@woosh/meep-engine 2.163.1 → 2.163.3

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Files changed (51) hide show
  1. package/package.json +1 -1
  2. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +12 -0
  3. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -0
  4. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +18 -0
  5. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +14 -0
  6. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -0
  7. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +24 -0
  8. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_island_erode.d.ts.map +1 -1
  9. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_face_island_erode.js +368 -290
  10. package/src/core/geom/vec3/v3_uniform_sample_cone.d.ts +11 -0
  11. package/src/core/geom/vec3/v3_uniform_sample_cone.d.ts.map +1 -0
  12. package/src/core/geom/vec3/v3_uniform_sample_cone.js +21 -0
  13. package/src/core/math/physics/brdf/cone_cosine_from_roughness.d.ts +13 -0
  14. package/src/core/math/physics/brdf/cone_cosine_from_roughness.d.ts.map +1 -0
  15. package/src/core/math/physics/brdf/cone_cosine_from_roughness.js +28 -0
  16. package/src/core/math/physics/brdf/reflection_sample_weight.d.ts +18 -0
  17. package/src/core/math/physics/brdf/reflection_sample_weight.d.ts.map +1 -0
  18. package/src/core/math/physics/brdf/reflection_sample_weight.js +48 -0
  19. package/src/engine/graphics/GraphicsEngine.d.ts.map +1 -1
  20. package/src/engine/graphics/GraphicsEngine.js +52 -0
  21. package/src/engine/graphics/ecs/path/tube/build/build_geometry_catmullrom.d.ts.map +1 -1
  22. package/src/engine/graphics/ecs/path/tube/build/build_geometry_catmullrom.js +306 -226
  23. package/src/engine/graphics/ecs/path/tube/build/make_cap.d.ts.map +1 -1
  24. package/src/engine/graphics/ecs/path/tube/build/make_cap.js +26 -17
  25. package/src/engine/graphics/sh3/sky/hosek/make_environment_sky_hosek.d.ts +26 -0
  26. package/src/engine/graphics/sh3/sky/hosek/make_environment_sky_hosek.d.ts.map +1 -0
  27. package/src/engine/graphics/sh3/sky/hosek/make_environment_sky_hosek.js +49 -0
  28. package/src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.d.ts +26 -0
  29. package/src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.d.ts.map +1 -0
  30. package/src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.js +70 -0
  31. package/src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.d.ts +24 -0
  32. package/src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.d.ts.map +1 -0
  33. package/src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.js +51 -0
  34. package/src/engine/graphics/texture/EnvironmentTextureProjection.d.ts +9 -0
  35. package/src/engine/graphics/texture/EnvironmentTextureProjection.d.ts.map +1 -0
  36. package/src/engine/graphics/texture/EnvironmentTextureProjection.js +15 -0
  37. package/src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.d.ts +44 -0
  38. package/src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.d.ts.map +1 -0
  39. package/src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.js +189 -0
  40. package/src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.d.ts +25 -0
  41. package/src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.d.ts.map +1 -0
  42. package/src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.js +51 -0
  43. package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.d.ts +15 -0
  44. package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.d.ts.map +1 -0
  45. package/src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.js +63 -0
  46. package/src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.d.ts +27 -0
  47. package/src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.d.ts.map +1 -0
  48. package/src/engine/navigation/mesh/build/bt_mesh_carve_height_clearance.js +323 -0
  49. package/src/engine/navigation/mesh/build/navmesh_build_topology.d.ts.map +1 -1
  50. package/src/engine/navigation/mesh/build/navmesh_build_topology.js +223 -226
  51. package/src/engine/.fuse_hidden0000001500000001 +0 -581
@@ -0,0 +1,49 @@
1
+ import {
2
+ DataTexture,
3
+ EquirectangularReflectionMapping,
4
+ FloatType,
5
+ LinearFilter,
6
+ RGBAFormat
7
+ } from "three";
8
+ import { render_hosek_sky_to_equirectangular } from "./render_hosek_sky_to_equirectangular.js";
9
+
10
+ /**
11
+ * Build an environment map from the Hosek sky model as a single equirectangular
12
+ * {@link DataTexture} (three.js' native sky representation,
13
+ * EquirectangularReflectionMapping).
14
+ *
15
+ * This returns the raw (sharp) sky; prefiltering for IBL is done by
16
+ * `GraphicsEngine.set_environment_texture`, which PMREMs it. The texture can be
17
+ * used directly as `scene.background`.
18
+ *
19
+ * @param {object} options
20
+ * @param {number[]|Float32Array} options.sun direction towards the sun (engine frame, +Y up); need not be unit length
21
+ * @param {number} [options.resolution=256] width of the equirectangular map; height is resolution/2
22
+ * @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
23
+ * @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
24
+ * @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
25
+ * @returns {THREE.DataTexture}
26
+ */
27
+ export function make_environment_sky_hosek(
28
+ {
29
+ sun,
30
+ resolution = 256,
31
+ turbidity = 2,
32
+ overcast = 0,
33
+ albedo = [0, 0, 0]
34
+ }
35
+ ) {
36
+ const width = Math.max(2, resolution | 0);
37
+ const height = Math.max(1, width >> 1);
38
+
39
+ const data = render_hosek_sky_to_equirectangular(sun, width, height, { turbidity, overcast, albedo });
40
+
41
+ const texture = new DataTexture(data, width, height, RGBAFormat, FloatType);
42
+ texture.mapping = EquirectangularReflectionMapping;
43
+ texture.magFilter = LinearFilter;
44
+ texture.minFilter = LinearFilter;
45
+ texture.generateMipmaps = false;
46
+ texture.needsUpdate = true;
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+
48
+ return texture;
49
+ }
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Render the Hosek sky into an equirectangular RGBA float buffer.
3
+ *
4
+ * The layout matches three.js' `equirectUv` (so the result can be used directly
5
+ * as an EquirectangularReflectionMapping texture or fed to PMREMGenerator):
6
+ * u = atan2(z, x) / (2pi) + 0.5
7
+ * v = asin(y) / pi + 0.5
8
+ * with +Y up, matching the engine convention.
9
+ *
10
+ * @param {number[]|Float32Array} sun direction towards the sun (engine frame, +Y up); need not be unit length
11
+ * @param {number} width number of horizontal (longitude) samples
12
+ * @param {number} height number of vertical (latitude) samples
13
+ * @param {object} [options]
14
+ * @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
15
+ * @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
16
+ * @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
17
+ * @param {Float32Array} [options.target] optional pre-allocated buffer of length width*height*4
18
+ * @returns {Float32Array} RGBA, row 0 = bottom (-Y), length width*height*4
19
+ */
20
+ export function render_hosek_sky_to_equirectangular(sun: number[] | Float32Array, width: number, height: number, options?: {
21
+ turbidity?: number;
22
+ overcast?: number;
23
+ albedo?: number[] | Float32Array;
24
+ target?: Float32Array;
25
+ }): Float32Array;
26
+ //# sourceMappingURL=render_hosek_sky_to_equirectangular.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"render_hosek_sky_to_equirectangular.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/sh3/sky/hosek/render_hosek_sky_to_equirectangular.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;GAkBG;AACH,yDAVW,MAAM,EAAE,GAAC,YAAY,SACrB,MAAM,UACN,MAAM;IAEW,SAAS,GAA1B,MAAM;IACW,QAAQ,GAAzB,MAAM;IAC0B,MAAM,GAAtC,MAAM,EAAE,GAAC,YAAY;IACE,MAAM,GAA7B,YAAY;IACV,YAAY,CAgDxB"}
@@ -0,0 +1,70 @@
1
+ import { make_sky_hosek } from "../../path_tracer/make_sky_hosek.js";
2
+
3
+ const TWO_PI = Math.PI * 2;
4
+
5
+ /**
6
+ * Render the Hosek sky into an equirectangular RGBA float buffer.
7
+ *
8
+ * The layout matches three.js' `equirectUv` (so the result can be used directly
9
+ * as an EquirectangularReflectionMapping texture or fed to PMREMGenerator):
10
+ * u = atan2(z, x) / (2pi) + 0.5
11
+ * v = asin(y) / pi + 0.5
12
+ * with +Y up, matching the engine convention.
13
+ *
14
+ * @param {number[]|Float32Array} sun direction towards the sun (engine frame, +Y up); need not be unit length
15
+ * @param {number} width number of horizontal (longitude) samples
16
+ * @param {number} height number of vertical (latitude) samples
17
+ * @param {object} [options]
18
+ * @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
19
+ * @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
20
+ * @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
21
+ * @param {Float32Array} [options.target] optional pre-allocated buffer of length width*height*4
22
+ * @returns {Float32Array} RGBA, row 0 = bottom (-Y), length width*height*4
23
+ */
24
+ export function render_hosek_sky_to_equirectangular(sun, width, height, options = {}) {
25
+ const {
26
+ turbidity = 2,
27
+ overcast = 0,
28
+ albedo = [0, 0, 0],
29
+ target
30
+ } = options;
31
+
32
+ const sky = make_sky_hosek(sun, turbidity, overcast, albedo);
33
+
34
+ const data = target !== undefined ? target : new Float32Array(width * height * 4);
35
+
36
+ const direction = [0, 0, 0];
37
+
38
+ let p = 0;
39
+
40
+ for (let j = 0; j < height; j++) {
41
+ const v = (j + 0.5) / height;
42
+
43
+ // v = asin(y)/pi + 0.5 => y = sin((v - 0.5) * pi)
44
+ const latitude = (v - 0.5) * Math.PI;
45
+ const y = Math.sin(latitude);
46
+ const cos_latitude = Math.cos(latitude);
47
+
48
+ for (let i = 0; i < width; i++) {
49
+ const u = (i + 0.5) / width;
50
+
51
+ // u = atan2(z, x)/(2pi) + 0.5 => atan2(z, x) = (u - 0.5) * 2pi
52
+ const longitude = (u - 0.5) * TWO_PI;
53
+
54
+ direction[0] = cos_latitude * Math.cos(longitude);
55
+ direction[1] = y;
56
+ direction[2] = cos_latitude * Math.sin(longitude);
57
+
58
+ const offset = p * 4;
59
+
60
+ // writes linear RGB into data[offset .. offset + 2]
61
+ sky(data, offset, direction, 0);
62
+
63
+ data[offset + 3] = 1;
64
+
65
+ p++;
66
+ }
67
+ }
68
+
69
+ return data;
70
+ }
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Build a Hosek sky environment and apply it to a graphics scene, deriving the
3
+ * sun direction from the dataset's directional light.
4
+ *
5
+ * Delegates to {@link GraphicsEngine#set_environment_texture}, which PMREMs the
6
+ * equirectangular sky and assigns it as both the IBL source
7
+ * (`scene.environment`) and the skybox (`scene.background`).
8
+ *
9
+ * @param {GraphicsEngine} graphics
10
+ * @param {EntityComponentDataset} ecd source of the {@link DirectionalLight} that defines the sun
11
+ * @param {object} [options]
12
+ * @param {number} [options.resolution=256] width of the equirectangular map; height is resolution/2
13
+ * @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
14
+ * @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
15
+ * @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
16
+ * @returns {THREE.DataTexture} the equirectangular sky texture that was applied
17
+ */
18
+ export function setup_environment_sky_from_ecd(graphics: GraphicsEngine, ecd: EntityComponentDataset, options?: {
19
+ resolution?: number;
20
+ turbidity?: number;
21
+ overcast?: number;
22
+ albedo?: number[] | Float32Array;
23
+ }): THREE.DataTexture;
24
+ //# sourceMappingURL=setup_environment_sky_from_ecd.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"setup_environment_sky_from_ecd.d.ts","sourceRoot":"","sources":["../../../../../../../src/engine/graphics/sh3/sky/hosek/setup_environment_sky_from_ecd.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;GAgBG;AACH;IAN4B,UAAU,GAA3B,MAAM;IACW,SAAS,GAA1B,MAAM;IACW,QAAQ,GAAzB,MAAM;IAC0B,MAAM,GAAtC,MAAM,EAAE,GAAC,YAAY;IACnB,MAAM,WAAW,CA+B7B"}
@@ -0,0 +1,51 @@
1
+ import { DirectionalLight } from "../../../render/forward_plus/model/DirectionalLight.js";
2
+ import { EnvironmentTextureProjection } from "../../../texture/EnvironmentTextureProjection.js";
3
+ import { make_environment_sky_hosek } from "./make_environment_sky_hosek.js";
4
+
5
+ /**
6
+ * Build a Hosek sky environment and apply it to a graphics scene, deriving the
7
+ * sun direction from the dataset's directional light.
8
+ *
9
+ * Delegates to {@link GraphicsEngine#set_environment_texture}, which PMREMs the
10
+ * equirectangular sky and assigns it as both the IBL source
11
+ * (`scene.environment`) and the skybox (`scene.background`).
12
+ *
13
+ * @param {GraphicsEngine} graphics
14
+ * @param {EntityComponentDataset} ecd source of the {@link DirectionalLight} that defines the sun
15
+ * @param {object} [options]
16
+ * @param {number} [options.resolution=256] width of the equirectangular map; height is resolution/2
17
+ * @param {number} [options.turbidity=2] atmospheric turbidity, 1..10
18
+ * @param {number} [options.overcast=0] 0 = clear, 1 = fully overcast
19
+ * @param {number[]|Float32Array} [options.albedo=[0,0,0]] linear ground albedo
20
+ * @returns {THREE.DataTexture} the equirectangular sky texture that was applied
21
+ */
22
+ export function setup_environment_sky_from_ecd(graphics, ecd, options = {}) {
23
+ const {
24
+ resolution = 256,
25
+ turbidity = 2,
26
+ overcast = 0,
27
+ albedo = [0, 0, 0]
28
+ } = options;
29
+
30
+ const { component: light } = ecd.getAnyComponent(DirectionalLight);
31
+
32
+ /**
33
+ * Direction *towards* the sun = negated light travel direction.
34
+ * Falls back to an overhead sun when the dataset has no directional light.
35
+ * @type {number[]}
36
+ */
37
+ let sun;
38
+
39
+ if (light !== null) {
40
+ const d = light.direction;
41
+ sun = [-d.x, -d.y, -d.z];
42
+ } else {
43
+ sun = [0, 1, 0];
44
+ }
45
+
46
+ const texture = make_environment_sky_hosek({ sun, resolution, turbidity, overcast, albedo });
47
+
48
+ graphics.set_environment_texture(texture, EnvironmentTextureProjection.Equirectangular);
49
+
50
+ return texture;
51
+ }
@@ -0,0 +1,9 @@
1
+ /**
2
+ * How an environment-map texture is projected onto the sphere.
3
+ */
4
+ export type EnvironmentTextureProjection = number;
5
+ export namespace EnvironmentTextureProjection {
6
+ let Equirectangular: number;
7
+ let Cube: number;
8
+ }
9
+ //# sourceMappingURL=EnvironmentTextureProjection.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"EnvironmentTextureProjection.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics/texture/EnvironmentTextureProjection.js"],"names":[],"mappings":";;;2CAEU,MAAM"}
@@ -0,0 +1,15 @@
1
+ /**
2
+ * How an environment-map texture is projected onto the sphere.
3
+ * @enum {number}
4
+ */
5
+ export const EnvironmentTextureProjection = {
6
+ /**
7
+ * Lat-long / equirectangular projection. This is the default and the
8
+ * representation three.js uses for sky textures.
9
+ */
10
+ Equirectangular: 0,
11
+ /**
12
+ * Cube map (six faces packed as a CubeTexture).
13
+ */
14
+ Cube: 1
15
+ };
@@ -0,0 +1,44 @@
1
+ /**
2
+ * Convolve an equirectangular radiance map for a single output direction,
3
+ * importance-sampling a cone around it with a spherical-gaussian GGX weight.
4
+ * This is the per-texel core of the prefilter (extracted for testing).
5
+ *
6
+ * @param {Sampler2D} input equirectangular radiance (the previous, sharper mip)
7
+ * @param {number} out_x output (reflection) direction, unit length, +Y up
8
+ * @param {number} out_y
9
+ * @param {number} out_z
10
+ * @param {number} roughness perceptual roughness for this convolution step
11
+ * @param {number} sample_count number of cone samples
12
+ * @param {number[]|Float32Array} result
13
+ * @param {number} [result_offset=0]
14
+ */
15
+ export function convolve_equirectangular_reflection_direction(input: Sampler2D, out_x: number, out_y: number, out_z: number, roughness: number, sample_count: number, result: number[] | Float32Array, result_offset?: number): void;
16
+ /**
17
+ * Convolve a whole equirectangular level into `output`.
18
+ *
19
+ * @param {Sampler2D} input source radiance (previous mip)
20
+ * @param {Sampler2D} output destination (this mip)
21
+ * @param {number} roughness convolution roughness for this step
22
+ * @param {number} sample_count
23
+ */
24
+ export function convolve_equirectangular_reflection_level(input: Sampler2D, output: Sampler2D, roughness: number, sample_count: number): void;
25
+ /**
26
+ * Build a prefiltered reflection mip chain from a base equirectangular radiance
27
+ * map. Mip 0 is the (sharp) base; each subsequent mip is half resolution and
28
+ * convolved from the previous one, so roughness increases with mip level. This
29
+ * is the CPU replacement for THREE's PMREMGenerator, decoupled from three.js.
30
+ *
31
+ * @param {Sampler2D} base equirectangular RGBA radiance (mip 0)
32
+ * @param {object} [options]
33
+ * @param {number} [options.sample_count=32] cone samples per texel (the sky is low frequency)
34
+ * @param {number} [options.mip_levels] number of levels; defaults to the full chain
35
+ * @param {number} [options.max_roughness=0.7] roughness reached at the last mip
36
+ * @returns {Sampler2D[]} mip chain, index 0 = base
37
+ */
38
+ export function build_equirectangular_reflection_mip_chain(base: Sampler2D, options?: {
39
+ sample_count?: number;
40
+ mip_levels?: number;
41
+ max_roughness?: number;
42
+ }): Sampler2D[];
43
+ import { Sampler2D } from "../sampler/Sampler2D.js";
44
+ //# sourceMappingURL=convolve_equirectangular_reflection.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"convolve_equirectangular_reflection.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/reflection/convolve_equirectangular_reflection.js"],"names":[],"mappings":"AAyBA;;;;;;;;;;;;;GAaG;AACH,qEATW,SAAS,SACT,MAAM,SACN,MAAM,SACN,MAAM,aACN,MAAM,gBACN,MAAM,UACN,MAAM,EAAE,GAAC,YAAY,kBACrB,MAAM,QAiEhB;AAED;;;;;;;GAOG;AACH,iEALW,SAAS,UACT,SAAS,aACT,MAAM,gBACN,MAAM,QA6BhB;AAED;;;;;;;;;;;;GAYG;AACH,iEAPW,SAAS;IAEQ,YAAY,GAA7B,MAAM;IACW,UAAU,GAA3B,MAAM;IACW,aAAa,GAA9B,MAAM;IACJ,SAAS,EAAE,CAoCvB;0BArLyB,yBAAyB"}
@@ -0,0 +1,189 @@
1
+ import { hammersley_sequence_2d } from "../../../../core/math/statistics/hammersley_sequence_2d.js";
2
+ import { v3_orthonormal_matrix_from_normal } from "../../../../core/geom/vec3/v3_orthonormal_matrix_from_normal.js";
3
+ import { v3_uniform_sample_cone } from "../../../../core/geom/vec3/v3_uniform_sample_cone.js";
4
+ import { reflection_sample_weight } from "../../../../core/math/physics/brdf/reflection_sample_weight.js";
5
+ import { cone_cosine_from_roughness } from "../../../../core/math/physics/brdf/cone_cosine_from_roughness.js";
6
+ import { equirectangular_uv_to_direction } from "../../../../core/geom/3d/equirectangular/equirectangular_uv_to_direction.js";
7
+ import { sampler2d_sample_equirectangular_direction } from "../sampler/sampler2d_sample_equirectangular_direction.js";
8
+ import { Sampler2D } from "../sampler/Sampler2D.js";
9
+ import {
10
+ equirectangular_reflection_lod_to_roughness,
11
+ roughness_from_relative_mip
12
+ } from "./equirectangular_reflection_roughness.js";
13
+
14
+ /**
15
+ * Below this we treat the surface as a perfect mirror.
16
+ * @type {number}
17
+ */
18
+ const BSDF_ROUGHNESS_MINIMUM = 0.02;
19
+
20
+ // scratch state (single-threaded, non-reentrant)
21
+ const _basis = new Float32Array(9);
22
+ const _rand = [0, 0];
23
+ const _local = [0, 0, 0];
24
+ const _radiance = [0, 0, 0, 0];
25
+
26
+ /**
27
+ * Convolve an equirectangular radiance map for a single output direction,
28
+ * importance-sampling a cone around it with a spherical-gaussian GGX weight.
29
+ * This is the per-texel core of the prefilter (extracted for testing).
30
+ *
31
+ * @param {Sampler2D} input equirectangular radiance (the previous, sharper mip)
32
+ * @param {number} out_x output (reflection) direction, unit length, +Y up
33
+ * @param {number} out_y
34
+ * @param {number} out_z
35
+ * @param {number} roughness perceptual roughness for this convolution step
36
+ * @param {number} sample_count number of cone samples
37
+ * @param {number[]|Float32Array} result
38
+ * @param {number} [result_offset=0]
39
+ */
40
+ export function convolve_equirectangular_reflection_direction(
41
+ input,
42
+ out_x, out_y, out_z,
43
+ roughness,
44
+ sample_count,
45
+ result,
46
+ result_offset = 0
47
+ ) {
48
+ const cone_cos = cone_cosine_from_roughness(roughness);
49
+
50
+ v3_orthonormal_matrix_from_normal(_basis, 0, out_x, out_y, out_z);
51
+
52
+ const t_x = _basis[0], t_y = _basis[1], t_z = _basis[2];
53
+ const b_x = _basis[3], b_y = _basis[4], b_z = _basis[5];
54
+ const n_x = _basis[6], n_y = _basis[7], n_z = _basis[8];
55
+
56
+ const itemSize = input.itemSize;
57
+
58
+ let weight_accum = 0;
59
+ let r0 = 0, r1 = 0, r2 = 0, r3 = 0;
60
+
61
+ for (let i = 0; i < sample_count; i++) {
62
+ hammersley_sequence_2d(_rand, 0, i, sample_count);
63
+
64
+ v3_uniform_sample_cone(_local, 0, _rand[0], _rand[1], cone_cos);
65
+
66
+ const lx = _local[0], ly = _local[1], lz = _local[2];
67
+
68
+ // world direction = lx * T + ly * B + lz * N
69
+ let in_x = lx * t_x + ly * b_x + lz * n_x;
70
+ let in_y = lx * t_y + ly * b_y + lz * n_y;
71
+ let in_z = lx * t_z + ly * b_z + lz * n_z;
72
+
73
+ const len = Math.sqrt(in_x * in_x + in_y * in_y + in_z * in_z);
74
+ if (len > 0) {
75
+ const inv_len = 1.0 / len;
76
+ in_x *= inv_len;
77
+ in_y *= inv_len;
78
+ in_z *= inv_len;
79
+ }
80
+
81
+ sampler2d_sample_equirectangular_direction(input, in_x, in_y, in_z, _radiance, 0);
82
+
83
+ const weight = reflection_sample_weight(out_x, out_y, out_z, in_x, in_y, in_z, roughness);
84
+
85
+ r0 += _radiance[0] * weight;
86
+ r1 += _radiance[1] * weight;
87
+ r2 += _radiance[2] * weight;
88
+ if (itemSize > 3) {
89
+ r3 += _radiance[3] * weight;
90
+ }
91
+
92
+ weight_accum += weight;
93
+ }
94
+
95
+ const inv = weight_accum === 0 ? 0 : 1.0 / weight_accum;
96
+
97
+ result[result_offset] = r0 * inv;
98
+ result[result_offset + 1] = r1 * inv;
99
+ result[result_offset + 2] = r2 * inv;
100
+ if (itemSize > 3) {
101
+ result[result_offset + 3] = r3 * inv;
102
+ }
103
+ }
104
+
105
+ /**
106
+ * Convolve a whole equirectangular level into `output`.
107
+ *
108
+ * @param {Sampler2D} input source radiance (previous mip)
109
+ * @param {Sampler2D} output destination (this mip)
110
+ * @param {number} roughness convolution roughness for this step
111
+ * @param {number} sample_count
112
+ */
113
+ export function convolve_equirectangular_reflection_level(input, output, roughness, sample_count) {
114
+ const width = output.width;
115
+ const height = output.height;
116
+
117
+ const direction = [0, 0, 0];
118
+ const texel = new Float32Array(output.itemSize);
119
+
120
+ for (let j = 0; j < height; j++) {
121
+ const v = (j + 0.5) / height;
122
+
123
+ for (let i = 0; i < width; i++) {
124
+ const u = (i + 0.5) / width;
125
+
126
+ equirectangular_uv_to_direction(u, v, direction, 0);
127
+
128
+ convolve_equirectangular_reflection_direction(
129
+ input,
130
+ direction[0], direction[1], direction[2],
131
+ roughness,
132
+ sample_count,
133
+ texel,
134
+ 0
135
+ );
136
+
137
+ output.write(i, j, texel);
138
+ }
139
+ }
140
+ }
141
+
142
+ /**
143
+ * Build a prefiltered reflection mip chain from a base equirectangular radiance
144
+ * map. Mip 0 is the (sharp) base; each subsequent mip is half resolution and
145
+ * convolved from the previous one, so roughness increases with mip level. This
146
+ * is the CPU replacement for THREE's PMREMGenerator, decoupled from three.js.
147
+ *
148
+ * @param {Sampler2D} base equirectangular RGBA radiance (mip 0)
149
+ * @param {object} [options]
150
+ * @param {number} [options.sample_count=32] cone samples per texel (the sky is low frequency)
151
+ * @param {number} [options.mip_levels] number of levels; defaults to the full chain
152
+ * @param {number} [options.max_roughness=0.7] roughness reached at the last mip
153
+ * @returns {Sampler2D[]} mip chain, index 0 = base
154
+ */
155
+ export function build_equirectangular_reflection_mip_chain(base, options = {}) {
156
+ const {
157
+ sample_count = 32,
158
+ mip_levels,
159
+ max_roughness = 0.7
160
+ } = options;
161
+
162
+ const full_levels = Math.floor(Math.log2(Math.max(1, Math.min(base.width, base.height)))) + 1;
163
+ const levels = mip_levels !== undefined ? Math.min(mip_levels, full_levels) : full_levels;
164
+
165
+ const mips = [base];
166
+
167
+ for (let i = 1; i < levels; i++) {
168
+ const previous = mips[i - 1];
169
+
170
+ const width = Math.max(1, previous.width >> 1);
171
+ const height = Math.max(1, previous.height >> 1);
172
+
173
+ const level = Sampler2D.float32(base.itemSize, width, height);
174
+
175
+ const prev_roughness = equirectangular_reflection_lod_to_roughness(i - 1, levels, max_roughness);
176
+ const curr_roughness = equirectangular_reflection_lod_to_roughness(i, levels, max_roughness);
177
+
178
+ const step_roughness = Math.max(
179
+ BSDF_ROUGHNESS_MINIMUM,
180
+ roughness_from_relative_mip(prev_roughness, curr_roughness)
181
+ );
182
+
183
+ convolve_equirectangular_reflection_level(previous, level, step_roughness, sample_count);
184
+
185
+ mips.push(level);
186
+ }
187
+
188
+ return mips;
189
+ }
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Roughness schedule for a prefiltered reflection mip chain, ported from the
3
+ * EEVEE "sphere probe" convolution (generalised to an arbitrary mip count).
4
+ */
5
+ /**
6
+ * Map a mip level to the perceptual roughness it represents.
7
+ *
8
+ * @param {number} lod mip level, 0 = sharpest
9
+ * @param {number} mip_levels total number of mip levels
10
+ * @param {number} [max_roughness=0.7] roughness reached at the last mip
11
+ * @returns {number}
12
+ */
13
+ export function equirectangular_reflection_lod_to_roughness(lod: number, mip_levels: number, max_roughness?: number): number;
14
+ /**
15
+ * Given that the previous mip is already convolved to `prev_mip_roughness`,
16
+ * derive the additional roughness to apply when convolving it into the current
17
+ * mip, so the result matches `curr_mip_roughness`. Uses the gaussian
18
+ * convolution composition rule G(a) x G(b) = G(a+b).
19
+ *
20
+ * @param {number} prev_mip_roughness
21
+ * @param {number} curr_mip_roughness
22
+ * @returns {number}
23
+ */
24
+ export function roughness_from_relative_mip(prev_mip_roughness: number, curr_mip_roughness: number): number;
25
+ //# sourceMappingURL=equirectangular_reflection_roughness.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"equirectangular_reflection_roughness.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/reflection/equirectangular_reflection_roughness.js"],"names":[],"mappings":"AAAA;;;GAGG;AAEH;;;;;;;GAOG;AACH,iEALW,MAAM,cACN,MAAM,kBACN,MAAM,GACJ,MAAM,CAiBlB;AAED;;;;;;;;;GASG;AACH,gEAJW,MAAM,sBACN,MAAM,GACJ,MAAM,CAYlB"}
@@ -0,0 +1,51 @@
1
+ /**
2
+ * Roughness schedule for a prefiltered reflection mip chain, ported from the
3
+ * EEVEE "sphere probe" convolution (generalised to an arbitrary mip count).
4
+ */
5
+
6
+ /**
7
+ * Map a mip level to the perceptual roughness it represents.
8
+ *
9
+ * @param {number} lod mip level, 0 = sharpest
10
+ * @param {number} mip_levels total number of mip levels
11
+ * @param {number} [max_roughness=0.7] roughness reached at the last mip
12
+ * @returns {number}
13
+ */
14
+ export function equirectangular_reflection_lod_to_roughness(lod, mip_levels, max_roughness = 0.7) {
15
+ const mip_ratio = mip_levels > 1 ? lod / (mip_levels - 1) : 0;
16
+
17
+ const a = mip_ratio;
18
+ const b = 0.6; // factor of ratio
19
+ const c = 0.4; // factor of ratio_sqrt
20
+
21
+ const b2 = b * b;
22
+ const c2 = c * c;
23
+ const c4 = c2 * c2;
24
+
25
+ // inverse of the roughness->lod mapping (a quadratic)
26
+ const ratio = (-Math.sqrt(4.0 * a * b * c2 + c4) + 2.0 * a * b + c2) / (2.0 * b2);
27
+
28
+ return ratio * max_roughness;
29
+ }
30
+
31
+ /**
32
+ * Given that the previous mip is already convolved to `prev_mip_roughness`,
33
+ * derive the additional roughness to apply when convolving it into the current
34
+ * mip, so the result matches `curr_mip_roughness`. Uses the gaussian
35
+ * convolution composition rule G(a) x G(b) = G(a+b).
36
+ *
37
+ * @param {number} prev_mip_roughness
38
+ * @param {number} curr_mip_roughness
39
+ * @returns {number}
40
+ */
41
+ export function roughness_from_relative_mip(prev_mip_roughness, curr_mip_roughness) {
42
+ // the exponent should be 2 but 3 is a bit less blurry than expected in practice
43
+ const exponent = 3.0;
44
+
45
+ const m_prev = Math.pow(prev_mip_roughness, exponent);
46
+ const m_curr = Math.pow(curr_mip_roughness, exponent);
47
+
48
+ const m_target = Math.max(0.0, m_curr - m_prev);
49
+
50
+ return Math.pow(m_target, 1.0 / exponent);
51
+ }
@@ -0,0 +1,15 @@
1
+ /**
2
+ * Bilinearly sample a Sampler2D that holds an equirectangular image, by world
3
+ * direction (+Y up). The longitude axis (U) wraps and the latitude axis (V) is
4
+ * clamped, so there is no seam at longitude +/-pi (unlike Sampler2D's own
5
+ * bilinear sampling, which clamps both axes).
6
+ *
7
+ * @param {Sampler2D} sampler equirectangular source
8
+ * @param {number} dir_x
9
+ * @param {number} dir_y
10
+ * @param {number} dir_z
11
+ * @param {number[]|Float32Array} result
12
+ * @param {number} [result_offset=0]
13
+ */
14
+ export function sampler2d_sample_equirectangular_direction(sampler: Sampler2D, dir_x: number, dir_y: number, dir_z: number, result: number[] | Float32Array, result_offset?: number): void;
15
+ //# sourceMappingURL=sampler2d_sample_equirectangular_direction.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sampler2d_sample_equirectangular_direction.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/texture/sampler/sampler2d_sample_equirectangular_direction.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;GAYG;AACH,sFANW,MAAM,SACN,MAAM,SACN,MAAM,UACN,MAAM,EAAE,GAAC,YAAY,kBACrB,MAAM,QA+ChB"}
@@ -0,0 +1,63 @@
1
+ import { equirectangular_direction_to_uv } from "../../../../core/geom/3d/equirectangular/equirectangular_direction_to_uv.js";
2
+
3
+ const _uv = [0, 0];
4
+
5
+ /**
6
+ * Bilinearly sample a Sampler2D that holds an equirectangular image, by world
7
+ * direction (+Y up). The longitude axis (U) wraps and the latitude axis (V) is
8
+ * clamped, so there is no seam at longitude +/-pi (unlike Sampler2D's own
9
+ * bilinear sampling, which clamps both axes).
10
+ *
11
+ * @param {Sampler2D} sampler equirectangular source
12
+ * @param {number} dir_x
13
+ * @param {number} dir_y
14
+ * @param {number} dir_z
15
+ * @param {number[]|Float32Array} result
16
+ * @param {number} [result_offset=0]
17
+ */
18
+ export function sampler2d_sample_equirectangular_direction(sampler, dir_x, dir_y, dir_z, result, result_offset = 0) {
19
+ equirectangular_direction_to_uv(dir_x, dir_y, dir_z, _uv, 0);
20
+
21
+ const width = sampler.width;
22
+ const height = sampler.height;
23
+ const itemSize = sampler.itemSize;
24
+ const data = sampler.data;
25
+
26
+ // texel-space coordinates with texel centers at integer + 0.5
27
+ const fx = _uv[0] * width - 0.5;
28
+ const fy = _uv[1] * height - 0.5;
29
+
30
+ const x0i = Math.floor(fx);
31
+ const y0i = Math.floor(fy);
32
+
33
+ const tx = fx - x0i;
34
+ const ty = fy - y0i;
35
+
36
+ // longitude wraps, latitude clamps
37
+ const x0 = ((x0i % width) + width) % width;
38
+ const x1 = ((x0i + 1) % width + width) % width;
39
+ const y0 = y0i < 0 ? 0 : (y0i >= height ? height - 1 : y0i);
40
+ const y1i = y0i + 1;
41
+ const y1 = y1i < 0 ? 0 : (y1i >= height ? height - 1 : y1i);
42
+
43
+ const w00 = (1 - tx) * (1 - ty);
44
+ const w10 = tx * (1 - ty);
45
+ const w01 = (1 - tx) * ty;
46
+ const w11 = tx * ty;
47
+
48
+ const row0 = y0 * width;
49
+ const row1 = y1 * width;
50
+
51
+ const o00 = (row0 + x0) * itemSize;
52
+ const o10 = (row0 + x1) * itemSize;
53
+ const o01 = (row1 + x0) * itemSize;
54
+ const o11 = (row1 + x1) * itemSize;
55
+
56
+ for (let c = 0; c < itemSize; c++) {
57
+ result[result_offset + c] =
58
+ data[o00 + c] * w00 +
59
+ data[o10 + c] * w10 +
60
+ data[o01 + c] * w01 +
61
+ data[o11 + c] * w11;
62
+ }
63
+ }