@woosh/meep-engine 3.11.2 → 3.12.0

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 (551) hide show
  1. package/README.md +14 -18
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/editor/SelectionVisualizer.js +127 -127
  4. package/editor/entity_world_bounds.js +27 -27
  5. package/editor/particles/rebuildParticleEmitter.js +31 -31
  6. package/editor/process/SymbolicDisplayProcess.js +1 -1
  7. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  8. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  9. package/editor/prototypeEditorShell.js +156 -156
  10. package/editor/selection/editor_pick.js +130 -130
  11. package/editor/selection/screen_rect_frustum.js +119 -119
  12. package/editor/tools/v2/TransformControls.js +971 -971
  13. package/package.json +1 -1
  14. package/src/engine/Engine.d.ts +3 -3
  15. package/src/engine/Engine.d.ts.map +1 -1
  16. package/src/engine/Engine.js +726 -726
  17. package/src/engine/EngineHarness.d.ts +1 -1
  18. package/src/engine/EngineHarness.js +590 -590
  19. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  21. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  23. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  24. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  25. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  26. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  27. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  29. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  30. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  31. package/src/engine/graphics/ecs/water/Water.js +104 -104
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  33. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  36. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  38. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  39. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  40. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  41. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  42. package/src/engine/graphics3/AnimationSystem.js +352 -0
  43. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  44. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  45. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  46. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  47. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  48. package/src/engine/graphics3/CameraSystem.js +170 -0
  49. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  50. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  51. package/src/engine/graphics3/CameraSystem3.js +6 -166
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  53. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  54. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  56. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  57. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  58. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  59. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  60. package/src/engine/graphics3/DecalSystem.js +441 -0
  61. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  62. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  63. package/src/engine/graphics3/DecalSystem3.js +6 -437
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  65. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  66. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  68. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  69. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  70. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  71. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  72. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  74. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  75. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  76. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  77. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  78. package/src/engine/graphics3/HighlightSystem.js +241 -0
  79. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  80. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  81. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  82. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  83. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  84. package/src/engine/graphics3/LightSystem.js +211 -0
  85. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  86. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  87. package/src/engine/graphics3/LightSystem3.js +6 -207
  88. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  89. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  90. package/src/engine/graphics3/MeshSystem.js +647 -0
  91. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  92. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  93. package/src/engine/graphics3/MeshSystem3.js +6 -642
  94. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  95. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  101. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  106. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  107. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  109. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  110. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  112. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  113. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  114. package/src/engine/graphics3/Pickable.d.ts +1 -1
  115. package/src/engine/graphics3/Pickable.js +65 -65
  116. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  117. package/src/engine/graphics3/PickingQuery.js +48 -48
  118. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  119. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  120. package/src/engine/graphics3/PickingSystem.js +273 -0
  121. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  122. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  123. package/src/engine/graphics3/PickingSystem3.js +6 -269
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  128. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  129. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  130. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  131. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  132. package/src/engine/graphics3/TerrainSystem.js +566 -0
  133. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  134. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  135. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  138. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  140. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  141. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  142. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  143. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  144. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  146. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  147. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  148. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  149. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  155. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  156. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  157. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  158. package/src/engine/graphics3/WaterSystem.js +293 -0
  159. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  160. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  161. package/src/engine/graphics3/WaterSystem3.js +6 -289
  162. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  163. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  164. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  165. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  166. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  167. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  169. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  172. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  175. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  177. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  178. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  180. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  182. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  183. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  184. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  185. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  186. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  187. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  188. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
  189. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
  190. package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
  191. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
  192. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
  193. package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
  194. package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
  195. package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
  196. package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
  197. package/src/shade/device/ShadeGPUCommandContext.js +994 -940
  198. package/src/shade/device/immediate_data_supported.d.ts +33 -0
  199. package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
  200. package/src/shade/device/immediate_data_supported.js +53 -0
  201. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
  202. package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
  203. package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
  204. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
  205. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
  206. package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
  207. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  208. package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
  209. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
  210. package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
  211. package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
  212. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
  213. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
  214. package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
  215. package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
  216. package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
  217. package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
  218. package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
  219. package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
  220. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  221. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  222. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  223. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  224. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  225. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  226. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  227. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  228. package/src/shade/renderer/GraphicsContext.d.ts +9 -2
  229. package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
  230. package/src/shade/renderer/GraphicsContext.js +13 -1
  231. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  232. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  233. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  234. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  235. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  236. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  237. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  238. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  239. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  240. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  241. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  242. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  243. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  244. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  245. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  246. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  247. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  248. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  249. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  250. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  251. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  252. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  253. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  254. package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
  255. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
  256. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
  257. package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
  258. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
  259. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
  260. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
  261. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
  262. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  263. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
  264. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
  265. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
  266. package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
  267. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
  268. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  269. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
  270. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
  271. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  272. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
  273. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
  274. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  275. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
  276. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
  277. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
  278. package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
  279. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
  280. package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
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  492. package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
  493. package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +1 -0
  494. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts +21 -0
  495. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.d.ts.map +1 -0
  496. package/src/shade/renderer/shader/resource/IMMEDIATE_DATA.js +21 -0
  497. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts +59 -1
  498. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
  499. package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +195 -2
  500. package/src/shade/renderer/shader/type/type_has_arrays.d.ts +14 -0
  501. package/src/shade/renderer/shader/type/type_has_arrays.d.ts.map +1 -0
  502. package/src/shade/renderer/shader/type/type_has_arrays.js +33 -0
  503. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  504. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  505. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  506. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  507. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  508. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  509. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  510. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  511. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  512. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +1 -1
  513. package/src/shade/renderer/view/GPUViewSkyContext.js +169 -173
  514. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  515. package/src/shade/renderer/volumetrics/NOTES.md +238 -0
  516. package/src/shade/renderer/volumetrics/chunk_volumetrics_local_light_shadow.js +145 -145
  517. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.d.ts.map +1 -1
  518. package/src/shade/renderer/volumetrics/chunk_volumetrics_sun_optical_depth.js +38 -15
  519. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +14 -2
  520. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  521. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +591 -577
  522. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +17 -0
  523. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  524. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
  525. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  526. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
  527. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
  528. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
  529. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
  530. package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
  531. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  532. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  533. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  534. package/src/shade/renderer/water/shader_water.js +246 -246
  535. package/src/shade/vitest.setup.mjs +1 -1
  536. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  537. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
  538. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  539. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
  540. package/src/view/minimap/Minimap.d.ts +2 -2
  541. package/src/view/minimap/Minimap.d.ts.map +1 -1
  542. package/src/view/minimap/Minimap.js +225 -225
  543. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  544. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  545. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  546. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  547. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  548. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
  549. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
  550. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
  551. package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
@@ -1,137 +1,136 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
3
- import { chunk_normal_edge_stopping_weight } from "../../shader/chunk/filter/chunk_compute_edge_stopping_weight.js";
4
- import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
5
- import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
6
- import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
7
- import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
- import { ComputeShader } from "../../shader/ComputeShader.js";
10
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
-
12
- /**
13
- * ReSTIR DI — spatial denoise pass (edge-aware à-trous).
14
- *
15
- * A tailored, ReSTIR-aware spatial filter for the resolved point/spot radiance.
16
- * One iteration of the à-trous (hole-filled) wavelet: a 3x3 neighbourhood dilated
17
- * by `step_size`, run a few times with step 1, 2, 4 (driven by the graph) to grow
18
- * the effective footprint while keeping the per-pass cost at 8 taps. The
19
- * edge-stopping is SVGF-style — geometry edges from linear depth + normal (always
20
- * safe to stop on), plus a gentle relative-luma term to preserve shadow edges.
21
- *
22
- * Deliberately spatial-only: the engine's TAA and ReSTIR's own reservoir temporal
23
- * reuse already supply the temporal axis, so we do NOT add a second temporal
24
- * reproject (that is the LigmaDenoiser path the user flagged as imperfect).
25
- *
26
- * Operates on the modulated radiance (BRDF already folded in). Albedo-edge
27
- * demodulation is a possible later refinement; depth+normal stopping already holds
28
- * the geometric edges that matter most for direct lighting.
29
- *
30
- * No storage buffers (textures + uniforms only), so it is unaffected by the
31
- * maxStorageBuffersPerShaderStage budget the resolve/resample passes fight for.
32
- *
33
- * @type {ComputeShader}
34
- */
35
-
36
- const resources = new ShaderResourceSetDescriptor();
37
-
38
- resources.createGroup()
39
- .addTexture("tInput")
40
- .addTexture("gBufferDepth")
41
- .addTexture("gBufferNormal", "uint")
42
- .addStorageTexture("output", "rgba16float", "2d", "write-only")
43
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
44
- .addUniform("step_size", u32);
45
-
46
- const body = CodeChunk.from(
47
- //language=WGSL
48
- `
49
- // Edge-stopping tolerances. Tighter = preserves more detail (less denoising).
50
- const PHI_NORMAL: f32 = 64.0; // normal power; higher stops sooner on curvature
51
- const PHI_DEPTH: f32 = 0.02; // relative linear-depth tolerance (fraction of depth)
52
- const PHI_LUMA: f32 = 0.6; // relative luma tolerance (fraction of centre luma)
53
-
54
- @compute @workgroup_size(8, 8, 1)
55
- fn main(
56
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
57
- ) {
58
- let i_coord = vec2<i32>(global_invocation_id.xy);
59
- let screen_size = vec2<i32>(textureDimensions(tInput));
60
-
61
- if (!all(i_coord < screen_size)) {
62
- return;
63
- }
64
-
65
- let center_device_depth = textureLoad(gBufferDepth, i_coord, 0).r;
66
- let center_radiance = textureLoad(tInput, i_coord, 0).rgb;
67
-
68
- // Background carries no ReSTIR radiance — pass it through so the filter neither
69
- // bleeds lit neighbours into it nor pulls it into lit pixels.
70
- if (is_background(center_device_depth)) {
71
- textureStore(output, global_invocation_id.xy, vec4<f32>(center_radiance, 1.0));
72
- return;
73
- }
74
-
75
- let center_depth = get_view_space_depth(center_device_depth, camera);
76
- let center_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, i_coord, 0).xy);
77
- let center_luma = rgb_to_luminance(center_radiance);
78
-
79
- let step = i32(step_size);
80
-
81
- const kernel_weights = array<f32, 2>(1.0, 2.0 / 3.0);
82
- const offsets = array<vec2<i32>, 8>(
83
- vec2<i32>(-1, -1), vec2<i32>(0, -1), vec2<i32>(1, -1),
84
- vec2<i32>(-1, 0), vec2<i32>(1, 0),
85
- vec2<i32>(-1, 1), vec2<i32>(0, 1), vec2<i32>(1, 1),
86
- );
87
-
88
- // centre weight 1, accumulate neighbours
89
- var sum_w = 1.0;
90
- var sum_rgb = center_radiance;
91
-
92
- for (var i = 0; i < 8; i++) {
93
- let offset = offsets[i];
94
- let p = i_coord + offset * step;
95
-
96
- if (!(all(p >= vec2<i32>(0, 0)) && all(p < screen_size))) {
97
- continue;
98
- }
99
-
100
- let sample_device_depth = textureLoad(gBufferDepth, p, 0).r;
101
- if (is_background(sample_device_depth)) {
102
- continue;
103
- }
104
-
105
- let sample_radiance = textureLoad(tInput, p, 0).rgb;
106
- let sample_depth = get_view_space_depth(sample_device_depth, camera);
107
- let sample_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, p, 0).xy);
108
- let sample_luma = rgb_to_luminance(sample_radiance);
109
-
110
- let w_normal = normal_edge_stopping_weight(center_normal, sample_normal, PHI_NORMAL);
111
- let d_depth = abs(center_depth - sample_depth) / (PHI_DEPTH * max(center_depth, 1e-3));
112
- let d_luma = abs(center_luma - sample_luma) / (PHI_LUMA * center_luma + 1e-3);
113
-
114
- let kernel = kernel_weights[abs(offset.x)] * kernel_weights[abs(offset.y)];
115
- let w = exp(-(d_depth + d_luma)) * w_normal * kernel;
116
-
117
- sum_w += w;
118
- sum_rgb += w * sample_radiance;
119
- }
120
-
121
- textureStore(output, global_invocation_id.xy, vec4<f32>(sum_rgb / sum_w, 1.0));
122
- }
123
- `, [
124
- chunk_is_background,
125
- chunk_get_view_space_depth,
126
- chunk_decode_g_buffer_normal,
127
- chunk_rgb_to_luminance,
128
- chunk_normal_edge_stopping_weight,
129
- ]
130
- );
131
-
132
- export const shader_restir_di_denoise = ComputeShader.from({
133
- label: "ReSTIR DI Denoise",
134
- resources,
135
- body,
136
- group_size: [8, 8, 1],
137
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
3
+ import { chunk_normal_edge_stopping_weight } from "../../shader/chunk/filter/chunk_compute_edge_stopping_weight.js";
4
+ import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
5
+ import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
6
+ import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
7
+ import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
+
12
+ /**
13
+ * ReSTIR DI — spatial denoise pass (edge-aware à-trous).
14
+ *
15
+ * A tailored, ReSTIR-aware spatial filter for the resolved point/spot radiance.
16
+ * One iteration of the à-trous (hole-filled) wavelet: a 3x3 neighbourhood dilated
17
+ * by `step_size`, run a few times with step 1, 2, 4 (driven by the graph) to grow
18
+ * the effective footprint while keeping the per-pass cost at 8 taps. The
19
+ * edge-stopping is SVGF-style — geometry edges from linear depth + normal (always
20
+ * safe to stop on), plus a gentle relative-luma term to preserve shadow edges.
21
+ *
22
+ * Deliberately spatial-only: the engine's TAA and ReSTIR's own reservoir temporal
23
+ * reuse already supply the temporal axis, so we do NOT add a second temporal
24
+ * reproject (that is the LigmaDenoiser path the user flagged as imperfect).
25
+ *
26
+ * Operates on the modulated radiance (BRDF already folded in). Albedo-edge
27
+ * demodulation is a possible later refinement; depth+normal stopping already holds
28
+ * the geometric edges that matter most for direct lighting.
29
+ *
30
+ * No storage buffers (textures + uniforms only), so it is unaffected by the
31
+ * maxStorageBuffersPerShaderStage budget the resolve/resample passes fight for.
32
+ *
33
+ * @type {ComputeShader}
34
+ */
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+
38
+ resources.createGroup()
39
+ .addTexture("tInput")
40
+ .addTexture("gBufferDepth")
41
+ .addTexture("gBufferNormal", "uint")
42
+ .addStorageTexture("output", "rgba16float", "2d", "write-only")
43
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
44
+ .addUniform("step_size", u32);
45
+
46
+ const body = CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ // Edge-stopping tolerances. Tighter = preserves more detail (less denoising).
50
+ const PHI_NORMAL: f32 = 64.0; // normal power; higher stops sooner on curvature
51
+ const PHI_DEPTH: f32 = 0.02; // relative linear-depth tolerance (fraction of depth)
52
+ const PHI_LUMA: f32 = 0.6; // relative luma tolerance (fraction of centre luma)
53
+
54
+ @compute @workgroup_size(8, 8, 1)
55
+ fn main(
56
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
57
+ ) {
58
+ let i_coord = vec2<i32>(global_invocation_id.xy);
59
+ let screen_size = vec2<i32>(textureDimensions(tInput));
60
+
61
+ if (!all(i_coord < screen_size)) {
62
+ return;
63
+ }
64
+
65
+ let center_device_depth = textureLoad(gBufferDepth, i_coord, 0).r;
66
+ let center_radiance = textureLoad(tInput, i_coord, 0).rgb;
67
+
68
+ // Background carries no ReSTIR radiance — pass it through so the filter neither
69
+ // bleeds lit neighbours into it nor pulls it into lit pixels.
70
+ if (is_background(center_device_depth)) {
71
+ textureStore(output, global_invocation_id.xy, vec4<f32>(center_radiance, 1.0));
72
+ return;
73
+ }
74
+
75
+ let center_depth = get_view_space_depth(center_device_depth, camera);
76
+ let center_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, i_coord, 0).xy);
77
+ let center_luma = rgb_to_luminance(center_radiance);
78
+
79
+ let step = i32(step_size);
80
+
81
+ const kernel_weights = array<f32, 2>(1.0, 2.0 / 3.0);
82
+ const offsets = array<vec2<i32>, 8>(
83
+ vec2<i32>(-1, -1), vec2<i32>(0, -1), vec2<i32>(1, -1),
84
+ vec2<i32>(-1, 0), vec2<i32>(1, 0),
85
+ vec2<i32>(-1, 1), vec2<i32>(0, 1), vec2<i32>(1, 1),
86
+ );
87
+
88
+ // centre weight 1, accumulate neighbours
89
+ var sum_w = 1.0;
90
+ var sum_rgb = center_radiance;
91
+
92
+ for (var i = 0; i < 8; i++) {
93
+ let offset = offsets[i];
94
+ let p = i_coord + offset * step;
95
+
96
+ if (!(all(p >= vec2<i32>(0, 0)) && all(p < screen_size))) {
97
+ continue;
98
+ }
99
+
100
+ let sample_device_depth = textureLoad(gBufferDepth, p, 0).r;
101
+ if (is_background(sample_device_depth)) {
102
+ continue;
103
+ }
104
+
105
+ let sample_radiance = textureLoad(tInput, p, 0).rgb;
106
+ let sample_depth = get_view_space_depth(sample_device_depth, camera);
107
+ let sample_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, p, 0).xy);
108
+ let sample_luma = rgb_to_luminance(sample_radiance);
109
+
110
+ let w_normal = normal_edge_stopping_weight(center_normal, sample_normal, PHI_NORMAL);
111
+ let d_depth = abs(center_depth - sample_depth) / (PHI_DEPTH * max(center_depth, 1e-3));
112
+ let d_luma = abs(center_luma - sample_luma) / (PHI_LUMA * center_luma + 1e-3);
113
+
114
+ let kernel = kernel_weights[abs(offset.x)] * kernel_weights[abs(offset.y)];
115
+ let w = exp(-(d_depth + d_luma)) * w_normal * kernel;
116
+
117
+ sum_w += w;
118
+ sum_rgb += w * sample_radiance;
119
+ }
120
+
121
+ textureStore(output, global_invocation_id.xy, vec4<f32>(sum_rgb / sum_w, 1.0));
122
+ }
123
+ `, [
124
+ chunk_is_background,
125
+ chunk_get_view_space_depth,
126
+ chunk_decode_g_buffer_normal,
127
+ chunk_rgb_to_luminance,
128
+ chunk_normal_edge_stopping_weight,
129
+ ]
130
+ );
131
+
132
+ export const shader_restir_di_denoise = ComputeShader.from({
133
+ label: "ReSTIR DI Denoise",
134
+ resources,
135
+ body,
136
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_restir_di_resample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resample.js"],"names":[],"mappings":"AA4HA,sDAKG;8BAtH2B,+BAA+B"}
1
+ {"version":3,"file":"shader_restir_di_resample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resample.js"],"names":[],"mappings":"AA4HA,sDAIG;8BArH2B,+BAA+B"}
@@ -1,130 +1,129 @@
1
- import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
4
- import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
5
- import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
6
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
7
- import { chunk_stbn_sample_vec2 } from "../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
8
- import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
9
- import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
10
- import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
11
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
- import { ComputeShader } from "../../shader/ComputeShader.js";
13
- import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
14
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
15
- import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
16
- import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
17
- import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
18
- import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
19
- import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
20
-
21
- /**
22
- * ReSTIR DI — resample pass (stage 1 of 2).
23
- *
24
- * Per pixel: reconstruct the surface, draw M_initial candidate local lights from
25
- * the froxel cluster (RIS / WRS with the BRDF target function), temporally
26
- * resample against the reprojected previous-frame reservoir, and write the
27
- * finalized reservoir to `reservoir_current`.
28
- *
29
- * Deliberately holds NO ray-tracing bindings: visibility is deferred to the
30
- * resolve pass, which keeps this pass at 5 storage buffers (lights + clusters +
31
- * the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
32
- * ray + shading is the resolve pass's job.
33
- *
34
- * @type {ComputeShader}
35
- */
36
-
37
- const resources = new ShaderResourceSetDescriptor();
38
-
39
- // G-buffer + reprojection inputs + uniforms (no storage buffers in this group).
40
- resources.createGroup()
41
- .addTexture("gBufferDepth")
42
- .addTexture("gBufferPBR")
43
- .addTexture("gBufferNormal", "uint")
44
- .addTexture("gBufferAlbedo")
45
- .addTexture("gBufferEmissive", "uint")
46
- .addTexture("VelocityBuffer")
47
- .addTexture("tOcclusionClip")
48
- .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
49
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
50
- .addUniform("view", VIEW_UNIFORM_STRUCT)
51
- .addUniform("m_initial", u32);
52
-
53
- // Local lights + froxel clusters (the screen-space tile candidate set).
54
- const RESTIR_DI_LIGHT_GROUP = new ShaderResourceGroupDescriptor();
55
- RESTIR_DI_LIGHT_GROUP.label = "restir-di/lights";
56
- RESTIR_DI_LIGHT_GROUP
57
- .addStorageBuffer("light_data", WebGPUArray.u32)
58
- .addUniform("cluster_parameters", vec3f)
59
- .addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
60
- .addStorageBuffer("cluster_data", WebGPUArray.u32);
61
- resources.addGroup(RESTIR_DI_LIGHT_GROUP);
62
-
63
- // Previous frame's spatiotemporal reservoir (read) + this pass's output (write).
64
- // The output is a transient scratch the spatial pass consumes; the persistent
65
- // ping-pong final reservoir is written by the spatial pass.
66
- const RESTIR_DI_RESERVOIR_GROUP = new ShaderResourceGroupDescriptor();
67
- RESTIR_DI_RESERVOIR_GROUP.label = "restir-di/reservoirs";
68
- RESTIR_DI_RESERVOIR_GROUP
69
- .addStorageBuffer("reservoir_out", WebGPUArray.from(RTXDI_PackedReservoir), true)
70
- .addStorageBuffer("reservoir_previous", WebGPUArray.from(RTXDI_PackedReservoir), false);
71
- resources.addGroup(RESTIR_DI_RESERVOIR_GROUP);
72
-
73
- const body = CodeChunk.from(
74
- //language=WGSL
75
- `
76
- @compute @workgroup_size(8, 8, 1)
77
- fn main(
78
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
79
- ) {
80
- let i_coord = global_invocation_id.xy;
81
- let texture_size = textureDimensions(gBufferDepth);
82
-
83
- if (!all(i_coord < texture_size)) {
84
- return;
85
- }
86
-
87
- // Per-pixel, per-frame PRNG for candidate sampling + area-light jitter.
88
- random_initialize(vec3<u32>(i_coord, view.frame_index), vec3<u32>(0x9E3779B9u, 0x85EBCA6Bu, 0xC2B2AE35u));
89
-
90
- var reservoir = rtxdi_empty_reservoir();
91
-
92
- let surface = restir_reconstruct_surface(i_coord, texture_size);
93
- if (surface.is_valid) {
94
- // Blue-noise area-light sample coordinate (spatially-visible dimension).
95
- let stbn_uv = stbn_sample_vec2(vec3<u32>(i_coord, view.frame_index));
96
-
97
- let canonical = restir_generate_candidates(
98
- surface.geometry,
99
- surface.material,
100
- vec2<f32>(i_coord) + vec2<f32>(0.5, 0.5),
101
- surface.view_depth,
102
- texture_size,
103
- m_initial,
104
- stbn_uv,
105
- );
106
-
107
- reservoir = restir_temporal_reuse(canonical, surface.geometry, surface.material, i_coord, texture_size);
108
- }
109
-
110
- reservoir_out[restir_reservoir_address(i_coord, texture_size.x)] = rtxdi_pack_reservoir(reservoir);
111
- }
112
- `, [
113
- chunk_restir_reconstruct_surface,
114
- chunk_restir_generate_candidates,
115
- chunk_restir_temporal_reuse,
116
- chunk_stbn_sample_vec2,
117
- chunk_rtxdi_empty_reservoir,
118
- chunk_rtxdi_pack_reservoir,
119
- chunk_restir_reservoir_address,
120
- chunk_random,
121
- chunk_random_initialize,
122
- ]
123
- );
124
-
125
- export const shader_restir_di_resample = ComputeShader.from({
126
- label: "ReSTIR DI Resample",
127
- resources,
128
- body,
129
- group_size: [8, 8, 1],
130
- });
1
+ import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
4
+ import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
5
+ import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
6
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
7
+ import { chunk_stbn_sample_vec2 } from "../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
8
+ import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
9
+ import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
10
+ import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ import { ComputeShader } from "../../shader/ComputeShader.js";
13
+ import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
14
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
15
+ import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
16
+ import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
17
+ import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
18
+ import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
19
+ import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
20
+
21
+ /**
22
+ * ReSTIR DI — resample pass (stage 1 of 2).
23
+ *
24
+ * Per pixel: reconstruct the surface, draw M_initial candidate local lights from
25
+ * the froxel cluster (RIS / WRS with the BRDF target function), temporally
26
+ * resample against the reprojected previous-frame reservoir, and write the
27
+ * finalized reservoir to `reservoir_current`.
28
+ *
29
+ * Deliberately holds NO ray-tracing bindings: visibility is deferred to the
30
+ * resolve pass, which keeps this pass at 5 storage buffers (lights + clusters +
31
+ * the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
32
+ * ray + shading is the resolve pass's job.
33
+ *
34
+ * @type {ComputeShader}
35
+ */
36
+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ // G-buffer + reprojection inputs + uniforms (no storage buffers in this group).
40
+ resources.createGroup()
41
+ .addTexture("gBufferDepth")
42
+ .addTexture("gBufferPBR")
43
+ .addTexture("gBufferNormal", "uint")
44
+ .addTexture("gBufferAlbedo")
45
+ .addTexture("gBufferEmissive", "uint")
46
+ .addTexture("VelocityBuffer")
47
+ .addTexture("tOcclusionClip")
48
+ .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
49
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
50
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
51
+ .addUniform("m_initial", u32);
52
+
53
+ // Local lights + froxel clusters (the screen-space tile candidate set).
54
+ const RESTIR_DI_LIGHT_GROUP = new ShaderResourceGroupDescriptor();
55
+ RESTIR_DI_LIGHT_GROUP.label = "restir-di/lights";
56
+ RESTIR_DI_LIGHT_GROUP
57
+ .addStorageBuffer("light_data", WebGPUArray.u32)
58
+ .addUniform("cluster_parameters", vec3f)
59
+ .addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
60
+ .addStorageBuffer("cluster_data", WebGPUArray.u32);
61
+ resources.addGroup(RESTIR_DI_LIGHT_GROUP);
62
+
63
+ // Previous frame's spatiotemporal reservoir (read) + this pass's output (write).
64
+ // The output is a transient scratch the spatial pass consumes; the persistent
65
+ // ping-pong final reservoir is written by the spatial pass.
66
+ const RESTIR_DI_RESERVOIR_GROUP = new ShaderResourceGroupDescriptor();
67
+ RESTIR_DI_RESERVOIR_GROUP.label = "restir-di/reservoirs";
68
+ RESTIR_DI_RESERVOIR_GROUP
69
+ .addStorageBuffer("reservoir_out", WebGPUArray.from(RTXDI_PackedReservoir), true)
70
+ .addStorageBuffer("reservoir_previous", WebGPUArray.from(RTXDI_PackedReservoir), false);
71
+ resources.addGroup(RESTIR_DI_RESERVOIR_GROUP);
72
+
73
+ const body = CodeChunk.from(
74
+ //language=WGSL
75
+ `
76
+ @compute @workgroup_size(8, 8, 1)
77
+ fn main(
78
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
79
+ ) {
80
+ let i_coord = global_invocation_id.xy;
81
+ let texture_size = textureDimensions(gBufferDepth);
82
+
83
+ if (!all(i_coord < texture_size)) {
84
+ return;
85
+ }
86
+
87
+ // Per-pixel, per-frame PRNG for candidate sampling + area-light jitter.
88
+ random_initialize(vec3<u32>(i_coord, view.frame_index), vec3<u32>(0x9E3779B9u, 0x85EBCA6Bu, 0xC2B2AE35u));
89
+
90
+ var reservoir = rtxdi_empty_reservoir();
91
+
92
+ let surface = restir_reconstruct_surface(i_coord, texture_size);
93
+ if (surface.is_valid) {
94
+ // Blue-noise area-light sample coordinate (spatially-visible dimension).
95
+ let stbn_uv = stbn_sample_vec2(vec3<u32>(i_coord, view.frame_index));
96
+
97
+ let canonical = restir_generate_candidates(
98
+ surface.geometry,
99
+ surface.material,
100
+ vec2<f32>(i_coord) + vec2<f32>(0.5, 0.5),
101
+ surface.view_depth,
102
+ texture_size,
103
+ m_initial,
104
+ stbn_uv,
105
+ );
106
+
107
+ reservoir = restir_temporal_reuse(canonical, surface.geometry, surface.material, i_coord, texture_size);
108
+ }
109
+
110
+ reservoir_out[restir_reservoir_address(i_coord, texture_size.x)] = rtxdi_pack_reservoir(reservoir);
111
+ }
112
+ `, [
113
+ chunk_restir_reconstruct_surface,
114
+ chunk_restir_generate_candidates,
115
+ chunk_restir_temporal_reuse,
116
+ chunk_stbn_sample_vec2,
117
+ chunk_rtxdi_empty_reservoir,
118
+ chunk_rtxdi_pack_reservoir,
119
+ chunk_restir_reservoir_address,
120
+ chunk_random,
121
+ chunk_random_initialize,
122
+ ]
123
+ );
124
+
125
+ export const shader_restir_di_resample = ComputeShader.from({
126
+ label: "ReSTIR DI Resample",
127
+ resources,
128
+ body,
129
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_restir_di_resolve.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resolve.js"],"names":[],"mappings":"AA8FA,qDAKG;8BA7F2B,+BAA+B"}
1
+ {"version":3,"file":"shader_restir_di_resolve.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resolve.js"],"names":[],"mappings":"AA8FA,qDAIG;8BA5F2B,+BAA+B"}