@woosh/meep-engine 3.11.1 → 3.11.2
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.
- package/package.json +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +294 -290
- package/src/engine/graphics3/ParticipatingMedia.d.ts +111 -0
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMedia.js +203 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +34 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +73 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +184 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/playground/volumetrics_froxel/README.md +104 -1
- package/src/shade/playground/volumetrics_froxel/index.html +20 -1
- package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
- package/src/shade/playground/volumetrics_froxel/main.js +298 -0
- package/src/shade/playground/volumetrics_froxel/measure.d.ts +119 -0
- package/src/shade/playground/volumetrics_froxel/measure.d.ts.map +1 -0
- package/src/shade/playground/volumetrics_froxel/measure.js +559 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +22 -18
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts +14 -13
- package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js +133 -129
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +480 -315
- package/src/shade/renderer/volumetrics/NOTES.md +649 -8
- package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts +5 -0
- package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.js +21 -2
- package/src/shade/renderer/volumetrics/SceneVolumetrics.d.ts +26 -0
- package/src/shade/renderer/volumetrics/SceneVolumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/SceneVolumetrics.js +64 -21
- package/src/shade/renderer/volumetrics/VOLUMETRICS_METADATA_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/VOLUMETRICS_METADATA_STRUCT.js +84 -28
- package/src/shade/renderer/volumetrics/VOLUMETRICS_SUN_SHADOW_RESOLUTION.d.ts +98 -0
- package/src/shade/renderer/volumetrics/VOLUMETRICS_SUN_SHADOW_RESOLUTION.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/VOLUMETRICS_SUN_SHADOW_RESOLUTION.js +111 -0
- package/src/shade/renderer/volumetrics/build_volumetrics_sun_shadow_transform.d.ts +84 -0
- package/src/shade/renderer/volumetrics/build_volumetrics_sun_shadow_transform.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/build_volumetrics_sun_shadow_transform.js +252 -0
- package/src/shade/renderer/volumetrics/chunk_integrate_optical_depth.js +75 -75
- package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.d.ts +43 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.d.ts +20 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.js +48 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts +38 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +107 -0
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +4 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +577 -471
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +64 -13
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +8 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -0
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +174 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +25 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +33 -0
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +2221 -2215
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1297 -1117
- package/src/shade/wgsl/emulator/cpu_texture_gather.d.ts +69 -0
- package/src/shade/wgsl/emulator/cpu_texture_gather.d.ts.map +1 -0
- package/src/shade/wgsl/emulator/cpu_texture_gather.js +148 -0
- package/src/shade/wgsl/emulator/cpu_texture_sample.d.ts +16 -0
- package/src/shade/wgsl/emulator/cpu_texture_sample.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/cpu_texture_sample.js +176 -172
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import { assert } from "../../../core/assert.js";
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/**
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* How many voxels of empty margin the box keeps around the frustum's bounding sphere, per side.
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*
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* One is load-bearing, the rest is comfort. The sun-side face is where the optical-depth scan
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* starts, so the slab it begins on must be guaranteed empty for the snap below to be free: the
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* medium only exists inside the camera frustum, the sphere contains the frustum, so any slab
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* outside the sphere integrates to zero and shifting the box by whole voxels cannot change the
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* answer. Snapping moves the box by up to one voxel, which spends one of these.
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*
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* @type {number}
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*/
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const MARGIN_VOXELS = 2;
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/**
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* Far distance of cascade `index`, i.e. the view depth its box has to cover.
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*
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* A logarithmic split, `far / ratio^(count - 1 - index)`. The choice is forced by what the cascades
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* are for: every box is sized from the bounding sphere of the sub-frustum it covers, so its voxel is
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* proportional to its far distance, and a constant ratio between far distances is a constant ratio
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* between voxel sizes. Any other split leaves one cascade carrying a resolution jump the others do
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* not.
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*
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* The innermost cascade still starts at the camera rather than at the previous cascade's far plane —
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* cascades here nest rather than tile, because the box is sized from a *frustum's* bounding sphere
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* and a shell would need a sphere around the shell, which is the outer sphere again.
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*
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* @param {number} far the full range the structure must cover
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* @param {number} index
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* @param {number} count
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* @param {number} ratio
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* @returns {number}
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*/
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export function volumetrics_sun_shadow_cascade_far(far, index, count, ratio) {
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assert.isNumber(far, 'far');
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assert.isNumber(index, 'index');
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return far / Math.pow(ratio, count - 1 - index);
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}
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/**
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* Radius of the smallest sphere containing a symmetric perspective frustum, and where its centre
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* sits along the view axis.
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*
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* This is the quantity that makes the structure temporally stable, and the reason it is a sphere
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* rather than a tight fit: it depends only on `fov`, `aspect`, `near` and `far`, so it does not
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* change when the camera turns. A box sized from it therefore has a fixed extent, hence a fixed
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* voxel size, hence a world-space voxel lattice that only ever translates.
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*
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* Both frustum corner rings are equidistant from the centre when
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* `z = (far + near)(k^2 + 1) / 2` with `k^2 = tan^2(theta_x) + tan^2(theta_y)`. Past `z = far` that
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* solution leaves the sphere behind the far plane, and the far ring alone bounds it.
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*
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* @param {number[]} out `[center_view_z, radius]`
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* @param {number} fov_y vertical field of view, radians
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* @param {number} aspect width / height
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* @param {number} near
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* @param {number} far
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* @returns {number[]} out
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*/
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export function frustum_bounding_sphere(out, fov_y, aspect, near, far) {
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const tan_y = Math.tan(fov_y * 0.5);
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const tan_x = tan_y * aspect;
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const k2 = tan_x * tan_x + tan_y * tan_y;
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const center_z = (far + near) * (k2 + 1) * 0.5;
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if (center_z >= far) {
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out[0] = far;
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out[1] = far * Math.sqrt(k2);
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} else {
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const d = center_z - far;
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out[0] = center_z;
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out[1] = Math.sqrt(k2 * far * far + d * d);
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}
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return out;
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}
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/**
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* Orthonormal basis whose third axis is `direction`.
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*
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* A function of the direction alone, so a stationary sun produces a bit-identical basis every
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* frame. The reference axis is the world axis least aligned with the direction, which keeps the
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* cross product well conditioned; the frame necessarily has a seam somewhere (no continuous
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* tangent frame exists on the sphere), and it sits where two components of `direction` tie.
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*
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* @param {Float32Array} out 9 floats, `[x_axis, y_axis, direction]`
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* @param {ArrayLike<number>} direction unit length
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*/
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function orthonormal_basis(out, direction) {
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const dx = direction[0], dy = direction[1], dz = direction[2];
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const ax = Math.abs(dx), ay = Math.abs(dy), az = Math.abs(dz);
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let rx = 0, ry = 0, rz = 0;
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if (ax <= ay && ax <= az) {
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rx = 1;
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} else if (ay <= az) {
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ry = 1;
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} else {
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rz = 1;
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}
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// x = normalize(cross(reference, direction))
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let xx = ry * dz - rz * dy;
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let xy = rz * dx - rx * dz;
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let xz = rx * dy - ry * dx;
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const x_length = Math.hypot(xx, xy, xz);
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xx /= x_length;
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xy /= x_length;
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xz /= x_length;
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// y = cross(direction, x)
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const yx = dy * xz - dz * xy;
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const yy = dz * xx - dx * xz;
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const yz = dx * xy - dy * xx;
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out[0] = xx;
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out[1] = xy;
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out[2] = xz;
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out[3] = yx;
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out[4] = yy;
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out[5] = yz;
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out[6] = dx;
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out[7] = dy;
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out[8] = dz;
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}
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const _sphere = [0, 0];
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const _basis = new Float32Array(9);
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/**
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* Place the sun's optical-depth volume for this frame.
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*
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* The volume is a box aligned to the sun: its third axis is the direction light travels, so a
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* column of voxels along that axis is a light ray, and the optical depth of every voxel in the
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* column is one running sum away from its neighbour's. That is what
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* `shader_volumetrics_build_sun_shadow_volume` computes and what
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* `chunk_volumetrics_sun_optical_depth` reads back in a single fetch.
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*
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* Two properties matter and both are about time rather than space, because the froxel lighting this
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* feeds goes through a 0.95-blend temporal filter that turns any instability into either ghosting
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* or flicker:
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*
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* - **The extent never changes with camera orientation.** It comes from the frustum's bounding
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* sphere, which is a function of the projection only. A tight fit of the frustum corners in sun
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* space — the obvious thing, and what this engine's CSM deliberately does for its cascades —
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* would breathe as the camera turned, moving every voxel centre continuously and making the
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* whole structure swim. The CSM can afford the tight fit because it is two orders of magnitude
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* denser and its consumer is a filtered depth comparison; this is neither.
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*
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* - **The origin is snapped to a whole voxel.** With a fixed extent that makes the world-space
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* voxel lattice identical from frame to frame no matter how the camera moves: voxel centres land
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* on the same world positions, so the sampled medium is the same and the reconstruction is the
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* same function of world position. Only the indexing changes. The box shifts by whole voxels,
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* and the slab it gains or loses lies outside the frustum where the medium is zero, so even the
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* scan's starting value is unaffected.
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*
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* @param {Float32Array} ws_to_uvw 16 floats, column-major. World position -> [0,1]^3 volume coords.
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* @param {Float32Array} uvw_to_ws 16 floats, column-major. Its inverse, for the build pass.
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* @param {ArrayLike<number>} light_direction unit vector along which light TRAVELS (the
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* `light_directional` table's `direction`, i.e. NOT the direction toward the light).
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* @param {ArrayLike<number>} camera_position world space
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* @param {ArrayLike<number>} camera_forward unit, world space
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* @param {number} fov_y vertical field of view, radians
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* @param {number} aspect width / height
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* @param {number} near
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* @param {number} far the depth the medium actually extends to — `min(froxel_far, camera.far)`,
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* since the froxel grid is where the extinction is read from and it ends there.
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* @param {ArrayLike<number>} resolution `[x, y, z]` voxel counts
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* @returns {number} world-space length of one voxel along the sun axis, i.e. the scan's `dz`
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*/
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export function build_volumetrics_sun_shadow_transform({
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ws_to_uvw,
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uvw_to_ws,
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light_direction,
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camera_position,
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camera_forward,
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fov_y,
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aspect,
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near,
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far,
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resolution,
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}) {
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assert.greaterThanOrEqual(ws_to_uvw.length, 16, 'ws_to_uvw must hold 16 floats');
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assert.greaterThanOrEqual(uvw_to_ws.length, 16, 'uvw_to_ws must hold 16 floats');
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frustum_bounding_sphere(_sphere, fov_y, aspect, near, far);
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const center_distance = _sphere[0];
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const radius = _sphere[1];
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orthonormal_basis(_basis, light_direction);
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const center_x = camera_position[0] + camera_forward[0] * center_distance;
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const center_y = camera_position[1] + camera_forward[1] * center_distance;
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const center_z = camera_position[2] + camera_forward[2] * center_distance;
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uvw_to_ws[12] = 0;
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uvw_to_ws[13] = 0;
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uvw_to_ws[14] = 0;
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for (let axis = 0; axis < 3; axis++) {
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const ax = _basis[axis * 3];
|
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211
|
+
const ay = _basis[axis * 3 + 1];
|
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|
+
const az = _basis[axis * 3 + 2];
|
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213
|
+
|
|
214
|
+
const count = resolution[axis];
|
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|
+
|
|
216
|
+
// The sphere spans 2r; the box is MARGIN_VOXELS wider on each side, so solving
|
|
217
|
+
// `step * (count - 2 * MARGIN_VOXELS) == 2r` gives a step that leaves that margin exactly.
|
|
218
|
+
const step = (2 * radius) / (count - 2 * MARGIN_VOXELS);
|
|
219
|
+
const extent = step * count;
|
|
220
|
+
|
|
221
|
+
// where the box's centre sits on this axis, in sun space
|
|
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|
+
const center = center_x * ax + center_y * ay + center_z * az;
|
|
223
|
+
|
|
224
|
+
const origin = Math.floor((center - extent * 0.5) / step) * step;
|
|
225
|
+
|
|
226
|
+
// ws_to_uvw row `axis`: dot(position, axis) / extent - origin / extent
|
|
227
|
+
ws_to_uvw[axis] = ax / extent;
|
|
228
|
+
ws_to_uvw[4 + axis] = ay / extent;
|
|
229
|
+
ws_to_uvw[8 + axis] = az / extent;
|
|
230
|
+
ws_to_uvw[12 + axis] = -origin / extent;
|
|
231
|
+
|
|
232
|
+
// uvw_to_ws column `axis`: the axis scaled to the full extent
|
|
233
|
+
uvw_to_ws[axis * 4] = ax * extent;
|
|
234
|
+
uvw_to_ws[axis * 4 + 1] = ay * extent;
|
|
235
|
+
uvw_to_ws[axis * 4 + 2] = az * extent;
|
|
236
|
+
uvw_to_ws[axis * 4 + 3] = 0;
|
|
237
|
+
|
|
238
|
+
// and accumulate the box origin into its translation column
|
|
239
|
+
uvw_to_ws[12] += ax * origin;
|
|
240
|
+
uvw_to_ws[13] += ay * origin;
|
|
241
|
+
uvw_to_ws[14] += az * origin;
|
|
242
|
+
}
|
|
243
|
+
|
|
244
|
+
ws_to_uvw[3] = 0;
|
|
245
|
+
ws_to_uvw[7] = 0;
|
|
246
|
+
ws_to_uvw[11] = 0;
|
|
247
|
+
ws_to_uvw[15] = 1;
|
|
248
|
+
|
|
249
|
+
uvw_to_ws[15] = 1;
|
|
250
|
+
|
|
251
|
+
return (2 * radius) / (resolution[2] - 2 * MARGIN_VOXELS);
|
|
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|
+
}
|
|
@@ -1,76 +1,76 @@
|
|
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1
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-
import { chunk_frustum_clip_ray } from "../shader/chunk/geometry/frustum/chunk_frustum_clip_ray.js";
|
|
2
|
-
import { RAY_STRUCT } from "../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
3
|
-
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
4
|
-
import { volumetrics_position_world_to_froxel_uvw } from "./volumetrics_position_world_to_froxel_uvw.js";
|
|
5
|
-
|
|
6
|
-
export const chunk_integrate_optical_depth = CodeChunk.from(
|
|
7
|
-
//language=WGSL
|
|
8
|
-
`
|
|
9
|
-
fn integrate_optical_depth(ray_ws: ${RAY_STRUCT.wgsl_ref}) -> vec3<f32>{
|
|
10
|
-
|
|
11
|
-
// volumetrics_metadata.frustum, NOT camera.frustum. The camera's frustum has no usable far
|
|
12
|
-
// plane: an infinite reverse-Z projection puts (0,0,0,near) in row 2 of the VP, a normal that
|
|
13
|
-
// cannot be normalized, so PerspectiveCamera.update_frustum zeroes the entry outright.
|
|
14
|
-
// frustum_clip_ray then discards it — correctly — which leaves the frustum OPEN at the far end,
|
|
15
|
-
// and a ray whose direction lies inside the view cone crosses no plane outward at all. t_exit
|
|
16
|
-
// stays at its 1e20 sentinel; capped by a directional light's tmax of 1.496e11 that gives a
|
|
17
|
-
// step of ~9.35e9, so the first sample lands far outside the grid, the loop below breaks on
|
|
18
|
-
// iteration one, and this returns zero — no media self-shadowing at all whenever the sun is in
|
|
19
|
-
// front of the camera, which is exactly when shafts are wanted.
|
|
20
|
-
//
|
|
21
|
-
// The metadata frustum is the same one rebuilt with a FINITE far plane
|
|
22
|
-
// (update_frustum_far_plane), which the participating-media pass already slices against.
|
|
23
|
-
var frustum_tmax = min(
|
|
24
|
-
ray_ws.tmax,
|
|
25
|
-
frustum_clip_ray(ray_ws.origin, ray_ws.direction, volumetrics_metadata.frustum)
|
|
26
|
-
);
|
|
27
|
-
|
|
28
|
-
if(frustum_tmax <= 0.0){
|
|
29
|
-
return vec3<f32>(0.0);
|
|
30
|
-
}
|
|
31
|
-
|
|
32
|
-
// go as far as we can in frustum space
|
|
33
|
-
const STEP_COUNT = 16;
|
|
34
|
-
|
|
35
|
-
let step_size = frustum_tmax / STEP_COUNT;
|
|
36
|
-
|
|
37
|
-
var optical_depth = vec3<f32>(0.0);
|
|
38
|
-
|
|
39
|
-
// offset ray forward a tiny mount to avoid aliasing
|
|
40
|
-
var t_previous = step_size * 0.1;
|
|
41
|
-
var t_current = step_size;
|
|
42
|
-
|
|
43
|
-
for(var i = 0; i < STEP_COUNT; i++){
|
|
44
|
-
|
|
45
|
-
let position_ws = ray_ws.origin + ray_ws.direction * t_current;
|
|
46
|
-
|
|
47
|
-
let uvw = volumetrics_position_world_to_froxel_uvw(position_ws);
|
|
48
|
-
|
|
49
|
-
if(any(abs(uvw.xyz - 0.5) >= vec3(0.5))){
|
|
50
|
-
// out of bounds, stop integration
|
|
51
|
-
break;
|
|
52
|
-
}
|
|
53
|
-
|
|
54
|
-
let t_delta = t_current - t_previous;
|
|
55
|
-
|
|
56
|
-
let sample_extinction = textureSampleLevel(tParticipatingMedia1, sLinear, uvw, 0.0).rgb;
|
|
57
|
-
|
|
58
|
-
optical_depth += sample_extinction * t_delta;
|
|
59
|
-
|
|
60
|
-
// update
|
|
61
|
-
t_previous = t_current;
|
|
62
|
-
t_current += step_size;
|
|
63
|
-
}
|
|
64
|
-
|
|
65
|
-
// if ray goes outside of the frustum, integrate over fog volumes
|
|
66
|
-
// TODO implement
|
|
67
|
-
|
|
68
|
-
return optical_depth;
|
|
69
|
-
}
|
|
70
|
-
`,
|
|
71
|
-
[
|
|
72
|
-
RAY_STRUCT.declaration_chunk,
|
|
73
|
-
volumetrics_position_world_to_froxel_uvw,
|
|
74
|
-
chunk_frustum_clip_ray,
|
|
75
|
-
]
|
|
1
|
+
import { chunk_frustum_clip_ray } from "../shader/chunk/geometry/frustum/chunk_frustum_clip_ray.js";
|
|
2
|
+
import { RAY_STRUCT } from "../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
3
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
4
|
+
import { volumetrics_position_world_to_froxel_uvw } from "./volumetrics_position_world_to_froxel_uvw.js";
|
|
5
|
+
|
|
6
|
+
export const chunk_integrate_optical_depth = CodeChunk.from(
|
|
7
|
+
//language=WGSL
|
|
8
|
+
`
|
|
9
|
+
fn integrate_optical_depth(ray_ws: ${RAY_STRUCT.wgsl_ref}) -> vec3<f32>{
|
|
10
|
+
|
|
11
|
+
// volumetrics_metadata.frustum, NOT camera.frustum. The camera's frustum has no usable far
|
|
12
|
+
// plane: an infinite reverse-Z projection puts (0,0,0,near) in row 2 of the VP, a normal that
|
|
13
|
+
// cannot be normalized, so PerspectiveCamera.update_frustum zeroes the entry outright.
|
|
14
|
+
// frustum_clip_ray then discards it — correctly — which leaves the frustum OPEN at the far end,
|
|
15
|
+
// and a ray whose direction lies inside the view cone crosses no plane outward at all. t_exit
|
|
16
|
+
// stays at its 1e20 sentinel; capped by a directional light's tmax of 1.496e11 that gives a
|
|
17
|
+
// step of ~9.35e9, so the first sample lands far outside the grid, the loop below breaks on
|
|
18
|
+
// iteration one, and this returns zero — no media self-shadowing at all whenever the sun is in
|
|
19
|
+
// front of the camera, which is exactly when shafts are wanted.
|
|
20
|
+
//
|
|
21
|
+
// The metadata frustum is the same one rebuilt with a FINITE far plane
|
|
22
|
+
// (update_frustum_far_plane), which the participating-media pass already slices against.
|
|
23
|
+
var frustum_tmax = min(
|
|
24
|
+
ray_ws.tmax,
|
|
25
|
+
frustum_clip_ray(ray_ws.origin, ray_ws.direction, volumetrics_metadata.frustum)
|
|
26
|
+
);
|
|
27
|
+
|
|
28
|
+
if(frustum_tmax <= 0.0){
|
|
29
|
+
return vec3<f32>(0.0);
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
// go as far as we can in frustum space
|
|
33
|
+
const STEP_COUNT = 16;
|
|
34
|
+
|
|
35
|
+
let step_size = frustum_tmax / STEP_COUNT;
|
|
36
|
+
|
|
37
|
+
var optical_depth = vec3<f32>(0.0);
|
|
38
|
+
|
|
39
|
+
// offset ray forward a tiny mount to avoid aliasing
|
|
40
|
+
var t_previous = step_size * 0.1;
|
|
41
|
+
var t_current = step_size;
|
|
42
|
+
|
|
43
|
+
for(var i = 0; i < STEP_COUNT; i++){
|
|
44
|
+
|
|
45
|
+
let position_ws = ray_ws.origin + ray_ws.direction * t_current;
|
|
46
|
+
|
|
47
|
+
let uvw = volumetrics_position_world_to_froxel_uvw(position_ws);
|
|
48
|
+
|
|
49
|
+
if(any(abs(uvw.xyz - 0.5) >= vec3(0.5))){
|
|
50
|
+
// out of bounds, stop integration
|
|
51
|
+
break;
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
let t_delta = t_current - t_previous;
|
|
55
|
+
|
|
56
|
+
let sample_extinction = textureSampleLevel(tParticipatingMedia1, sLinear, uvw, 0.0).rgb;
|
|
57
|
+
|
|
58
|
+
optical_depth += sample_extinction * t_delta;
|
|
59
|
+
|
|
60
|
+
// update
|
|
61
|
+
t_previous = t_current;
|
|
62
|
+
t_current += step_size;
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
// if ray goes outside of the frustum, integrate over fog volumes
|
|
66
|
+
// TODO implement
|
|
67
|
+
|
|
68
|
+
return optical_depth;
|
|
69
|
+
}
|
|
70
|
+
`,
|
|
71
|
+
[
|
|
72
|
+
RAY_STRUCT.declaration_chunk,
|
|
73
|
+
volumetrics_position_world_to_froxel_uvw,
|
|
74
|
+
chunk_frustum_clip_ray,
|
|
75
|
+
]
|
|
76
76
|
)
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Shadow visibility for clustered point and spot lights, sampled the way a *volume* wants rather
|
|
3
|
+
* than the way a surface does: one nearest texel out of the shadow atlas, no filter kernel, no
|
|
4
|
+
* receiver bias.
|
|
5
|
+
*
|
|
6
|
+
* This exists alongside {@link chunk_shadowmap_get_light_visibility} rather than replacing it. The
|
|
7
|
+
* deferred path needs its filtering — a hard shadow edge on a surface is a visible artefact — and
|
|
8
|
+
* its cost is paid once per pixel. Here the cost is paid once per light per froxel, with up to 255
|
|
9
|
+
* point and 255 spot lights in a cluster, and the playground scene alone carries 130 shadow-casting
|
|
10
|
+
* point lights. The two callers want genuinely different things out of the same atlas, so they get
|
|
11
|
+
* two functions over it; the atlas, its tile rects and its projections are untouched.
|
|
12
|
+
*
|
|
13
|
+
* Three reasons the cheap tap is not a compromise here:
|
|
14
|
+
*
|
|
15
|
+
* - The value being sampled is already an average over a froxel slab several pixels across, it is
|
|
16
|
+
* jittered in xy and in depth every frame, and it then goes through a 3x3x3 Blackman-Harris
|
|
17
|
+
* temporal resample at a 0.95 blend. A PCF kernel would be filtering something about to be
|
|
18
|
+
* filtered three more times. Frostbite takes exactly this route for its froxel pass and accepts
|
|
19
|
+
* the aliasing; Wronski's alternative (a separate pre-filtered low-resolution ESM) needs its own
|
|
20
|
+
* target and build pass, and cannot be a downsample of THIS atlas because blurring moments
|
|
21
|
+
* bleeds across tile borders.
|
|
22
|
+
*
|
|
23
|
+
* - There is no receiver bias because there is no receiver. Normal-offset and slope-scaled depth
|
|
24
|
+
* bias exist to stop a surface shadowing itself; a medium cannot. Note that the deferred helpers
|
|
25
|
+
* reach the same answer when a volumetric caller passes the light direction in place of a normal:
|
|
26
|
+
* `get_shadow_offsets(N, L)` with `N == L` gives `cos_alpha = 1`, hence `sqrt(1 - 1) = 0` for the
|
|
27
|
+
* normal scale and `0` for the depth scale, so both offsets vanish. Dropping them here therefore
|
|
28
|
+
* does not change the sampled position relative to those helpers — only the tap count does.
|
|
29
|
+
*
|
|
30
|
+
* - `textureLoad` rather than `textureGatherCompare`: the comparison is one instruction either way,
|
|
31
|
+
* and the raw load carries no uniformity requirement, so it is legal in the middle of a
|
|
32
|
+
* non-uniform light loop without the gather dance `shadowmap_sample_filtered` needs.
|
|
33
|
+
*
|
|
34
|
+
* Both functions early-out to 1.0 on a light with no `CASTS_SHADOW_BIT`, so a non-shadowing light in
|
|
35
|
+
* the cluster stays free.
|
|
36
|
+
*
|
|
37
|
+
* Requires `shadowmapAtlas` in the calling shader's scope.
|
|
38
|
+
*
|
|
39
|
+
* @type {CodeChunk}
|
|
40
|
+
*/
|
|
41
|
+
export const chunk_volumetrics_local_light_shadow: CodeChunk;
|
|
42
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
43
|
+
//# sourceMappingURL=chunk_volumetrics_local_light_shadow.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_volumetrics_local_light_shadow.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAuCG;AACH,mDAFU,SAAS,CA6FjB;0BA1IwB,iCAAiC"}
|
|
@@ -0,0 +1,145 @@
|
|
|
1
|
+
import { LIGHT_DATABASE_SPEC } from "../light/LIGHT_DATABASE_SPEC.js";
|
|
2
|
+
import { LIGHT_FLAGS } from "../light/model/io/LIGHT_FLAGS.js";
|
|
3
|
+
import {
|
|
4
|
+
chunk_uv_octahedral_unit_encode
|
|
5
|
+
} from "../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_encode.js";
|
|
6
|
+
import { chunk_ndc_to_uv } from "../shader/chunk/texture/chunk_ndc_to_uv.js";
|
|
7
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
8
|
+
|
|
9
|
+
const POINT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_point');
|
|
10
|
+
const SPOT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_spot');
|
|
11
|
+
const SHADOW_POINT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_point');
|
|
12
|
+
const SHADOW_SPOT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_spot');
|
|
13
|
+
|
|
14
|
+
/**
|
|
15
|
+
* Shadow visibility for clustered point and spot lights, sampled the way a *volume* wants rather
|
|
16
|
+
* than the way a surface does: one nearest texel out of the shadow atlas, no filter kernel, no
|
|
17
|
+
* receiver bias.
|
|
18
|
+
*
|
|
19
|
+
* This exists alongside {@link chunk_shadowmap_get_light_visibility} rather than replacing it. The
|
|
20
|
+
* deferred path needs its filtering — a hard shadow edge on a surface is a visible artefact — and
|
|
21
|
+
* its cost is paid once per pixel. Here the cost is paid once per light per froxel, with up to 255
|
|
22
|
+
* point and 255 spot lights in a cluster, and the playground scene alone carries 130 shadow-casting
|
|
23
|
+
* point lights. The two callers want genuinely different things out of the same atlas, so they get
|
|
24
|
+
* two functions over it; the atlas, its tile rects and its projections are untouched.
|
|
25
|
+
*
|
|
26
|
+
* Three reasons the cheap tap is not a compromise here:
|
|
27
|
+
*
|
|
28
|
+
* - The value being sampled is already an average over a froxel slab several pixels across, it is
|
|
29
|
+
* jittered in xy and in depth every frame, and it then goes through a 3x3x3 Blackman-Harris
|
|
30
|
+
* temporal resample at a 0.95 blend. A PCF kernel would be filtering something about to be
|
|
31
|
+
* filtered three more times. Frostbite takes exactly this route for its froxel pass and accepts
|
|
32
|
+
* the aliasing; Wronski's alternative (a separate pre-filtered low-resolution ESM) needs its own
|
|
33
|
+
* target and build pass, and cannot be a downsample of THIS atlas because blurring moments
|
|
34
|
+
* bleeds across tile borders.
|
|
35
|
+
*
|
|
36
|
+
* - There is no receiver bias because there is no receiver. Normal-offset and slope-scaled depth
|
|
37
|
+
* bias exist to stop a surface shadowing itself; a medium cannot. Note that the deferred helpers
|
|
38
|
+
* reach the same answer when a volumetric caller passes the light direction in place of a normal:
|
|
39
|
+
* `get_shadow_offsets(N, L)` with `N == L` gives `cos_alpha = 1`, hence `sqrt(1 - 1) = 0` for the
|
|
40
|
+
* normal scale and `0` for the depth scale, so both offsets vanish. Dropping them here therefore
|
|
41
|
+
* does not change the sampled position relative to those helpers — only the tap count does.
|
|
42
|
+
*
|
|
43
|
+
* - `textureLoad` rather than `textureGatherCompare`: the comparison is one instruction either way,
|
|
44
|
+
* and the raw load carries no uniformity requirement, so it is legal in the middle of a
|
|
45
|
+
* non-uniform light loop without the gather dance `shadowmap_sample_filtered` needs.
|
|
46
|
+
*
|
|
47
|
+
* Both functions early-out to 1.0 on a light with no `CASTS_SHADOW_BIT`, so a non-shadowing light in
|
|
48
|
+
* the cluster stays free.
|
|
49
|
+
*
|
|
50
|
+
* Requires `shadowmapAtlas` in the calling shader's scope.
|
|
51
|
+
*
|
|
52
|
+
* @type {CodeChunk}
|
|
53
|
+
*/
|
|
54
|
+
export const chunk_volumetrics_local_light_shadow = CodeChunk.from(
|
|
55
|
+
//language=WGSL
|
|
56
|
+
`
|
|
57
|
+
/**
|
|
58
|
+
* Nearest texel of an atlas tile, given a uv over that tile. Clamped to the tile so a uv that lands
|
|
59
|
+
* exactly on the far edge (or drifts a hair past it) cannot read a neighbouring light's slot.
|
|
60
|
+
*/
|
|
61
|
+
fn volumetrics_shadow_atlas_texel(uv: vec2f, atlas_aabb: vec4f) -> vec2u {
|
|
62
|
+
let local = clamp(floor(uv * atlas_aabb.zw), vec2f(0.0), atlas_aabb.zw - 1.0);
|
|
63
|
+
|
|
64
|
+
return vec2u(local) + vec2u(atlas_aabb.xy);
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
fn volumetrics_point_light_shadow(
|
|
68
|
+
database: ptr<storage, array<u32>>,
|
|
69
|
+
point_index: u32,
|
|
70
|
+
position_ws: vec3f,
|
|
71
|
+
) -> f32 {
|
|
72
|
+
let light = ${POINT_DESCRIPTOR.marshalling_method_read}(database, point_index);
|
|
73
|
+
|
|
74
|
+
if ((light.flags & ${LIGHT_FLAGS.CASTS_SHADOW_BIT}u) == 0u) {
|
|
75
|
+
return 1.0;
|
|
76
|
+
}
|
|
77
|
+
|
|
78
|
+
let atlas_aabb = ${SHADOW_POINT_DESCRIPTOR.marshalling_method_read}(database, light.shadow_id);
|
|
79
|
+
|
|
80
|
+
// the cube faces are captured FROM the light, so the octahedral encode takes light -> sample
|
|
81
|
+
let to_sample = position_ws - light.position;
|
|
82
|
+
let distance_to_center = length(to_sample);
|
|
83
|
+
|
|
84
|
+
let direction_light_to_sample = to_sample / max(distance_to_center, 1e-6);
|
|
85
|
+
|
|
86
|
+
// reverse-Z radial, matching what the point shadow pass stores: at the light -> 1, at or beyond
|
|
87
|
+
// the light's range -> 0.
|
|
88
|
+
let reference_depth = 1.0 - saturate(distance_to_center / max(light.distance, 1e-6));
|
|
89
|
+
|
|
90
|
+
let texel = volumetrics_shadow_atlas_texel(
|
|
91
|
+
uv_octahedral_unit_encode(direction_light_to_sample),
|
|
92
|
+
atlas_aabb
|
|
93
|
+
);
|
|
94
|
+
|
|
95
|
+
let stored = textureLoad(shadowmapAtlas, texel, 0);
|
|
96
|
+
|
|
97
|
+
// A larger stored value is NEARER the light, so an occluder in front of this froxel reads
|
|
98
|
+
// greater than the froxel's own radial depth. Cleared atlas regions hold 0 and therefore never
|
|
99
|
+
// occlude, which is the right default for a light whose map was not rendered this frame.
|
|
100
|
+
return select(1.0, 0.0, stored > reference_depth);
|
|
101
|
+
}
|
|
102
|
+
|
|
103
|
+
fn volumetrics_spot_light_shadow(
|
|
104
|
+
database: ptr<storage, array<u32>>,
|
|
105
|
+
spot_index: u32,
|
|
106
|
+
position_ws: vec3f,
|
|
107
|
+
) -> f32 {
|
|
108
|
+
let light = ${SPOT_DESCRIPTOR.marshalling_method_read}(database, spot_index);
|
|
109
|
+
|
|
110
|
+
if ((light.flags & ${LIGHT_FLAGS.CASTS_SHADOW_BIT}u) == 0u) {
|
|
111
|
+
return 1.0;
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
let view_meta = ${SHADOW_SPOT_DESCRIPTOR.marshalling_method_read}(database, light.shadow_id);
|
|
115
|
+
|
|
116
|
+
// Spot shadows are a single perspective view, so the divide is load-bearing (unlike the ortho
|
|
117
|
+
// cascades, where w is always 1). No bias offset is added before the transform — see the header.
|
|
118
|
+
let clip_light = view_meta.projection * vec4(position_ws, 1.0);
|
|
119
|
+
|
|
120
|
+
if (clip_light.w <= 0.0) {
|
|
121
|
+
// behind the light's apex: outside the map entirely, and the cone attenuation has already
|
|
122
|
+
// zeroed this light's contribution, so the value is moot. Unshadowed is the safe answer.
|
|
123
|
+
return 1.0;
|
|
124
|
+
}
|
|
125
|
+
|
|
126
|
+
let pos_light = clip_light.xyz / clip_light.w;
|
|
127
|
+
|
|
128
|
+
let texel = volumetrics_shadow_atlas_texel(ndc_to_uv(pos_light.xy), view_meta.atlas);
|
|
129
|
+
|
|
130
|
+
let stored = textureLoad(shadowmapAtlas, texel, 0);
|
|
131
|
+
|
|
132
|
+
// SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR compares "greater" — visible where the receiver's depth
|
|
133
|
+
// exceeds the stored one, which under reverse-Z means nearer to the light. Reproduced here by
|
|
134
|
+
// hand because the raw load skips the comparison sampler.
|
|
135
|
+
return select(0.0, 1.0, pos_light.z > stored);
|
|
136
|
+
}
|
|
137
|
+
`, [
|
|
138
|
+
POINT_DESCRIPTOR.chunk_read,
|
|
139
|
+
SPOT_DESCRIPTOR.chunk_read,
|
|
140
|
+
SHADOW_POINT_DESCRIPTOR.chunk_read,
|
|
141
|
+
SHADOW_SPOT_DESCRIPTOR.chunk_read,
|
|
142
|
+
chunk_ndc_to_uv,
|
|
143
|
+
chunk_uv_octahedral_unit_encode,
|
|
144
|
+
]
|
|
145
|
+
);
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Extinction of the participating medium at a world position, or zero where the froxel grid does
|
|
3
|
+
* not reach.
|
|
4
|
+
*
|
|
5
|
+
* The grid is camera-shaped, so "does not reach" means outside the view frustum or past its far
|
|
6
|
+
* face — which is the medium's real extent as far as any consumer here is concerned, and the reason
|
|
7
|
+
* the sun's optical depth still stops at the frustum (Q-05) after this change as it did before it.
|
|
8
|
+
*
|
|
9
|
+
* The depth guard is not redundant with the bounds test. Behind the camera `view_depth` goes
|
|
10
|
+
* negative, the depth curve takes `log2` of a negative and yields NaN, and every comparison against
|
|
11
|
+
* NaN is false — so `any(abs(uvw - 0.5) >= 0.5)` reports the sample as *inside* and the fetch reads
|
|
12
|
+
* whatever the clamp lands on. The optical-depth march never had to care because it starts inside
|
|
13
|
+
* the frustum and breaks at the first sample outside it; a pass that sweeps a box does.
|
|
14
|
+
*
|
|
15
|
+
* @see shader_volumetrics_build_sun_shadow_volume
|
|
16
|
+
* @type {CodeChunk}
|
|
17
|
+
*/
|
|
18
|
+
export const chunk_volumetrics_sample_froxel_extinction: CodeChunk;
|
|
19
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
20
|
+
//# sourceMappingURL=chunk_volumetrics_sample_froxel_extinction.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_volumetrics_sample_froxel_extinction.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;GAgBG;AACH,yDAFU,SAAS,CA4BjB;0BA9CwB,iCAAiC"}
|
|
@@ -0,0 +1,48 @@
|
|
|
1
|
+
import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
2
|
+
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
3
|
+
import { volumetrics_position_world_to_froxel_uvw } from "./volumetrics_position_world_to_froxel_uvw.js";
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* Extinction of the participating medium at a world position, or zero where the froxel grid does
|
|
7
|
+
* not reach.
|
|
8
|
+
*
|
|
9
|
+
* The grid is camera-shaped, so "does not reach" means outside the view frustum or past its far
|
|
10
|
+
* face — which is the medium's real extent as far as any consumer here is concerned, and the reason
|
|
11
|
+
* the sun's optical depth still stops at the frustum (Q-05) after this change as it did before it.
|
|
12
|
+
*
|
|
13
|
+
* The depth guard is not redundant with the bounds test. Behind the camera `view_depth` goes
|
|
14
|
+
* negative, the depth curve takes `log2` of a negative and yields NaN, and every comparison against
|
|
15
|
+
* NaN is false — so `any(abs(uvw - 0.5) >= 0.5)` reports the sample as *inside* and the fetch reads
|
|
16
|
+
* whatever the clamp lands on. The optical-depth march never had to care because it starts inside
|
|
17
|
+
* the frustum and breaks at the first sample outside it; a pass that sweeps a box does.
|
|
18
|
+
*
|
|
19
|
+
* @see shader_volumetrics_build_sun_shadow_volume
|
|
20
|
+
* @type {CodeChunk}
|
|
21
|
+
*/
|
|
22
|
+
export const chunk_volumetrics_sample_froxel_extinction = CodeChunk.from(
|
|
23
|
+
//language=WGSL
|
|
24
|
+
`
|
|
25
|
+
fn volumetrics_sample_froxel_extinction(position_ws: vec3<f32>) -> vec3<f32> {
|
|
26
|
+
|
|
27
|
+
let position_vs = camera.view_matrix * vec4<f32>(position_ws, 1.0);
|
|
28
|
+
|
|
29
|
+
// view space looks down -Z
|
|
30
|
+
let view_depth = -position_vs.z;
|
|
31
|
+
|
|
32
|
+
if (view_depth <= 0.0) {
|
|
33
|
+
return vec3<f32>(0.0);
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
let uvw = volumetrics_position_world_to_froxel_uvw(position_ws);
|
|
37
|
+
|
|
38
|
+
if (any(abs(uvw - 0.5) >= vec3<f32>(0.5))) {
|
|
39
|
+
return vec3<f32>(0.0);
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
return textureSampleLevel(tParticipatingMedia1, sLinear, uvw, 0.0).rgb;
|
|
43
|
+
}
|
|
44
|
+
`, [
|
|
45
|
+
CAMERA_UNIFORM_STRUCT.declaration_chunk,
|
|
46
|
+
volumetrics_position_world_to_froxel_uvw,
|
|
47
|
+
]
|
|
48
|
+
);
|