@woosh/meep-engine 3.0.0 → 3.0.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (719) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/ecs/component/FieldDescriptor.d.ts +26 -26
  3. package/editor/ecs/component/FieldValueAdapter.d.ts +6 -6
  4. package/editor/ecs/component/TypeEditor.d.ts +24 -24
  5. package/editor/ecs/component/createFieldEditor.d.ts +8 -8
  6. package/editor/ecs/component/createObjectEditor.d.ts +13 -13
  7. package/editor/ecs/component/editors/primitive/ObjectEditor.d.ts +5 -5
  8. package/editor/ecs/component/findNearestRegisteredType.d.ts +7 -7
  9. package/editor/particles/rebuildParticleEmitter.js +8 -26
  10. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  11. package/editor/prototypeEditorShell.js +0 -2
  12. package/editor/tools/SelectionTool.js +1 -2
  13. package/editor/tools/TransformToolV2.js +2 -3
  14. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  15. package/editor/tools/v2/TransformControls.js +1 -1
  16. package/editor/view/ecs/components/color/GaugeView.d.ts +12 -12
  17. package/editor/view/ecs/components/common/AutoCanvasView.d.ts +29 -29
  18. package/editor/view/ecs/components/common/LineView.d.ts +11 -11
  19. package/editor/view/ecs/components/common/NumberController.d.ts +17 -17
  20. package/editor/view/ecs/components/common/TextController.d.ts +20 -20
  21. package/editor/view/node-graph/NodeGraphCamera.d.ts +47 -47
  22. package/editor/view/node-graph/NodeGraphEditorView.d.ts +54 -54
  23. package/editor/view/node-graph/NodeGraphSelection.d.ts +55 -55
  24. package/editor/view/node-graph/NodeGraphView.d.ts +97 -97
  25. package/editor/view/node-graph/NodeView.d.ts +25 -25
  26. package/editor/view/node-graph/PortView.d.ts +22 -22
  27. package/editor/view/node-graph/actions/ConnectionCreateAction.d.ts +33 -33
  28. package/editor/view/node-graph/actions/ConnectionDeleteAction.d.ts +25 -25
  29. package/editor/view/node-graph/actions/NodeDeleteAction.d.ts +46 -46
  30. package/editor/view/node-graph/actions/NodeParameterSetAction.d.ts +33 -33
  31. package/editor/view/node-graph/actions/NodesMoveAction.d.ts +37 -37
  32. package/editor/view/node-graph/actions/SelectionSetAction.d.ts +37 -37
  33. package/editor/view/node-graph/connection_wire_geometry.d.ts +45 -45
  34. package/package.json +94 -96
  35. package/src/avif/codec/dec/avif_dec.d.ts +3 -15
  36. package/src/avif/codec/enc/avif_enc.d.ts +3 -38
  37. package/src/avif/codec/enc/avif_enc_mt.d.ts +3 -1
  38. package/src/avif/decode.d.ts +2 -66
  39. package/src/avif/decode.d.ts.map +1 -1
  40. package/src/avif/encode.d.ts +2 -27
  41. package/src/avif/encode.d.ts.map +1 -1
  42. package/src/avif/index.d.ts +2 -2
  43. package/src/avif/index.d.ts.map +1 -1
  44. package/src/avif/meta.d.ts +23 -39
  45. package/src/avif/meta.d.ts.map +1 -1
  46. package/src/avif/utils.d.ts +16 -16
  47. package/src/avif/utils.d.ts.map +1 -1
  48. package/src/core/bvh2/visual/BVHGeometry.d.ts +13 -14
  49. package/src/core/bvh2/visual/BVHGeometry.d.ts.map +1 -1
  50. package/src/core/bvh2/visual/BVHGeometry.js +131 -129
  51. package/src/core/collection/array/typed/typed_array_value_denormalize.d.ts.map +1 -1
  52. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -47
  53. package/src/core/collection/array/typed/typed_array_value_normalize.d.ts.map +1 -1
  54. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -46
  55. package/src/core/geom/3d/aabb/AABB3.d.ts.map +1 -1
  56. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts +9 -2
  57. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  58. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +117 -110
  59. package/src/core/geom/3d/mat4/m4_look_at.d.ts +25 -0
  60. package/src/core/geom/3d/mat4/m4_look_at.d.ts.map +1 -0
  61. package/src/core/geom/3d/mat4/m4_look_at.js +96 -0
  62. package/src/core/geom/3d/mat4/m4_make_rotation_x.d.ts +18 -0
  63. package/src/core/geom/3d/mat4/m4_make_rotation_x.d.ts.map +1 -0
  64. package/src/core/geom/3d/mat4/m4_make_rotation_x.js +47 -0
  65. package/src/core/geom/3d/mat4/m4_make_rotation_y.d.ts +18 -0
  66. package/src/core/geom/3d/mat4/m4_make_rotation_y.d.ts.map +1 -0
  67. package/src/core/geom/3d/mat4/m4_make_rotation_y.js +47 -0
  68. package/src/core/geom/3d/mat4/m4_make_rotation_z.d.ts +18 -0
  69. package/src/core/geom/3d/mat4/m4_make_rotation_z.d.ts.map +1 -0
  70. package/src/core/geom/3d/mat4/m4_make_rotation_z.js +47 -0
  71. package/src/core/geom/3d/mat4/m4_perspective.d.ts +25 -0
  72. package/src/core/geom/3d/mat4/m4_perspective.d.ts.map +1 -0
  73. package/src/core/geom/3d/mat4/m4_perspective.js +66 -0
  74. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts +14 -0
  75. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.d.ts.map +1 -0
  76. package/src/core/geom/3d/tetrahedra/graphics/build_tetrahedral_mesh_geometry.js +39 -0
  77. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  78. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +171 -166
  79. package/src/engine/Engine.d.ts.map +1 -1
  80. package/src/engine/Engine.js +1 -2
  81. package/src/engine/EngineHarness.d.ts.map +1 -1
  82. package/src/engine/EngineHarness.js +6 -1
  83. package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts +0 -1
  84. package/src/engine/animation/clip/ecd_bind_animation_curve.d.ts.map +1 -1
  85. package/src/engine/asset/GameAssetType.js +5 -0
  86. package/src/engine/asset/loaders/async_traverse_three_object.d.ts.map +1 -1
  87. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  88. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +2045 -2052
  89. package/src/engine/ecs/fow/FogOfWarEdgeMode.d.ts +1 -1
  90. package/src/engine/ecs/fow/FogOfWarEdgeMode.js +40 -40
  91. package/src/engine/ecs/gui/hud/testHudEdgeStick.js +2 -2
  92. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  93. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +265 -269
  94. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -15
  95. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  96. package/src/engine/ecs/terrain/ecs/Terrain.js +0 -30
  97. package/src/engine/ecs/terrain/ecs/TerrainSystem.d.ts.map +1 -1
  98. package/src/engine/ecs/terrain/ecs/TerrainSystem.js +14 -29
  99. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.d.ts.map +1 -1
  100. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -126
  101. package/src/engine/ecs/transform/copy_three_transform.d.ts.map +1 -1
  102. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts +2 -2
  103. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.d.ts.map +1 -1
  104. package/src/engine/graphics/ecs/animation/animator/graph/AnimationState.js +207 -207
  105. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts +2 -2
  106. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.d.ts.map +1 -1
  107. package/src/engine/graphics/ecs/animation/animator/graph/AnimationTransition.js +151 -151
  108. package/src/engine/graphics/ecs/camera/Camera.d.ts +36 -48
  109. package/src/engine/graphics/ecs/camera/Camera.d.ts.map +1 -1
  110. package/src/engine/graphics/ecs/camera/Camera.js +165 -303
  111. package/src/engine/graphics/ecs/camera/camera_active_frustum.d.ts +14 -0
  112. package/src/engine/graphics/ecs/camera/camera_active_frustum.d.ts.map +1 -0
  113. package/src/engine/graphics/ecs/camera/camera_active_frustum.js +25 -0
  114. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +16 -0
  115. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts.map +1 -0
  116. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -0
  117. package/src/engine/graphics/ecs/camera/camera_traverse_active.d.ts +12 -0
  118. package/src/engine/graphics/ecs/camera/camera_traverse_active.d.ts.map +1 -0
  119. package/src/engine/graphics/ecs/camera/camera_traverse_active.js +18 -0
  120. package/src/engine/graphics/ecs/camera/pp/PerfectPanner.js +170 -170
  121. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts +5 -1
  122. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.d.ts.map +1 -1
  123. package/src/engine/graphics/ecs/camera/topdown/TopDownCameraController.js +296 -281
  124. package/src/engine/graphics/ecs/highlight/renderer/traverseThreeObject.d.ts.map +1 -1
  125. package/src/engine/graphics/ecs/light/shadow/extend_shadow_camera_near_for_casters.d.ts.map +1 -1
  126. package/src/engine/graphics/ecs/mesh/copyToVector3.d.ts.map +1 -1
  127. package/src/engine/graphics/ecs/mesh/setMesh.d.ts.map +1 -1
  128. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +22 -13
  129. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts.map +1 -1
  130. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +29 -16
  131. package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts +1 -1
  132. package/src/engine/graphics/ecs/mesh-v2/render/adapters/AbstractRenderAdapter.d.ts.map +1 -1
  133. package/src/engine/graphics/ecs/mesh-v2/three_object_to_entity_composition.d.ts.map +1 -1
  134. package/src/engine/graphics/ecs/render_layers_compute_depth_range.d.ts +1 -1
  135. package/src/engine/graphics/ecs/render_layers_compute_depth_range.js +1 -1
  136. package/src/engine/graphics/ecs/water/Water.d.ts +6 -19
  137. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  138. package/src/engine/graphics/ecs/water/Water.js +104 -215
  139. package/src/engine/graphics/geometry/AttributeData.d.ts +52 -0
  140. package/src/engine/graphics/geometry/AttributeData.d.ts.map +1 -0
  141. package/src/engine/graphics/geometry/AttributeData.js +84 -0
  142. package/src/engine/graphics/geometry/buffered/computeBufferAttributeHash.d.ts.map +1 -1
  143. package/src/engine/graphics/geometry/buffered/computeGeometryEquality.d.ts.map +1 -1
  144. package/src/engine/graphics/geometry/buffered/computeGeometryHash.d.ts.map +1 -1
  145. package/src/engine/graphics/geometry/buffered/compute_buffer_geometry_byte_size.d.ts.map +1 -1
  146. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts +5 -1
  147. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.d.ts.map +1 -1
  148. package/src/engine/graphics/geometry/buffered/geometry_compute_vertex_normals_indexed.js +49 -45
  149. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts +36 -24
  150. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.d.ts.map +1 -1
  151. package/src/engine/graphics/geometry/buffered/query/GeometrySpatialQueryAccelerator.js +288 -288
  152. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts +19 -0
  153. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.d.ts.map +1 -0
  154. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_buffered_geometry.js +52 -0
  155. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts +1 -0
  156. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.d.ts.map +1 -1
  157. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_indexed_geometry.js +20 -32
  158. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts +1 -0
  159. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.d.ts.map +1 -1
  160. package/src/engine/graphics/geometry/bvh/buffered/bvh32_from_unindexed_geometry.js +19 -30
  161. package/src/engine/graphics/geometry/compute_geometry_polycount.d.ts.map +1 -1
  162. package/src/engine/graphics/impostors/card_cluster/FacePlaneAssignment.d.ts.map +1 -1
  163. package/src/engine/graphics/impostors/octahedral/ImpostorDescription.d.ts.map +1 -1
  164. package/src/engine/graphics/particles/particular/engine/ParticularEngine.d.ts +1 -14
  165. package/src/engine/graphics/particles/particular/engine/ParticularEngine.d.ts.map +1 -1
  166. package/src/engine/graphics/particles/particular/engine/ParticularEngine.js +229 -253
  167. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +25 -12
  168. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts.map +1 -1
  169. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1149 -1194
  170. package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.d.ts +4 -8
  171. package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.d.ts.map +1 -1
  172. package/src/engine/graphics/particles/particular/engine/emitter/ParticlePool.js +472 -540
  173. package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.d.ts +19 -90
  174. package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.d.ts.map +1 -1
  175. package/src/engine/graphics/particles/particular/engine/shader/ShaderManager.js +135 -514
  176. package/src/engine/graphics/render/layers/RenderLayer.d.ts.map +1 -1
  177. package/src/engine/graphics/render/layers/RenderLayer.js +95 -95
  178. package/src/engine/graphics/sh3/fromCubeRenderTarget.d.ts.map +1 -1
  179. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts +77 -0
  180. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.d.ts.map +1 -0
  181. package/src/engine/graphics/sh3/path_tracer/BufferedGeometryBVH.js +507 -0
  182. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts +2 -2
  183. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.d.ts.map +1 -1
  184. package/src/engine/graphics/sh3/path_tracer/PathTracedMesh.js +161 -161
  185. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts +6 -6
  186. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.d.ts.map +1 -1
  187. package/src/engine/graphics/sh3/path_tracer/PathTracedRenderer.js +31 -12
  188. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts +113 -0
  189. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.d.ts.map +1 -0
  190. package/src/engine/graphics/sh3/path_tracer/PathTracedScene.js +699 -0
  191. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts +10 -0
  192. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.d.ts.map +1 -1
  193. package/src/engine/graphics/sh3/path_tracer/populate_path_traced_scene_from_ecd.js +73 -63
  194. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.d.ts.map +1 -1
  195. package/src/engine/graphics/sh3/path_tracer/texture/sample_material.js +10 -13
  196. package/src/engine/graphics/shadows/vsm.glsl.d.ts.map +1 -1
  197. package/src/engine/graphics/shadows/vsm.glsl.js +43 -41
  198. package/src/engine/graphics/texture/computeThreeTextureInternalFormatFromDataType.d.ts.map +1 -1
  199. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  200. package/src/engine/graphics3/CameraSystem3.js +10 -1
  201. package/src/engine/graphics3/GraphicsEngine3.d.ts +3 -3
  202. package/src/engine/graphics3/GraphicsEngine3.js +3 -3
  203. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +11 -0
  204. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  205. package/src/engine/graphics3/ParticleEmitterSystem3.js +289 -265
  206. package/src/engine/graphics3/ShadeCameraAdapter.d.ts +3 -3
  207. package/src/engine/graphics3/ShadeCameraAdapter.js +3 -3
  208. package/src/engine/graphics3/WaterSystem3.js +1 -1
  209. package/src/engine/graphics3/camera_sync_from_transform.d.ts +2 -2
  210. package/src/engine/graphics3/camera_sync_from_transform.js +2 -2
  211. package/src/engine/graphics3/shade_camera_projection_ray.js +2 -2
  212. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts +2 -2
  213. package/src/engine/grid/grid2transform/GridPosition2TransformSystem.d.ts.map +1 -1
  214. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  215. package/src/shade/renderer/camera/Camera.d.ts +3 -5
  216. package/src/shade/renderer/camera/Camera.d.ts.map +1 -1
  217. package/src/shade/renderer/camera/Camera.js +281 -280
  218. package/src/shade/renderer/camera/GPUCameraContext.js +233 -233
  219. package/src/shade/renderer/geometry/Geometry.d.ts.map +1 -1
  220. package/src/shade/renderer/geometry/Geometry.js +6 -5
  221. package/src/shade/renderer/geometry/primitives/make_box_geometry.d.ts.map +1 -1
  222. package/src/shade/renderer/geometry/primitives/make_box_geometry.js +6 -1
  223. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts +19 -0
  224. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.d.ts.map +1 -0
  225. package/src/shade/renderer/geometry/primitives/make_cylinder_geometry.js +240 -0
  226. package/src/shade/renderer/geometry/primitives/make_plane_geometry.d.ts.map +1 -1
  227. package/src/shade/renderer/geometry/primitives/make_plane_geometry.js +6 -1
  228. package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.d.ts.map +1 -1
  229. package/src/shade/renderer/geometry/primitives/make_polyhedron_geometry.js +327 -322
  230. package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts +13 -0
  231. package/src/shade/renderer/geometry/primitives/make_torus_geometry.d.ts.map +1 -0
  232. package/src/shade/renderer/geometry/primitives/make_torus_geometry.js +107 -0
  233. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts +15 -0
  234. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.d.ts.map +1 -0
  235. package/src/shade/renderer/geometry/primitives/make_torus_knot_geometry.js +165 -0
  236. package/src/shade/renderer/loader/usd/parse_usda.js +1 -1
  237. package/src/shade/renderer/loader/usd/usd_build_scene.d.ts.map +1 -1
  238. package/src/shade/renderer/loader/usd/usd_build_scene.js +658 -652
  239. package/src/shade/renderer/loader/usd/usd_compose_transform.d.ts.map +1 -1
  240. package/src/shade/renderer/loader/usd/usd_compose_transform.js +58 -23
  241. package/src/shade/renderer/particles/prototypeParticleSystem.js +450 -443
  242. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts +5 -1
  243. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.d.ts.map +1 -1
  244. package/src/shade/renderer/postprocess/gtao/generate_magic_square_noise.js +51 -47
  245. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  246. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts +2 -0
  247. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.d.ts.map +1 -1
  248. package/src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.js +225 -223
  249. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.d.ts.map +1 -1
  250. package/src/shade/renderer/shadow/map/DirectionalLightShadowmap.js +7 -3
  251. package/src/view/minimap/dom/MinimapCameraView.d.ts +2 -2
  252. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  253. package/editor/Editor.d.ts +0 -162
  254. package/editor/Editor.d.ts.map +0 -1
  255. package/editor/EditorCameraNavigation.d.ts +0 -21
  256. package/editor/EditorCameraNavigation.d.ts.map +0 -1
  257. package/editor/EditorKeyMap.d.ts +0 -28
  258. package/editor/EditorKeyMap.d.ts.map +0 -1
  259. package/editor/SelectionVisualizer.d.ts +0 -49
  260. package/editor/SelectionVisualizer.d.ts.map +0 -1
  261. package/editor/actions/concrete/ActionUpdateTexture.d.ts +0 -12
  262. package/editor/actions/concrete/ActionUpdateTexture.d.ts.map +0 -1
  263. package/editor/actions/concrete/ArrayCopyAction.d.ts +0 -20
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@@ -1,5 +1,9 @@
1
1
  /**
2
- * Taken from THREE.js GTAO implementation, not very good for what it's intended for
2
+ * Taken from three's GTAO implementation (`examples/jsm/shaders/GTAOShader.js`), not very good
3
+ * for what it is intended for.
4
+ *
5
+ * Derived from three.js (https://github.com/mrdoob/three.js), Copyright (c) 2010-2024 three.js authors, MIT licence.
6
+ *
3
7
  * @param {number} size
4
8
  * @returns {ShadeTexture}
5
9
  */
@@ -1 +1 @@
1
- {"version":3,"file":"generate_magic_square_noise.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/gtao/generate_magic_square_noise.js"],"names":[],"mappings":"AAOA;;;;GAIG;AACH,gDAHW,MAAM,GACJ,YAAY,CAmCxB;6BA3C4B,+BAA+B"}
1
+ {"version":3,"file":"generate_magic_square_noise.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/gtao/generate_magic_square_noise.js"],"names":[],"mappings":"AAOA;;;;;;;;GAQG;AACH,gDAHW,MAAM,GACJ,YAAY,CAmCxB;6BA/C4B,+BAA+B"}
@@ -1,47 +1,51 @@
1
- import Vector3 from "../../../../core/geom/Vector3.js";
2
- import { Sampler2D } from "../../../../engine/graphics/texture/sampler/Sampler2D.js";
3
- import { ShadeTexture } from "../../texture/ShadeTexture.js";
4
- import { ShadeImage } from "../../texture/source/ShadeImage.js";
5
- import { TextureWrapType } from "../../texture/TextureWrapType.js";
6
- import { generateMagicSquare } from "./generate_magic_square.js";
7
-
8
- /**
9
- * Taken from THREE.js GTAO implementation, not very good for what it's intended for
10
- * @param {number} size
11
- * @returns {ShadeTexture}
12
- */
13
- export function generateMagicSquareNoise(size = 5) {
14
-
15
- const noiseSize = Math.floor(size) % 2 === 0 ? Math.floor(size) + 1 : Math.floor(size);
16
- const magicSquare = generateMagicSquare(noiseSize);
17
- const noiseSquareSize = magicSquare.length;
18
- const data = new Uint8Array(noiseSquareSize * 4);
19
-
20
- for (let inx = 0; inx < noiseSquareSize; ++inx) {
21
-
22
- const iAng = magicSquare[inx];
23
- const angle = (2 * Math.PI * iAng) / noiseSquareSize;
24
- const randomVec = new Vector3(
25
- Math.cos(angle),
26
- Math.sin(angle),
27
- 0
28
- );
29
-
30
- randomVec.normalize();
31
-
32
- data[inx * 4] = (randomVec.x * 0.5 + 0.5) * 255;
33
- data[inx * 4 + 1] = (randomVec.y * 0.5 + 0.5) * 255;
34
- data[inx * 4 + 2] = 127;
35
- data[inx * 4 + 3] = 255;
36
-
37
- }
38
-
39
- const texture = ShadeTexture.from(ShadeImage.fromSampler2D(new Sampler2D(data, 4, noiseSize, noiseSize)));
40
-
41
- texture.wrapS = TextureWrapType.Repeat;
42
- texture.wrapT = TextureWrapType.Repeat;
43
-
44
- return texture;
45
-
46
- }
47
-
1
+ import Vector3 from "../../../../core/geom/Vector3.js";
2
+ import { Sampler2D } from "../../../../engine/graphics/texture/sampler/Sampler2D.js";
3
+ import { ShadeTexture } from "../../texture/ShadeTexture.js";
4
+ import { ShadeImage } from "../../texture/source/ShadeImage.js";
5
+ import { TextureWrapType } from "../../texture/TextureWrapType.js";
6
+ import { generateMagicSquare } from "./generate_magic_square.js";
7
+
8
+ /**
9
+ * Taken from three's GTAO implementation (`examples/jsm/shaders/GTAOShader.js`), not very good
10
+ * for what it is intended for.
11
+ *
12
+ * Derived from three.js (https://github.com/mrdoob/three.js), Copyright (c) 2010-2024 three.js authors, MIT licence.
13
+ *
14
+ * @param {number} size
15
+ * @returns {ShadeTexture}
16
+ */
17
+ export function generateMagicSquareNoise(size = 5) {
18
+
19
+ const noiseSize = Math.floor(size) % 2 === 0 ? Math.floor(size) + 1 : Math.floor(size);
20
+ const magicSquare = generateMagicSquare(noiseSize);
21
+ const noiseSquareSize = magicSquare.length;
22
+ const data = new Uint8Array(noiseSquareSize * 4);
23
+
24
+ for (let inx = 0; inx < noiseSquareSize; ++inx) {
25
+
26
+ const iAng = magicSquare[inx];
27
+ const angle = (2 * Math.PI * iAng) / noiseSquareSize;
28
+ const randomVec = new Vector3(
29
+ Math.cos(angle),
30
+ Math.sin(angle),
31
+ 0
32
+ );
33
+
34
+ randomVec.normalize();
35
+
36
+ data[inx * 4] = (randomVec.x * 0.5 + 0.5) * 255;
37
+ data[inx * 4 + 1] = (randomVec.y * 0.5 + 0.5) * 255;
38
+ data[inx * 4 + 2] = 127;
39
+ data[inx * 4 + 3] = 255;
40
+
41
+ }
42
+
43
+ const texture = ShadeTexture.from(ShadeImage.fromSampler2D(new Sampler2D(data, 4, noiseSize, noiseSize)));
44
+
45
+ texture.wrapS = TextureWrapType.Repeat;
46
+ texture.wrapT = TextureWrapType.Repeat;
47
+
48
+ return texture;
49
+
50
+ }
51
+
@@ -49,7 +49,7 @@ export class NSS {
49
49
  * @returns {number}
50
50
  */
51
51
  static recommended_jitter_sequence_size(upscale_ratio: number): number;
52
- static "__#124@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
52
+ static "__#126@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
53
53
  /**
54
54
  * @param {GraphicsContext} graphics
55
55
  */
@@ -5,6 +5,8 @@
5
5
  * `chunk_texture_filter_fxaa_quality`.
6
6
  *
7
7
  * Adapted from an early three.js port (mrdoob/three.js@d7d25d3 examples/jsm/shaders/FXAAShader.js).
8
+ *
9
+ * Derived from three.js (https://github.com/mrdoob/three.js), Copyright (c) 2010-2024 three.js authors, MIT licence.
8
10
  * @type {CodeChunk}
9
11
  */
10
12
  export const chunk_texture_filter_fxaa_lite: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_texture_filter_fxaa_lite.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,6CAFU,SAAS,CAqNjB;0BA/NwB,6BAA6B"}
1
+ {"version":3,"file":"chunk_texture_filter_fxaa_lite.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/texture/chunk_texture_filter_fxaa_lite.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,6CAFU,SAAS,CAqNjB;0BAjOwB,6BAA6B"}
@@ -1,224 +1,226 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
- import { chunk_rgba_luminance_contrast } from "../color/chunk_rgba_luminance_contrast.js";
3
-
4
- /**
5
- * FXAA-inspired 5-tap variant — substantially simplified relative to
6
- * canonical NVIDIA FXAA 3.11 (no 9-tap detection, no subpixel AA, linear
7
- * step pattern, integer-pixel search). For higher quality use
8
- * `chunk_texture_filter_fxaa_quality`.
9
- *
10
- * Adapted from an early three.js port (mrdoob/three.js@d7d25d3 examples/jsm/shaders/FXAAShader.js).
11
- * @type {CodeChunk}
12
- */
13
- export const chunk_texture_filter_fxaa_lite = CodeChunk.from(
14
- //language=WGSL
15
- `
16
- fn texture_filter_fxaa_lite(
17
- posM:vec2<u32>,
18
- tex:texture_2d<f32>
19
- ) -> vec4<f32> {
20
-
21
- // how far to search for edges
22
- const NUM_SAMPLES = 5;
23
-
24
- const fxaaQualityEdgeThreshold = 0.2; // [0,1] contrast needed, otherwise early discard
25
- const fxaaQualityinvEdgeThreshold = 1.0 / fxaaQualityEdgeThreshold;
26
-
27
- let rgbaM = textureLoad(tex, posM, 0);
28
- var rgbaS = textureLoad(tex, posM + vec2( 0u, 1u ), 0);
29
- let rgbaE = textureLoad(tex, posM + vec2( 1u, 0u ), 0);
30
- var rgbaN = textureLoad(tex, posM - vec2( 0u, 1u ), 0);
31
- let rgbaW = textureLoad(tex, posM - vec2( 1u, 0u ), 0);
32
- // . S .
33
- // W M E
34
- // . N .
35
-
36
- let contrastN = rgba_luminance_contrast( rgbaM, rgbaN );
37
- let contrastS = rgba_luminance_contrast( rgbaM, rgbaS );
38
- let contrastE = rgba_luminance_contrast( rgbaM, rgbaE );
39
- let contrastW = rgba_luminance_contrast( rgbaM, rgbaW );
40
-
41
- let earlyExit = max( max( max(
42
- contrastN,
43
- contrastS ),
44
- contrastE ),
45
- contrastW )
46
- < fxaaQualityEdgeThreshold;
47
-
48
- // . 0 .
49
- // 0 0 0
50
- // . 0 .
51
-
52
- if(earlyExit){
53
- return rgbaM;
54
- }
55
-
56
-
57
- var relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
58
- relativeVContrast *= fxaaQualityinvEdgeThreshold;
59
-
60
- var horzSpan = relativeVContrast > 0.;
61
- // . 1 .
62
- // 0 0 0
63
- // . 1 .
64
-
65
- // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
66
- if( abs( relativeVContrast ) < .3 ) {
67
- // locate the edge
68
- var dirToEdge:vec2<i32>;
69
-
70
- if(contrastE > contrastW){
71
- dirToEdge.x = 1;
72
- }else{
73
- dirToEdge.x = -1;
74
- }
75
-
76
- if(contrastS > contrastN){
77
- dirToEdge.y = 1;
78
- }else{
79
- dirToEdge.y = -1;
80
- }
81
-
82
- // . 2 . . 1 .
83
- // 1 0 2 ~= 0 0 1
84
- // . 1 . . 0 .
85
-
86
- // tap 2 pixels and see which ones are "outside" the edge, to
87
- // determine if the edge is vertical or horizontal
88
-
89
- let rgbaAlongH = textureLoad(tex, vec2i(posM) + vec2( dirToEdge.x, -dirToEdge.y ), 0);
90
- let matchAlongH = rgba_luminance_contrast( rgbaM, rgbaAlongH );
91
- // . 1 .
92
- // 0 0 1
93
- // . 0 H
94
-
95
- let rgbaAlongV = textureLoad(tex, vec2i(posM) + vec2( -dirToEdge.x, dirToEdge.y ), 0);
96
- let matchAlongV = rgba_luminance_contrast( rgbaM, rgbaAlongV );
97
- // V 1 .
98
- // 0 0 1
99
- // . 0 .
100
-
101
- relativeVContrast = matchAlongV - matchAlongH;
102
- relativeVContrast *= fxaaQualityinvEdgeThreshold;
103
-
104
- if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
105
- // 1 1 .
106
- // 0 0 1
107
- // . 0 1
108
-
109
- // do a simple blur
110
- return mix(
111
- rgbaM,
112
- (rgbaN + rgbaS + rgbaE + rgbaW) * .25,
113
- .4
114
- );
115
- }
116
-
117
- horzSpan = relativeVContrast > 0.;
118
- }
119
-
120
- if(!horzSpan) {
121
- rgbaN = rgbaW;
122
- rgbaS = rgbaE;
123
- }
124
-
125
- // . 0 . 1
126
- // 1 0 1 -> 0
127
- // . 0 . 1
128
-
129
- let pairN = rgba_luminance_contrast( rgbaM, rgbaN ) > rgba_luminance_contrast( rgbaM, rgbaS );
130
- if(!pairN) {
131
- rgbaN = rgbaS;
132
- }
133
-
134
- var offNP:vec2<u32>;
135
-
136
- if(!horzSpan){
137
- offNP.x = 0;
138
- offNP.y = 1;
139
- }else{
140
- offNP.x = 1;
141
- offNP.y = 0;
142
- }
143
-
144
- var doneN = false;
145
- var doneP = false;
146
-
147
- var nDist = 0u;
148
- var pDist = 0u;
149
-
150
- var posN = posM;
151
- var posP = posM;
152
-
153
- var iterationsUsedN = 0u;
154
- var iterationsUsedP = 0u;
155
-
156
- for( var i = 0u; i < NUM_SAMPLES; i++ ) {
157
-
158
- let increment = (i + 1);
159
-
160
- if(!doneN) {
161
- nDist += increment;
162
- posN = posM + offNP * nDist;
163
-
164
- let rgbaEndN = textureLoad(tex, posN.xy, 0);
165
-
166
- doneN = rgba_luminance_contrast( rgbaEndN, rgbaM ) > rgba_luminance_contrast( rgbaEndN, rgbaN );
167
- iterationsUsedN = i;
168
- }
169
-
170
- if(!doneP) {
171
- pDist += increment;
172
- posP = posM - offNP * pDist;
173
-
174
- let rgbaEndP = textureLoad(tex, posP.xy, 0);
175
-
176
- doneP = rgba_luminance_contrast( rgbaEndP, rgbaM ) > rgba_luminance_contrast( rgbaEndP, rgbaN );
177
- iterationsUsedP = i;
178
- }
179
-
180
- if(doneN || doneP) {
181
- break;
182
- }
183
- }
184
-
185
-
186
- if ( !doneP && !doneN ) {
187
- // failed to find end of edge
188
- return rgbaM;
189
- }
190
-
191
- var distN:f32;
192
- if(doneN){
193
- distN = f32( iterationsUsedN ) / f32( NUM_SAMPLES - 1 );
194
- }else{
195
- distN = 1.0;
196
- }
197
-
198
- var distP:f32;
199
- if(doneP){
200
- distP = f32( iterationsUsedP ) / f32( NUM_SAMPLES - 1 );
201
- }else{
202
- distP = 1.0;
203
- }
204
-
205
- var dist:f32 = min(distN, distP);
206
-
207
-
208
- // hacky way of reduces blurriness of mostly diagonal edges
209
- // but reduces AA quality
210
- dist = pow(dist, .5);
211
-
212
- dist = 1. - dist;
213
-
214
- return mix(
215
- rgbaM,
216
- rgbaN,
217
- dist * .5
218
- );
219
- }
220
- `,
221
- [
222
- chunk_rgba_luminance_contrast
223
- ]
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { chunk_rgba_luminance_contrast } from "../color/chunk_rgba_luminance_contrast.js";
3
+
4
+ /**
5
+ * FXAA-inspired 5-tap variant — substantially simplified relative to
6
+ * canonical NVIDIA FXAA 3.11 (no 9-tap detection, no subpixel AA, linear
7
+ * step pattern, integer-pixel search). For higher quality use
8
+ * `chunk_texture_filter_fxaa_quality`.
9
+ *
10
+ * Adapted from an early three.js port (mrdoob/three.js@d7d25d3 examples/jsm/shaders/FXAAShader.js).
11
+ *
12
+ * Derived from three.js (https://github.com/mrdoob/three.js), Copyright (c) 2010-2024 three.js authors, MIT licence.
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_texture_filter_fxaa_lite = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn texture_filter_fxaa_lite(
19
+ posM:vec2<u32>,
20
+ tex:texture_2d<f32>
21
+ ) -> vec4<f32> {
22
+
23
+ // how far to search for edges
24
+ const NUM_SAMPLES = 5;
25
+
26
+ const fxaaQualityEdgeThreshold = 0.2; // [0,1] contrast needed, otherwise early discard
27
+ const fxaaQualityinvEdgeThreshold = 1.0 / fxaaQualityEdgeThreshold;
28
+
29
+ let rgbaM = textureLoad(tex, posM, 0);
30
+ var rgbaS = textureLoad(tex, posM + vec2( 0u, 1u ), 0);
31
+ let rgbaE = textureLoad(tex, posM + vec2( 1u, 0u ), 0);
32
+ var rgbaN = textureLoad(tex, posM - vec2( 0u, 1u ), 0);
33
+ let rgbaW = textureLoad(tex, posM - vec2( 1u, 0u ), 0);
34
+ // . S .
35
+ // W M E
36
+ // . N .
37
+
38
+ let contrastN = rgba_luminance_contrast( rgbaM, rgbaN );
39
+ let contrastS = rgba_luminance_contrast( rgbaM, rgbaS );
40
+ let contrastE = rgba_luminance_contrast( rgbaM, rgbaE );
41
+ let contrastW = rgba_luminance_contrast( rgbaM, rgbaW );
42
+
43
+ let earlyExit = max( max( max(
44
+ contrastN,
45
+ contrastS ),
46
+ contrastE ),
47
+ contrastW )
48
+ < fxaaQualityEdgeThreshold;
49
+
50
+ // . 0 .
51
+ // 0 0 0
52
+ // . 0 .
53
+
54
+ if(earlyExit){
55
+ return rgbaM;
56
+ }
57
+
58
+
59
+ var relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
60
+ relativeVContrast *= fxaaQualityinvEdgeThreshold;
61
+
62
+ var horzSpan = relativeVContrast > 0.;
63
+ // . 1 .
64
+ // 0 0 0
65
+ // . 1 .
66
+
67
+ // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
68
+ if( abs( relativeVContrast ) < .3 ) {
69
+ // locate the edge
70
+ var dirToEdge:vec2<i32>;
71
+
72
+ if(contrastE > contrastW){
73
+ dirToEdge.x = 1;
74
+ }else{
75
+ dirToEdge.x = -1;
76
+ }
77
+
78
+ if(contrastS > contrastN){
79
+ dirToEdge.y = 1;
80
+ }else{
81
+ dirToEdge.y = -1;
82
+ }
83
+
84
+ // . 2 . . 1 .
85
+ // 1 0 2 ~= 0 0 1
86
+ // . 1 . . 0 .
87
+
88
+ // tap 2 pixels and see which ones are "outside" the edge, to
89
+ // determine if the edge is vertical or horizontal
90
+
91
+ let rgbaAlongH = textureLoad(tex, vec2i(posM) + vec2( dirToEdge.x, -dirToEdge.y ), 0);
92
+ let matchAlongH = rgba_luminance_contrast( rgbaM, rgbaAlongH );
93
+ // . 1 .
94
+ // 0 0 1
95
+ // . 0 H
96
+
97
+ let rgbaAlongV = textureLoad(tex, vec2i(posM) + vec2( -dirToEdge.x, dirToEdge.y ), 0);
98
+ let matchAlongV = rgba_luminance_contrast( rgbaM, rgbaAlongV );
99
+ // V 1 .
100
+ // 0 0 1
101
+ // . 0 .
102
+
103
+ relativeVContrast = matchAlongV - matchAlongH;
104
+ relativeVContrast *= fxaaQualityinvEdgeThreshold;
105
+
106
+ if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
107
+ // 1 1 .
108
+ // 0 0 1
109
+ // . 0 1
110
+
111
+ // do a simple blur
112
+ return mix(
113
+ rgbaM,
114
+ (rgbaN + rgbaS + rgbaE + rgbaW) * .25,
115
+ .4
116
+ );
117
+ }
118
+
119
+ horzSpan = relativeVContrast > 0.;
120
+ }
121
+
122
+ if(!horzSpan) {
123
+ rgbaN = rgbaW;
124
+ rgbaS = rgbaE;
125
+ }
126
+
127
+ // . 0 . 1
128
+ // 1 0 1 -> 0
129
+ // . 0 . 1
130
+
131
+ let pairN = rgba_luminance_contrast( rgbaM, rgbaN ) > rgba_luminance_contrast( rgbaM, rgbaS );
132
+ if(!pairN) {
133
+ rgbaN = rgbaS;
134
+ }
135
+
136
+ var offNP:vec2<u32>;
137
+
138
+ if(!horzSpan){
139
+ offNP.x = 0;
140
+ offNP.y = 1;
141
+ }else{
142
+ offNP.x = 1;
143
+ offNP.y = 0;
144
+ }
145
+
146
+ var doneN = false;
147
+ var doneP = false;
148
+
149
+ var nDist = 0u;
150
+ var pDist = 0u;
151
+
152
+ var posN = posM;
153
+ var posP = posM;
154
+
155
+ var iterationsUsedN = 0u;
156
+ var iterationsUsedP = 0u;
157
+
158
+ for( var i = 0u; i < NUM_SAMPLES; i++ ) {
159
+
160
+ let increment = (i + 1);
161
+
162
+ if(!doneN) {
163
+ nDist += increment;
164
+ posN = posM + offNP * nDist;
165
+
166
+ let rgbaEndN = textureLoad(tex, posN.xy, 0);
167
+
168
+ doneN = rgba_luminance_contrast( rgbaEndN, rgbaM ) > rgba_luminance_contrast( rgbaEndN, rgbaN );
169
+ iterationsUsedN = i;
170
+ }
171
+
172
+ if(!doneP) {
173
+ pDist += increment;
174
+ posP = posM - offNP * pDist;
175
+
176
+ let rgbaEndP = textureLoad(tex, posP.xy, 0);
177
+
178
+ doneP = rgba_luminance_contrast( rgbaEndP, rgbaM ) > rgba_luminance_contrast( rgbaEndP, rgbaN );
179
+ iterationsUsedP = i;
180
+ }
181
+
182
+ if(doneN || doneP) {
183
+ break;
184
+ }
185
+ }
186
+
187
+
188
+ if ( !doneP && !doneN ) {
189
+ // failed to find end of edge
190
+ return rgbaM;
191
+ }
192
+
193
+ var distN:f32;
194
+ if(doneN){
195
+ distN = f32( iterationsUsedN ) / f32( NUM_SAMPLES - 1 );
196
+ }else{
197
+ distN = 1.0;
198
+ }
199
+
200
+ var distP:f32;
201
+ if(doneP){
202
+ distP = f32( iterationsUsedP ) / f32( NUM_SAMPLES - 1 );
203
+ }else{
204
+ distP = 1.0;
205
+ }
206
+
207
+ var dist:f32 = min(distN, distP);
208
+
209
+
210
+ // hacky way of reduces blurriness of mostly diagonal edges
211
+ // but reduces AA quality
212
+ dist = pow(dist, .5);
213
+
214
+ dist = 1. - dist;
215
+
216
+ return mix(
217
+ rgbaM,
218
+ rgbaN,
219
+ dist * .5
220
+ );
221
+ }
222
+ `,
223
+ [
224
+ chunk_rgba_luminance_contrast
225
+ ]
224
226
  );
@@ -1 +1 @@
1
- {"version":3,"file":"DirectionalLightShadowmap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DirectionalLightShadowmap.js"],"names":[],"mappings":"AAkGA;IACI;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB,qBAAuD;IAEvD,+CA2PC;IAED,qBAYC;CAEJ;0BAjWyB,gBAAgB"}
1
+ {"version":3,"file":"DirectionalLightShadowmap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/map/DirectionalLightShadowmap.js"],"names":[],"mappings":"AAkGA;IACI;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB;;;OAGG;IACH,cAFU,MAAM,CAEC;IAEjB,qBAAuD;IAEvD,+CA+PC;IAED,qBAYC;CAEJ;0BArWyB,gBAAgB"}
@@ -14,6 +14,7 @@ import { frustum_slice } from "../../../../core/geom/3d/frustum/frustum_slice.js
14
14
  import { compose_matrix4_array } from "../../../../core/geom/3d/mat4/compose_matrix4_array.js";
15
15
  import { m4_invert } from "../../../../core/geom/3d/mat4/m4_invert.js";
16
16
  import { m4_multiply } from "../../../../core/geom/3d/mat4/m4_multiply.js";
17
+ import { m4_orthographic_off_center_z0 } from "../../../../core/geom/3d/mat4/m4_orthographic_off_center_z0.js";
17
18
  import Quaternion from "../../../../core/geom/Quaternion.js";
18
19
  import { v3_array_centroid } from "../../../../core/geom/vec3/v3_array_centroid.js";
19
20
  import Vector3 from "../../../../core/geom/Vector3.js";
@@ -22,7 +23,6 @@ import { inverseLerp } from "../../../../core/math/inverseLerp.js";
22
23
  import {
23
24
  quaternion_invert_orientation
24
25
  } from "../../../../engine/graphics/ecs/camera/quaternion_invert_orientation.js";
25
- import { mat4 } from "gl-matrix";
26
26
  import { SHADOWMAP_CSM_CASCADE_BLEND_FRACTION } from "./csm/SHADOWMAP_CSM_CASCADE_BLEND_FRACTION.js";
27
27
  import { SHADOWMAP_CSM_CASCADE_COUNT } from "./csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
28
28
  import { Shadowmap } from "./Shadowmap.js";
@@ -271,8 +271,12 @@ export class DirectionalLightShadowmap extends Shadowmap {
271
271
 
272
272
  const shadow_proj = new Float32Array(16);
273
273
 
274
- // the z range here is irrelevant: planes 4/5 are relaxed by the query
275
- mat4.orthoZO(
274
+ // The z range here is irrelevant: planes 4/5 are relaxed by the query, which
275
+ // keeps their normals and recomputes only their offsets. This projection looks
276
+ // down +z where the light's view space looks down -z, which swaps those two
277
+ // planes over — and the loop below reads both and takes the nearer, so the swap
278
+ // does not reach the result.
279
+ m4_orthographic_off_center_z0(
276
280
  shadow_proj,
277
281
  extents.x0, extents.x1,
278
282
  extents.y0, extents.y1,
@@ -23,8 +23,8 @@ export class MinimapCameraView extends View {
23
23
  camera: Camera;
24
24
  /**
25
25
  * **The frame is traced with the renderer's own ray, not the camera component's.**
26
- * `Camera.projectRay` goes through `camera.object`, a three.js camera that only the legacy
27
- * `CameraSystem` builds — under Shade it is never built, so every update warned and drew
26
+ * `Camera.projectRay` went through a three camera object that only the legacy camera
27
+ * system built — under Shade it was never built, so every update warned and drew
28
28
  * nothing. `viewportProjectionRay` is the one picking primitive both engines answer with the
29
29
  * same meaning, and it reports the camera that actually drew.
30
30
  *