - mean, 0.0);\n\n float chebyshevWeight = variance / (variance + distance_delta * distance_delta);\n\n // Increase contrast in the weight\n chebyshevWeight = max(chebyshevWeight * chebyshevWeight * chebyshevWeight, 0.0);\n\n return (distToProbe <= mean) ? 1.0 : chebyshevWeight;\n}\n\nvec4 lvp_mask_weights_by_visibility_by_depth(vec3 position, uint tet_index, vec4 weights) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec4 visibility = vec4(\n lpv_probe_getVisibilityMask(position, vertices[0]),\n lpv_probe_getVisibilityMask(position, vertices[1]),\n lpv_probe_getVisibilityMask(position, vertices[2]),\n lpv_probe_getVisibilityMask(position, vertices[3])\n );\n\n return visibility * weights;\n}\n\n\nvec4 lvp_mask_weights_by_visibility_by_normal(vec3 position, vec3 normal, uint tet_index, vec4 weights) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec4 visibility;\n\n for (int i = 0; i < 4; i++) {\n vec3 probe_position = lpv_probe_getPosition(vertices[i]);\n\n vec3 direction_to_probe = position - probe_position;\n\n visibility[i] = step(dot(direction_to_probe, normal), 0.0);\n }\n\n return visibility * weights;\n}\n\n\nvec4 lvp_mask_weights_by_visibility(in vec3 position, in vec3 normal, in vec3 view_direction, in uint tet_index, in vec4 barycentric) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec4 visibility;\n\n // Bias the position at which visibility is computed; this\n // avoids performing a shadow test *at* a surface, which is a\n // dangerous location because that is exactly the line between\n // shadowed and unshadowed. If the normal bias is too small,\n // there will be light and dark leaks. If it is too large,\n // then samples can pass through thin occluders to the other\n // side (this can only happen if there are MULTIPLE occluders\n // near each other, a wall surface won't pass through itself.)\n vec3 lookup_position = position + (normal - view_direction * 3.0) * LPV_NORMAL_BIAS;\n\n float weight_sum = 0.0;\n\n for (uint i = 0u; i < 4u; i++) {\n\n float weight = 1.0;\n\n uint probe_index = vertices[i];\n\n vec3 probe_position = lpv_probe_getPosition(probe_index);\n\n\n // Smooth backface test\n {\n\n // Computed without the biasing applied to the \"dir\" variable.\n // This test can cause reflection-map looking errors in the image\n // (stuff looks shiny) if the transition is poor.\n vec3 direction_to_probe = normalize(probe_position - position);\n\n // The naive soft backface weight would ignore a probe when\n // it is behind the surface. That's good for walls. But for small details inside of a\n // room, the normals on the details might rule out all of the probes that have mutual\n // visibility to the point. So, we instead use a \"wrap shading\" test below inspired by\n // NPR work.\n// float backface_term = max(0.0001, dot(direction_to_probe, normal));\n\n // The small offset at the end reduces the \"going to zero\" impact\n // where this is really close to exactly opposite\n float backface_term = max(0.0001, (dot(direction_to_probe, normal) + 1.0) * 0.5);\n weight *= backface_term * backface_term + 0.05;\n// weight *= backface_term;\n\n }\n\n // Moment visibility test (depth)\n {\n\n// weight *= lpv_probe_getVisibilityMask(lookup_position, probe_index);\n\n }\n\n\n // A tiny bit of light is really visible due to log perception, so\n // crush tiny weights but keep the curve continuous. This must be done\n // before the trilinear weights, because those should be preserved.\n const float crushThreshold = 0.2;\n\n if (weight < crushThreshold) {\n weight *= weight * weight * (1.0 / (crushThreshold * crushThreshold));\n }\n\n // Avoid zero weight\n weight = max(0.000001, weight);\n\n weight *= barycentric[i];\n\n weight_sum += weight;\n\n visibility[i] = weight;\n }\n\n // normalize\n visibility /= weight_sum;\n\n return visibility;\n}\n\nvec3[9] lpv_interpolate_probes(vec4 weights, uint tet_index) {\n\n uvec4 vertices = lpv_mesh_getVertices(tet_index);\n\n vec3[9] probe0 = lpv_probe_getData(vertices[0]);\n vec3[9] probe1 = lpv_probe_getData(vertices[1]);\n vec3[9] probe2 = lpv_probe_getData(vertices[2]);\n vec3[9] probe3 = lpv_probe_getData(vertices[3]);\n\n vec3[9] result;\n\n for (int i = 0; i < 9; i++) {\n\n result[i] = probe0[i] * weights[0]\n + probe1[i] * weights[1]\n + probe2[i] * weights[2]\n + probe3[i] * weights[3];\n\n }\n\n return result;\n}\n\nuint lpv_guess_initial_tet(vec3 position) {\n\n vec3 lpv_mesh_bounds_min = lpv_v3_bounds_min;\n vec3 lpv_mesh_bounds_max = lpv_v3_bounds_max;\n\n vec3 lookup_coordinates = (position - lpv_mesh_bounds_min) / (lpv_mesh_bounds_max - lpv_mesh_bounds_min);\n\n return textureLod(lpv_t_mesh_lookup, lookup_coordinates, 0.0).r;\n\n}\n\n// source: https://graphics.stanford.edu/papers/envmap/envmap.pdf\nvec3 lpv_get_irradiance_at(in vec3 normal, in vec3 shCoefficients[9]) {\n // normal is assumed to have unit length\n float x = normal.x, y = normal.y, z = normal.z;\n\n // band 0\n vec3 result = shCoefficients[0] * 0.8862269254527579;\n\n // band 1\n result -= shCoefficients[1] * 1.0233267079464885 * y;\n result += shCoefficients[2] * 1.0233267079464885 * z;\n result -= shCoefficients[3] * 1.0233267079464885 * x;\n\n // band 2\n result += shCoefficients[4] * 0.8580855308097834 * x * y;\n result -= shCoefficients[5] * 0.8580855308097834 * y * z;\n result += shCoefficients[6] * (0.7431238683011272 * z * z - 0.24770795610037571);\n result -= shCoefficients[7] * 0.8580855308097834 * x * z;\n result += shCoefficients[8] * 0.4290427654048917 * (x * x - y * y);\n\n return result;\n}\n\nvec4 lpv_renormalize_weights(in vec4 source) {\n\n float sum = source.x + source.y + source.z + source.w;\n\n if (sum <= 0.0001) {\n return vec4(0.0);\n }\n\n return source / sum;\n\n}\n\nvec3 lpv_sample_irradiance(vec3 position, vec3 normal, vec3 view_direction) {\n\n // lookup nearby tet\n vec3 lpv_mesh_bounds_min = lpv_v3_bounds_min;\n vec3 lpv_mesh_bounds_max = lpv_v3_bounds_max;\n vec3 lookup_coordinates = (position - lpv_mesh_bounds_min) / (lpv_mesh_bounds_max - lpv_mesh_bounds_min);\n\n\n uint nearest_tet = lpv_guess_initial_tet(position);\n\n uint tet;\n vec4 barycentric_coordinates;\n lpv_walk_to_tetrahedron(position, nearest_tet, tet, barycentric_coordinates);\n\n // apply visibility term\n vec4 weights = lvp_mask_weights_by_visibility(position, normal, view_direction, tet, barycentric_coordinates);\n\n if (tet == INVALID_TET) {\n // do nothing\n return vec3(0.0);\n\n } else {\n\n vec3[9] lpv_values = lpv_interpolate_probes(weights, tet);\n\n return lpv_get_irradiance_at(normal, lpv_values);\n\n }\n}\n\n#endif\n";
2
2
  export default _default;
3
3
  //# sourceMappingURL=common.d.ts.map
@@ -462,7 +462,7 @@ vec4 lvp_mask_weights_by_visibility(in vec3 position, in vec3 normal, in vec3 vi
462
462
  // Moment visibility test (depth)
463
463
  {
464
464
 
465
- weight *= lpv_probe_getVisibilityMask(lookup_position, probe_index);
465
+ // weight *= lpv_probe_getVisibilityMask(lookup_position, probe_index);
466
466
 
467
467
  }
468
468
 
@@ -26,8 +26,14 @@ export class LightProbeVolume {
26
26
  * @param {number} x
27
27
  * @param {number} y
28
28
  * @param {number} z
29
+ * @returns {number}
29
30
  */
30
- add_point(x: number, y: number, z: number): void;
31
+ add_point(x: number, y: number, z: number): number;
32
+ /**
33
+ *
34
+ * @param {number} index
35
+ */
36
+ remove_point(index: number): void;
31
37
  /**
32
38
  *
33
39
  * @param {AABB3} bounds
@@ -1 +1 @@
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;IAMD;;;OAGG;IACH,sCAIC;IAZD,mCAEC;IAYD,sBAEC;IAMD,uBAEC;IAND,oBAEC;IAMD;;;;;OAKG;IACH,aAJW,MAAM,KACN,MAAM,KACN,MAAM,QAgBhB;IAED;;;;OAIG;IACH,sCAFW,UAAQ;QAAC,CAAC,EAAC,MAAM,CAAC;QAAC,CAAC,EAAC,MAAM,CAAC;QAAC,CAAC,EAAC,MAAM,CAAA;KAAC,QAOhD;IAED;;OAEG;IACH,mBAaC;IAGD,yBAEC;;CAEJ;gCAnK+B,wDAAwD"}
1
+ {"version":3,"file":"LightProbeVolume.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/sh3/lpv/LightProbeVolume.js"],"names":[],"mappings":"AAWA;;;GAGG;AACH;IAiCI,sBAEC;IAED,cAkBC;IAED;;;OAGG;IACH,4BAEC;IAED,uBAEC;IAED,0BAEC;IAMD;;;OAGG;IACH,sCAIC;IAZD,mCAEC;IAYD,sBAEC;IAMD,uBAGC;IAPD,oBAEC;IAsCD;;;;;;OAMG;IACH,aALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAqBlB;IAMD;;;OAGG;IACH,oBAFW,MAAM,QAYhB;IAED;;;;OAIG;IACH,sCAFW,UAAQ;QAAC,CAAC,EAAC,MAAM,CAAC;QAAC,CAAC,EAAC,MAAM,CAAC;QAAC,CAAC,EAAC,MAAM,CAAA;KAAC,QAOhD;IAED;;OAEG;IACH,mBAcC;IAGD,yBAEC;;CAEJ;gCA9N+B,wDAAwD"}
@@ -1,4 +1,5 @@
1
1
  import { assert } from "../../../../core/assert.js";
2
+ import { array_shift_back } from "../../../../core/collection/array/array_shift_back.js";
2
3
  import {
3
4
  compute_delaunay_tetrahedral_mesh
4
5
  } from "../../../../core/geom/3d/tetrahedra/delaunay/compute_delaunay_tetrahedral_mesh.js";
@@ -109,6 +110,38 @@ export class LightProbeVolume {
109
110
 
110
111
  set count(v) {
111
112
  this.#probe_count = v;
113
+ this.#ensure_capacity(v);
114
+ }
115
+
116
+ /**
117
+ *
118
+ * @param {number} capacity
119
+ */
120
+ #ensure_capacity(capacity) {
121
+ const current_capacity = this.#probe_positions.length / 3;
122
+
123
+ if (current_capacity >= capacity) {
124
+ return;
125
+ }
126
+
127
+ const new_capacity = Math.max(
128
+ current_capacity + 16,
129
+ Math.ceil(current_capacity * 1.2),
130
+ capacity
131
+ );
132
+
133
+ const new_positions = new Float32Array(new_capacity * 3);
134
+ new_positions.set(this.#probe_positions);
135
+
136
+ const new_depth = new Float32Array(new_capacity * this.#compute_depth_element_size());
137
+ new_depth.set(this.#probe_depth);
138
+
139
+ const new_color = new Float32Array(new_capacity * 27);
140
+ new_color.set(this.#sh3_rgb);
141
+
142
+ this.#probe_positions = new_positions;
143
+ this.#probe_depth = new_depth;
144
+ this.#sh3_rgb = new_color;
112
145
  }
113
146
 
114
147
  /**
@@ -116,10 +149,13 @@ export class LightProbeVolume {
116
149
  * @param {number} x
117
150
  * @param {number} y
118
151
  * @param {number} z
152
+ * @returns {number}
119
153
  */
120
154
  add_point(x, y, z) {
121
155
  const i = this.#probe_count;
122
156
 
157
+ this.#ensure_capacity(i + 1);
158
+
123
159
  const i3 = i * 3;
124
160
 
125
161
  this.#probe_positions[i3] = x;
@@ -131,6 +167,29 @@ export class LightProbeVolume {
131
167
  }
132
168
 
133
169
  this.#probe_count++;
170
+ this.#version++;
171
+
172
+ return i;
173
+ }
174
+
175
+ #compute_depth_element_size() {
176
+ return this.#probe_depth_resolution * this.#probe_depth_resolution * 2;
177
+ }
178
+
179
+ /**
180
+ *
181
+ * @param {number} index
182
+ */
183
+ remove_point(index) {
184
+ array_shift_back(this.#probe_positions, (index + 1) * 3, 3, (this.#probe_count - index - 1) * 3);
185
+ array_shift_back(this.#sh3_rgb, (index + 1) * 27, 27, (this.#probe_count - index - 1) * 27);
186
+
187
+ const depth_element_count = this.#compute_depth_element_size();
188
+ array_shift_back(this.#probe_depth, (index + 1) * depth_element_count, depth_element_count, (this.#probe_count - index - 1) * depth_element_count);
189
+
190
+ this.#probe_count--;
191
+
192
+ this.#version++;
134
193
  }
135
194
 
136
195
  /**
@@ -149,6 +208,7 @@ export class LightProbeVolume {
149
208
  * Build tetrahedral mesh
150
209
  */
151
210
  build_mesh() {
211
+ this.#mesh.clear();
152
212
 
153
213
  const t0 = performance.now();
154
214
  compute_delaunay_tetrahedral_mesh(this.#mesh, this.#probe_positions, this.#probe_count);
@@ -1 +1 @@
1
- {"version":3,"file":"PathTracerProbeRenderer.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/sh3/lpv/PathTracerProbeRenderer.js"],"names":[],"mappings":"AAuBA;IACI,mBAA0B;IAC1B,yBAAqB;IACrB,qBAAoB;IAEpB,qBAAyB;IAEzB,uBAA6B;IAE7B;;;;;;;;OAQG;IACH,kCAPW,MAAM,aACN,MAAM,YACN,MAAM,EAAE,mBACR,MAAM,UACN,MAAM,EAAE,iBACR,MAAM,QAchB;IAED,iFAuCC;IAKD,mBACC;IAED,4BAKC;CACJ;8BA9F6B,oBAAoB;2BAHvB,8BAA8B;gCADzB,mCAAmC"}
1
+ {"version":3,"file":"PathTracerProbeRenderer.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/sh3/lpv/PathTracerProbeRenderer.js"],"names":[],"mappings":"AAuBA;IACI,mBAA0B;IAC1B,yBAAqB;IAErB,qBAAoB;IAEpB,qBAAyB;IAEzB,uBAA6B;IAE7B;;;;;;;;OAQG;IACH,kCAPW,MAAM,aACN,MAAM,YACN,MAAM,EAAE,mBACR,MAAM,UACN,MAAM,EAAE,iBACR,MAAM,QAchB;IAED,iFAuCC;IAKD,mBACC;IAED,4BAKC;CACJ;8BA/F6B,oBAAoB;2BAHvB,8BAA8B;gCADzB,mCAAmC"}
@@ -24,6 +24,7 @@ const sampled_irradiance = new Float32Array(3);
24
24
  export class PathTracerProbeRenderer extends ProbeRenderer {
25
25
  tracer = new PathTracer();
26
26
  max_bounce_count = 5;
27
+ // sample_count = 256;
27
28
  sample_count = 4096;
28
29
  // sample_count = 40960;
29
30
  random = seededRandom(0);