@woosh/meep-engine 3.11.1 → 3.11.2

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Files changed (73) hide show
  1. package/package.json +1 -1
  2. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  3. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +294 -290
  4. package/src/engine/graphics3/ParticipatingMedia.d.ts +111 -0
  5. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -0
  6. package/src/engine/graphics3/ParticipatingMedia.js +203 -0
  7. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +34 -0
  8. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -0
  9. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +73 -0
  10. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +87 -0
  11. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -0
  12. package/src/engine/graphics3/ParticipatingMediaSystem3.js +184 -0
  13. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  14. package/src/shade/playground/volumetrics_froxel/README.md +104 -1
  15. package/src/shade/playground/volumetrics_froxel/index.html +20 -1
  16. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  17. package/src/shade/playground/volumetrics_froxel/main.js +298 -0
  18. package/src/shade/playground/volumetrics_froxel/measure.d.ts +119 -0
  19. package/src/shade/playground/volumetrics_froxel/measure.d.ts.map +1 -0
  20. package/src/shade/playground/volumetrics_froxel/measure.js +559 -0
  21. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  22. package/src/shade/renderer/Renderer.js +22 -18
  23. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  24. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts +14 -13
  25. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.d.ts.map +1 -1
  26. package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js +133 -129
  27. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  28. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +480 -315
  29. package/src/shade/renderer/volumetrics/NOTES.md +649 -8
  30. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts +5 -0
  31. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.d.ts.map +1 -1
  32. package/src/shade/renderer/volumetrics/ParticipatingMediaVolume.js +21 -2
  33. package/src/shade/renderer/volumetrics/SceneVolumetrics.d.ts +26 -0
  34. package/src/shade/renderer/volumetrics/SceneVolumetrics.d.ts.map +1 -1
  35. package/src/shade/renderer/volumetrics/SceneVolumetrics.js +64 -21
  36. package/src/shade/renderer/volumetrics/VOLUMETRICS_METADATA_STRUCT.d.ts.map +1 -1
  37. package/src/shade/renderer/volumetrics/VOLUMETRICS_METADATA_STRUCT.js +84 -28
  38. package/src/shade/renderer/volumetrics/VOLUMETRICS_SUN_SHADOW_RESOLUTION.d.ts +98 -0
  39. package/src/shade/renderer/volumetrics/VOLUMETRICS_SUN_SHADOW_RESOLUTION.d.ts.map +1 -0
  40. package/src/shade/renderer/volumetrics/VOLUMETRICS_SUN_SHADOW_RESOLUTION.js +111 -0
  41. package/src/shade/renderer/volumetrics/build_volumetrics_sun_shadow_transform.d.ts +84 -0
  42. package/src/shade/renderer/volumetrics/build_volumetrics_sun_shadow_transform.d.ts.map +1 -0
  43. package/src/shade/renderer/volumetrics/build_volumetrics_sun_shadow_transform.js +252 -0
  44. package/src/shade/renderer/volumetrics/chunk_integrate_optical_depth.js +75 -75
  45. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.d.ts +43 -0
  46. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.d.ts.map +1 -0
  47. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -0
  48. package/src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.d.ts +20 -0
  49. package/src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.d.ts.map +1 -0
  50. package/src/shade/renderer/volumetrics/chunk_volumetrics_sample_froxel_extinction.js +48 -0
  51. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts +38 -0
  52. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -0
  53. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +107 -0
  54. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +4 -1
  55. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  56. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +577 -471
  57. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  58. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +64 -13
  59. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +8 -0
  60. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -0
  61. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +174 -0
  62. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +25 -0
  63. package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
  64. package/src/shade/wgsl/emulator/CPUBitmapData.js +33 -0
  65. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +2221 -2215
  66. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  67. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1297 -1117
  68. package/src/shade/wgsl/emulator/cpu_texture_gather.d.ts +69 -0
  69. package/src/shade/wgsl/emulator/cpu_texture_gather.d.ts.map +1 -0
  70. package/src/shade/wgsl/emulator/cpu_texture_gather.js +148 -0
  71. package/src/shade/wgsl/emulator/cpu_texture_sample.d.ts +16 -0
  72. package/src/shade/wgsl/emulator/cpu_texture_sample.d.ts.map +1 -1
  73. package/src/shade/wgsl/emulator/cpu_texture_sample.js +176 -172
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_lighting.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js"],"names":[],"mappings":"AA0WA,8DAIE;8BA1V4B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_lighting.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js"],"names":[],"mappings":"AA6ZA,8DAIE;8BA7Y4B,4BAA4B"}
@@ -34,12 +34,18 @@ import { chunk_calculate_multiscattering } from "./chunk_calculate_multiscatteri
34
34
  import { chunk_camera_ray_planar_depth_scale } from "./chunk_camera_ray_planar_depth_scale.js";
35
35
  import { chunk_volumetrics_froxel_content_offset } from "./chunk_volumetrics_froxel_content_offset.js";
36
36
  import { chunk_integrate_optical_depth } from "./chunk_integrate_optical_depth.js";
37
+ import {
38
+ chunk_volumetrics_sun_optical_depth,
39
+ volumetrics_sun_shadow_texture_name
40
+ } from "./chunk_volumetrics_sun_optical_depth.js";
41
+ import { VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT } from "./VOLUMETRICS_SUN_SHADOW_RESOLUTION.js";
37
42
  import { chunk_volumetrics_column_jitter } from "./chunk_volumetrics_column_jitter.js";
43
+ import { chunk_volumetrics_local_light_shadow } from "./chunk_volumetrics_local_light_shadow.js";
38
44
  import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
39
45
 
40
46
  const resources = new ShaderResourceSetDescriptor();
41
47
 
42
- resources.createGroup()
48
+ const primary_group = resources.createGroup()
43
49
  .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
44
50
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
45
51
  .addUniform("view", VIEW_UNIFORM_STRUCT)
@@ -48,8 +54,16 @@ resources.createGroup()
48
54
  .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
49
55
  .addTexture("tSTBN_vec3", "unfilterable-float", "3d")
50
56
  .addTexture("tParticipatingMedia0", "float", "3d")
51
- .addTexture("tParticipatingMedia1", "float", "3d")
52
- .addStorageTexture("tLighting", "rgba16float", "3d", "write-only")
57
+ .addTexture("tParticipatingMedia1", "float", "3d");
58
+
59
+ // Q-04: the sun's optical depth, pre-integrated along the light axis by
60
+ // shader_volumetrics_build_sun_shadow_volume, one cascade per texture and innermost first.
61
+ // Sampled, not marched.
62
+ for (let cascade = 0; cascade < VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT; cascade++) {
63
+ primary_group.addTexture(volumetrics_sun_shadow_texture_name(cascade), "float", "3d");
64
+ }
65
+
66
+ primary_group.addStorageTexture("tLighting", "rgba16float", "3d", "write-only")
53
67
 
54
68
  // Lighting information
55
69
  resources.createGroup()
@@ -222,14 +236,37 @@ fn main(
222
236
  sun_lut_uv, 0.0
223
237
  ).rgb;
224
238
 
225
- // .direction points TOWARD the light; march the optical-depth ray toward the light (+direction).
226
- let shadow_ray = ${RAY_STRUCT.make({
227
- origin: "position_ws",
228
- direction: "sun.direction",
229
- tmax: "sun.distance",
230
- })};
231
-
232
- let optical_depth = integrate_optical_depth(shadow_ray);
239
+ // Q-04. Every froxel on this sun ray is asking for the same integral, one increment
240
+ // apart, and the march recomputes all of it from scratch for each: O(froxels * steps)
241
+ // to produce O(froxels) of information. The sun is where that is worst, because its
242
+ // tmax is the distance to the sun clipped to the frustum, so the march spans the whole
243
+ // grid rather than the few metres a lamp's does.
244
+ //
245
+ // So read the answer out of the cascades built once this frame with their axis on the
246
+ // sun, where the increment relation IS the storage — see
247
+ // shader_volumetrics_build_sun_shadow_volume. Same quantity, same units, one fetch.
248
+ //
249
+ // The march below is not an alternative to it, it is what is left for the lights the
250
+ // cascades do not cover: a second directional light, since there is one ladder and it
251
+ // is aligned to one direction, and the two cases that cannot place a box at all, which
252
+ // sun_shadow_light_index reports by holding a value no light index can equal.
253
+ var optical_depth: vec3<f32>;
254
+
255
+ if (directional_index == volumetrics_metadata.sun_shadow_light_index) {
256
+
257
+ optical_depth = volumetrics_sun_optical_depth(position_ws);
258
+
259
+ } else {
260
+
261
+ // .direction points TOWARD the light; march the optical-depth ray toward the light (+direction).
262
+ let shadow_ray = ${RAY_STRUCT.make({
263
+ origin: "position_ws",
264
+ direction: "sun.direction",
265
+ tmax: "sun.distance",
266
+ })};
267
+
268
+ optical_depth = integrate_optical_depth(shadow_ray);
269
+ }
233
270
 
234
271
  let ms = calculate_multiscattering(
235
272
  optical_depth,
@@ -284,7 +321,16 @@ fn main(
284
321
  volumetrics_metadata.ms_extinction_decay
285
322
  );
286
323
 
287
- inScatteringSum += ms * direct_light.color;
324
+ // Before this, integrate_optical_depth was the ONLY thing occluding a local light:
325
+ // the medium shadowed itself and geometry did not shadow it at all, so a torch behind a
326
+ // wall lit the fog through the wall and a light through a window cast no shaft. The
327
+ // directional loop above has always multiplied its shadow map in; this is the same
328
+ // operation for the clustered lights, which is what Frostbite and UE both do in the
329
+ // froxel pass. One nearest atlas tap rather than the deferred path's filter kernel —
330
+ // see the chunk for why that is not a compromise here.
331
+ let shadow_term = volumetrics_point_light_shadow(&light_data, light_index, position_ws);
332
+
333
+ inScatteringSum += shadow_term * ms * direct_light.color;
288
334
  }
289
335
 
290
336
  for (var k = 0u; k < spot_count; k++) {
@@ -316,7 +362,10 @@ fn main(
316
362
  volumetrics_metadata.ms_extinction_decay
317
363
  );
318
364
 
319
- inScatteringSum += ms * direct_light.color;
365
+ // see the point loop above
366
+ let shadow_term = volumetrics_spot_light_shadow(&light_data, light_index, position_ws);
367
+
368
+ inScatteringSum += shadow_term * ms * direct_light.color;
320
369
  }
321
370
  }
322
371
 
@@ -350,10 +399,12 @@ fn main(
350
399
  chunk_get_point_light_info_by_index,
351
400
  chunk_get_spot_light_info_by_index,
352
401
  chunk_shadowmap_get_light_visibility,
402
+ chunk_volumetrics_local_light_shadow,
353
403
  chunk_sky_lut_compute_uv,
354
404
 
355
405
  RAY_STRUCT.declaration_chunk,
356
406
  chunk_integrate_optical_depth,
407
+ chunk_volumetrics_sun_optical_depth,
357
408
  chunk_calculate_multiscattering,
358
409
  chunk_rgb_to_luminance,
359
410
  chunk_volumetrics_column_jitter,
@@ -0,0 +1,8 @@
1
+ /**
2
+ * One build shader per cascade, innermost first.
3
+ *
4
+ * @type {ComputeShader[]}
5
+ */
6
+ export const shader_volumetrics_build_sun_shadow_volume: ComputeShader[];
7
+ import { ComputeShader } from "../shader/ComputeShader.js";
8
+ //# sourceMappingURL=shader_volumetrics_build_sun_shadow_volume.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_volumetrics_build_sun_shadow_volume.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js"],"names":[],"mappings":"AAuKA;;;;GAIG;AACH,yDAFU,aAAa,EAAE,CAG0E;8BA3KrE,4BAA4B"}
@@ -0,0 +1,174 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
3
+ import { ComputeShader } from "../shader/ComputeShader.js";
4
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
6
+ import { chunk_volumetrics_sample_froxel_extinction } from "./chunk_volumetrics_sample_froxel_extinction.js";
7
+ import {
8
+ VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT,
9
+ VOLUMETRICS_SUN_SHADOW_WORKGROUP_RESOLUTION,
10
+ volumetrics_sun_shadow_sub_steps
11
+ } from "./VOLUMETRICS_SUN_SHADOW_RESOLUTION.js";
12
+ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
13
+
14
+ /**
15
+ * Q-04. Builds one cascade of the sun's optical-depth volume so the lighting pass can read a
16
+ * froxel's media self-shadowing in one fetch instead of marching 16 steps toward the sun for it.
17
+ *
18
+ * The structure is a light-aligned voxel grid holding a prefix sum of extinction along the sun
19
+ * axis — in the shadow-map taxonomy an opacity shadow map (Kim & Neumann 2001) with enough slices
20
+ * and hardware trilinear reconstruction that the slice artefacts it is remembered for do not
21
+ * appear, and exact rather than approximate for the piecewise-constant field a voxel grid is.
22
+ * Enshrouded (GPC 2024) ships the same thing, cascaded: 3D volumes with their z axis on the primary
23
+ * light, initialised from the participating media and then integrated by a 2D dispatch per column,
24
+ * each cascade seeded from the one outside it. Frostbite (SIGGRAPH 2015) cascades its extinction
25
+ * volume the same way, three clip-map levels of it, for the same reason.
26
+ *
27
+ * Fourier Opacity Mapping is the better-known answer and is the wrong one here. It exists because
28
+ * the medium usually arrives as unordered rasterized particles, where the only thing you can do is
29
+ * accumulate a fixed-size, order-independent, additively-blendable summary — and it pays for that
30
+ * with ringing at sharp density transitions. This engine's medium is already a 3D texture with a
31
+ * defined order along any axis, so the scan is available, exact, and has nothing to ring.
32
+ *
33
+ * One shader per cascade rather than one shader taking a cascade index, because the two things that
34
+ * vary — which cascade's transform to read, and whether there is an outer cascade to start from —
35
+ * both change the *bindings*, and a variant that declares an outer texture it never samples would
36
+ * have to be handed one.
37
+ *
38
+ * @param {number} index innermost cascade is 0
39
+ * @returns {ComputeShader}
40
+ * @see chunk_volumetrics_sun_optical_depth for the read side
41
+ * @see build_volumetrics_sun_shadow_transform for where each box is placed, and why it is stable
42
+ */
43
+ function make_shader(index) {
44
+
45
+ const seeded = index < VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT - 1;
46
+
47
+ const sub_steps = volumetrics_sun_shadow_sub_steps(index);
48
+
49
+ const resources = new ShaderResourceSetDescriptor();
50
+
51
+ const group = resources.createGroup()
52
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
53
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
54
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
55
+ .addTexture("tParticipatingMedia1", "float", "3d");
56
+
57
+ if (seeded) {
58
+ group.addTexture("tSunShadowOuter", "float", "3d");
59
+ }
60
+
61
+ group.addStorageTexture("tSunShadowVolume", "rgba16float", "3d", "write-only");
62
+
63
+ const body = CodeChunk.from(
64
+ //language=WGSL
65
+ `
66
+ @compute @workgroup_size(${VOLUMETRICS_SUN_SHADOW_WORKGROUP_RESOLUTION.join(",")})
67
+ fn main(
68
+ @builtin(global_invocation_id) column : vec3<u32>
69
+ ){
70
+ let resolution = textureDimensions(tSunShadowVolume);
71
+
72
+ if(any(column.xy >= resolution.xy)){
73
+ // overflow
74
+ return;
75
+ }
76
+
77
+ // The volume's z axis is the direction light TRAVELS, so this column is one sun ray and slice 0
78
+ // is its end nearest the sun. Walking it in order turns the per-froxel integral into a running
79
+ // sum: every voxel's optical depth is its predecessor's plus one slab. That is the whole point
80
+ // of the pass — the same information the 16-step march produces, in O(voxels) instead of
81
+ // O(froxels * steps), and produced once rather than once per froxel that happens to lie on the
82
+ // ray.
83
+ //
84
+ // One invocation per column rather than a cooperative scan. The dependency chain is one
85
+ // cascade's depth long and each link is a texture fetch, so a Hillis-Steele or Blinn-Sengupta
86
+ // scan would trade this pass's perfectly coherent, register-resident accumulator for log(n)
87
+ // rounds of shared memory and barriers to speed up something that is already bandwidth-bound.
88
+ // The aerial pass has the same shape for the same reason.
89
+ const CASCADE = ${index}u;
90
+
91
+ let uvw_to_ws = volumetrics_metadata.sun_shadow_uvw_to_ws[CASCADE];
92
+
93
+ // What a voxel must hold is the medium's INTEGRAL across its slab, not the medium's value at
94
+ // its centre, and one point sample per voxel is not that. A fog volume three units thick
95
+ // crossed by a 2.3-unit lattice has its entire optical depth resting on one or two samples:
96
+ // whether they land inside it, on its fade, or just outside swings the answer by the whole
97
+ // shadow, and the per-frame column jitter under them turns that into a strobe.
98
+ //
99
+ // So sample the slab several times and store the storage-resolution result. The sampling rate
100
+ // and the resolution are separate knobs and only the first one has to beat the medium's
101
+ // features. The count is per cascade — see volumetrics_sun_shadow_sub_steps — so that every
102
+ // cascade samples at the same world-space spacing rather than at the same count per voxel.
103
+ const SUB_STEPS = ${sub_steps}u;
104
+
105
+ let sub_step_ws = volumetrics_metadata.sun_shadow_step_ws[CASCADE] / f32(SUB_STEPS);
106
+
107
+ let column_uv = vec2<f32>(
108
+ (f32(column.x) + 0.5) / f32(resolution.x),
109
+ (f32(column.y) + 0.5) / f32(resolution.y)
110
+ );
111
+
112
+ ${seeded
113
+ ? ` // Seeded from the cascade outside this one, at the world position where this column enters
114
+ // this box. Everything between the sun and that plane has already been integrated out there, at
115
+ // that cascade's resolution, so the scan here starts from it rather than from zero and an inner
116
+ // cascade is a refinement of the outer rather than a truncation of the medium. Enshrouded
117
+ // describes exactly this: "each cascade as an initial shadow value reads the upper cascade".
118
+ //
119
+ // The clamp is a statement about the domain rather than a guard that fires: the outer box
120
+ // contains the whole frustum and this box's entry plane is a face of a box sized from a
121
+ // sub-frustum of it.
122
+ let entry_ws = (uvw_to_ws * vec4<f32>(column_uv, 0.0, 1.0)).xyz;
123
+
124
+ let outer_uvw = (volumetrics_metadata.sun_shadow_ws_to_uvw[CASCADE + 1u] * vec4<f32>(entry_ws, 1.0)).xyz;
125
+
126
+ var optical_depth = textureSampleLevel(tSunShadowOuter, sLinear, saturate(outer_uvw), 0.0).rgb;`
127
+ : ` // The outermost cascade's box contains the whole frustum, and the medium exists only inside
128
+ // the frustum, so the slab its scan starts on is empty and zero is the whole of the truth about
129
+ // what is between it and the sun.
130
+ var optical_depth = vec3<f32>(0.0);`}
131
+
132
+ for(var slice = 0u; slice < resolution.z; slice++){
133
+
134
+ let voxel = vec3<u32>(column.xy, slice);
135
+
136
+ for(var sub = 0u; sub < SUB_STEPS; sub++){
137
+
138
+ // Halfway through the slab, so the value stored at slice k is the integral from the
139
+ // box's sun-side face to the voxel's CENTRE. Linear interpolation between two stored
140
+ // values then reproduces the true integral exactly wherever extinction is constant
141
+ // across the pair. Storing the integral to the far face instead — a right-endpoint sum,
142
+ // which is what the march this replaces does — biases every reading by half a slab.
143
+ if(sub == SUB_STEPS / 2u){
144
+ textureStore(tSunShadowVolume, voxel, vec4<f32>(optical_depth, 0.0));
145
+ }
146
+
147
+ let w = (f32(slice) + (f32(sub) + 0.5) / f32(SUB_STEPS)) / f32(resolution.z);
148
+
149
+ let position_ws = (uvw_to_ws * vec4<f32>(column_uv, w, 1.0)).xyz;
150
+
151
+ optical_depth += volumetrics_sample_froxel_extinction(position_ws) * sub_step_ws;
152
+ }
153
+ }
154
+ }
155
+ `, [
156
+ CAMERA_UNIFORM_STRUCT.declaration_chunk,
157
+ chunk_volumetrics_sample_froxel_extinction,
158
+ ]
159
+ );
160
+
161
+ return ComputeShader.from({
162
+ label: `Volumetrics / build sun shadow volume ${index}`,
163
+ resources,
164
+ body
165
+ });
166
+ }
167
+
168
+ /**
169
+ * One build shader per cascade, innermost first.
170
+ *
171
+ * @type {ComputeShader[]}
172
+ */
173
+ export const shader_volumetrics_build_sun_shadow_volume =
174
+ Array.from({ length: VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT }, (_, index) => make_shader(index));
@@ -77,6 +77,16 @@ export class CPUBitmapData {
77
77
  * @param {number} [depth]
78
78
  */
79
79
  static float32(item_size: number, width: number, height?: number, depth?: number): CPUBitmapData;
80
+ /**
81
+ * Single-channel f32 bitmap flagged as a `texture_depth_*` binding — see {@link is_depth}.
82
+ * `textureLoad` on it yields a scalar, the way it does on a device.
83
+ *
84
+ * @param {number} width
85
+ * @param {number} [height]
86
+ * @param {number} [depth]
87
+ * @returns {CPUBitmapData}
88
+ */
89
+ static depth32(width: number, height?: number, depth?: number): CPUBitmapData;
80
90
  /**
81
91
  * @param {ArrayLike<number>} data
82
92
  * @param {number} item_size
@@ -101,6 +111,21 @@ export class CPUBitmapData {
101
111
  * @type {Uint32Array}
102
112
  */
103
113
  size: Uint32Array;
114
+ /**
115
+ * Marks this as backing a `texture_depth_*` binding rather than a `texture_2d<f32>`.
116
+ *
117
+ * The two differ in WGSL at the call site, not in storage: `textureLoad` on a depth texture
118
+ * returns a bare `f32`, while on a colour texture it returns `vec4<f32>`. Shader code written
119
+ * against a depth texture therefore uses the result as a scalar, and an emulator that always
120
+ * hands back a vec4 turns every such expression into a silent component-wise broadcast —
121
+ * arithmetic that neither throws nor resembles what the GPU does.
122
+ *
123
+ * Off by default, so nothing that does not opt in changes behaviour. Set it, or use
124
+ * {@link CPUBitmapData.depth32}, when binding a texture the shader declares as `depth`.
125
+ *
126
+ * @type {boolean}
127
+ */
128
+ is_depth: boolean;
104
129
  /** @returns {number} */
105
130
  get width(): number;
106
131
  /** @returns {number} */
@@ -1 +1 @@
1
- {"version":3,"file":"CPUBitmapData.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/CPUBitmapData.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA6HI;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,uBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAvLD;;;;;;OAMG;IACH,kBANW,UAAU,MAAM,CAAC,aACjB,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,EAmBhB;IA3CD;;;OAGG;IACH,MAFU,YAAY,kBAAkB,SAAS,GAAG,UAAU,GAAG,UAAU,GAAG,UAAU,GAAG,WAAW,GAAG,WAAW,GAAG,MAAM,EAAE,CAE1H;IAEL;;;OAGG;IACH,WAFU,MAAM,CAEN;IAEV;;;;OAIG;IACH,MAFU,WAAW,CAEhB;IA4BL,wBAAwB;IACxB,oBAAoC;IACpC,wBAAwB;IACxB,qBAAqC;IACrC,wBAAwB;IACxB,oBAAoC;IAEpC;;;;;;OAMG;IACH,gCAIC;IAED;;;;;;;OAOG;IACH,gBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAMlB;IAED;;;;;;;;;OASG;IACH,QANW,MAAM,KACN,MAAM,KACN,MAAM;;oBAEN,MAAM,QAWhB;IAED;;;;;;;;;OASG;IACH,SANW,MAAM,KACN,MAAM,KACN,MAAM,OACN,UAAU,MAAM,CAAC,eACjB,MAAM,QAQhB;CAuFJ"}
1
+ {"version":3,"file":"CPUBitmapData.d.ts","sourceRoot":"","sources":["../../../../../src/shade/wgsl/emulator/CPUBitmapData.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH;IA6II;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,yBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,uBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,wBALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;OAKG;IACH,0BALW,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,iBAIhB;IAED;;;;;;;;OAQG;IACH,sBALW,MAAM,WACN,MAAM,UACN,MAAM,GACJ,aAAa,CAQzB;IAxMD;;;;;;OAMG;IACH,kBANW,UAAU,MAAM,CAAC,aACjB,MAAM,SACN,MAAM,WACN,MAAM,UACN,MAAM,EAmBhB;IA3DD;;;OAGG;IACH,MAFU,YAAY,kBAAkB,SAAS,GAAG,UAAU,GAAG,UAAU,GAAG,UAAU,GAAG,WAAW,GAAG,WAAW,GAAG,MAAM,EAAE,CAE1H;IAEL;;;OAGG;IACH,WAFU,MAAM,CAEN;IAEV;;;;OAIG;IACH,MAFU,WAAW,CAEhB;IAEL;;;;;;;;;;;;;OAaG;IACH,UAFU,OAAO,CAEA;IA4BjB,wBAAwB;IACxB,oBAAoC;IACpC,wBAAwB;IACxB,qBAAqC;IACrC,wBAAwB;IACxB,oBAAoC;IAEpC;;;;;;OAMG;IACH,gCAIC;IAED;;;;;;;OAOG;IACH,gBALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAMlB;IAED;;;;;;;;;OASG;IACH,QANW,MAAM,KACN,MAAM,KACN,MAAM;;oBAEN,MAAM,QAWhB;IAED;;;;;;;;;OASG;IACH,SANW,MAAM,KACN,MAAM,KACN,MAAM,OACN,UAAU,MAAM,CAAC,eACjB,MAAM,QAQhB;CAwGJ"}
@@ -42,6 +42,22 @@ export class CPUBitmapData {
42
42
  */
43
43
  size;
44
44
 
45
+ /**
46
+ * Marks this as backing a `texture_depth_*` binding rather than a `texture_2d<f32>`.
47
+ *
48
+ * The two differ in WGSL at the call site, not in storage: `textureLoad` on a depth texture
49
+ * returns a bare `f32`, while on a colour texture it returns `vec4<f32>`. Shader code written
50
+ * against a depth texture therefore uses the result as a scalar, and an emulator that always
51
+ * hands back a vec4 turns every such expression into a silent component-wise broadcast —
52
+ * arithmetic that neither throws nor resembles what the GPU does.
53
+ *
54
+ * Off by default, so nothing that does not opt in changes behaviour. Set it, or use
55
+ * {@link CPUBitmapData.depth32}, when binding a texture the shader declares as `depth`.
56
+ *
57
+ * @type {boolean}
58
+ */
59
+ is_depth = false;
60
+
45
61
  /**
46
62
  * @param {ArrayLike<number>} data
47
63
  * @param {number} item_size
@@ -226,4 +242,21 @@ export class CPUBitmapData {
226
242
  static float32(item_size, width, height = 1, depth = 1) {
227
243
  return new CPUBitmapData(new Float32Array(item_size * width * height * depth), item_size, width, height, depth);
228
244
  }
245
+
246
+ /**
247
+ * Single-channel f32 bitmap flagged as a `texture_depth_*` binding — see {@link is_depth}.
248
+ * `textureLoad` on it yields a scalar, the way it does on a device.
249
+ *
250
+ * @param {number} width
251
+ * @param {number} [height]
252
+ * @param {number} [depth]
253
+ * @returns {CPUBitmapData}
254
+ */
255
+ static depth32(width, height = 1, depth = 1) {
256
+ const result = CPUBitmapData.float32(1, width, height, depth);
257
+
258
+ result.is_depth = true;
259
+
260
+ return result;
261
+ }
229
262
  }