@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.
- package/README.md +14 -18
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/SelectionVisualizer.js +127 -127
- package/editor/entity_world_bounds.js +27 -27
- package/editor/particles/rebuildParticleEmitter.js +31 -31
- package/editor/process/SymbolicDisplayProcess.js +1 -1
- package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
- package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
- package/editor/prototypeEditorShell.js +156 -156
- package/editor/selection/editor_pick.js +130 -130
- package/editor/selection/screen_rect_frustum.js +119 -119
- package/editor/tools/v2/TransformControls.js +971 -971
- package/package.json +1 -1
- package/src/engine/Engine.d.ts +3 -3
- package/src/engine/Engine.d.ts.map +1 -1
- package/src/engine/Engine.js +726 -726
- package/src/engine/EngineHarness.d.ts +1 -1
- package/src/engine/EngineHarness.js +590 -590
- package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
- package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
- package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
- package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
- package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
- package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
- package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
- package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
- package/src/engine/graphics/ecs/water/Water.js +104 -104
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
- package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
- package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
- package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
- package/src/engine/graphics3/AnimationSystem.js +352 -0
- package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
- package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem3.js +6 -348
- package/src/engine/graphics3/CameraSystem.d.ts +49 -0
- package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
- package/src/engine/graphics3/CameraSystem.js +170 -0
- package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
- package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/CameraSystem3.js +6 -166
- package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
- package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DebugDrawSystem.js +205 -0
- package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
- package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
- package/src/engine/graphics3/DecalSystem.d.ts +81 -0
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
- package/src/engine/graphics3/DecalSystem.js +441 -0
- package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
- package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem3.js +6 -437
- package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
- package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FogOfWarSystem.js +265 -0
- package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
- package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
- package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
- package/src/engine/graphics3/GraphicsEngine.js +790 -0
- package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
- package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine3.js +6 -786
- package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
- package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/HighlightSystem.js +241 -0
- package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
- package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/HighlightSystem3.js +6 -237
- package/src/engine/graphics3/LightSystem.d.ts +40 -0
- package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
- package/src/engine/graphics3/LightSystem.js +211 -0
- package/src/engine/graphics3/LightSystem3.d.ts +6 -36
- package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/LightSystem3.js +6 -207
- package/src/engine/graphics3/MeshSystem.d.ts +106 -0
- package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
- package/src/engine/graphics3/MeshSystem.js +647 -0
- package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
- package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/MeshSystem3.js +6 -642
- package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
- package/src/engine/graphics3/ParticipatingMedia.js +203 -203
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
- package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
- package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
- package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
- package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
- package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
- package/src/engine/graphics3/PathDisplaySystem.js +309 -0
- package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
- package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
- package/src/engine/graphics3/Pickable.d.ts +1 -1
- package/src/engine/graphics3/Pickable.js +65 -65
- package/src/engine/graphics3/PickingQuery.d.ts +1 -1
- package/src/engine/graphics3/PickingQuery.js +48 -48
- package/src/engine/graphics3/PickingSystem.d.ts +67 -0
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
- package/src/engine/graphics3/PickingSystem.js +273 -0
- package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
- package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem3.js +6 -269
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
- package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
- package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
- package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
- package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
- package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
- package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TerrainSystem.js +566 -0
- package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
- package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TerrainSystem3.js +6 -562
- package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
- package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
- package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
- package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
- package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
- package/src/engine/graphics3/Trail3DSystem.js +221 -0
- package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
- package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem3.js +6 -217
- package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
- package/src/engine/graphics3/VolumetricLightMap.js +2 -2
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
- package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
- package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
- package/src/engine/graphics3/WaterSystem.d.ts +59 -0
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
- package/src/engine/graphics3/WaterSystem.js +293 -0
- package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
- package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem3.js +6 -289
- package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
- package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
- package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
- package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
- package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
- package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
- package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
- package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
- package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
- package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
- package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
- package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
- package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
- package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
- package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
- package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
- package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts +16 -2
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/PipelineLayoutDescriptor.js +28 -4
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +5 -2
- package/src/shade/device/IMMEDIATE_DATA_PLAN_2026_08_28.md +564 -451
- package/src/shade/device/ShadeGPUCommandContext.d.ts +18 -2
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +994 -940
- package/src/shade/device/immediate_data_supported.d.ts +33 -0
- package/src/shade/device/immediate_data_supported.d.ts.map +1 -0
- package/src/shade/device/immediate_data_supported.js +53 -0
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts +18 -0
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUCommandEncoder.js +24 -0
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts +7 -0
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUComputePassEncoder.js +49 -1
- package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUDevice.js +20 -2
- package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts +65 -0
- package/src/shade/device/mock/SoftwareGPUImmediateData.d.ts.map +1 -0
- package/src/shade/device/mock/SoftwareGPUImmediateData.js +160 -0
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts +7 -0
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPURenderPassEncoder.js +50 -0
- package/src/shade/device/mock/pipeline_immediate_size.d.ts +11 -0
- package/src/shade/device/mock/pipeline_immediate_size.d.ts.map +1 -0
- package/src/shade/device/mock/pipeline_immediate_size.js +18 -0
- package/src/shade/device/pipeline/PipelineLayoutManager.d.ts.map +1 -1
- package/src/shade/device/pipeline/PipelineLayoutManager.js +1 -0
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
- package/src/shade/renderer/GraphicsContext.d.ts +9 -2
- package/src/shade/renderer/GraphicsContext.d.ts.map +1 -1
- package/src/shade/renderer/GraphicsContext.js +13 -1
- package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
- package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
- package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
- package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
- package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/GPUSky.js +145 -142
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts +34 -0
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/MULTISCATTER_LUT_CONFIG.js +36 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +20 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +25 -0
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +14 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +163 -177
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts +20 -0
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_multiscatter_sample_direction.js +46 -0
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +11 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +57 -27
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +19 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +69 -33
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +13 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +35 -35
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts +13 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_params.js +38 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts +17 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_texel_to_unit.js +29 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.d.ts +21 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_uv.js +42 -0
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts +2 -2
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +164 -84
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +215 -204
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +79 -67
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
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- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +20 -2
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +29 -18
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +260 -260
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts +53 -3
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/shader_volumetrics_build_sun_shadow_volume.js +175 -59
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
- package/src/shade/renderer/water/shader_water.js +246 -246
- package/src/shade/vitest.setup.mjs +1 -1
- package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +8 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +1325 -1297
- package/src/view/minimap/Minimap.d.ts +2 -2
- package/src/view/minimap/Minimap.d.ts.map +1 -1
- package/src/view/minimap/Minimap.js +225 -225
- package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
- package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
- package/src/view/minimap/dom/MinimapCameraView.js +206 -206
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts +0 -2
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/VOLUMETRICS_WORKGROUP_RESOLUTION.js +0 -1
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@@ -1,137 +1,136 @@
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import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_normal_edge_stopping_weight } from "../../shader/chunk/filter/chunk_compute_edge_stopping_weight.js";
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import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
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import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
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import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
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import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ComputeShader } from "../../shader/ComputeShader.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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/**
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* ReSTIR DI — spatial denoise pass (edge-aware à-trous).
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*
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* A tailored, ReSTIR-aware spatial filter for the resolved point/spot radiance.
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* One iteration of the à-trous (hole-filled) wavelet: a 3x3 neighbourhood dilated
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* by `step_size`, run a few times with step 1, 2, 4 (driven by the graph) to grow
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* the effective footprint while keeping the per-pass cost at 8 taps. The
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* edge-stopping is SVGF-style — geometry edges from linear depth + normal (always
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* safe to stop on), plus a gentle relative-luma term to preserve shadow edges.
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*
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* Deliberately spatial-only: the engine's TAA and ReSTIR's own reservoir temporal
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* reuse already supply the temporal axis, so we do NOT add a second temporal
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* reproject (that is the LigmaDenoiser path the user flagged as imperfect).
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*
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* Operates on the modulated radiance (BRDF already folded in). Albedo-edge
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* demodulation is a possible later refinement; depth+normal stopping already holds
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* the geometric edges that matter most for direct lighting.
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*
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* No storage buffers (textures + uniforms only), so it is unaffected by the
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* maxStorageBuffersPerShaderStage budget the resolve/resample passes fight for.
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*
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* @type {ComputeShader}
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*/
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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.addTexture("tInput")
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.addTexture("gBufferDepth")
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.addTexture("gBufferNormal", "uint")
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.addStorageTexture("output", "rgba16float", "2d", "write-only")
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("step_size", u32);
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const body = CodeChunk.from(
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//language=WGSL
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`
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// Edge-stopping tolerances. Tighter = preserves more detail (less denoising).
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const PHI_NORMAL: f32 = 64.0; // normal power; higher stops sooner on curvature
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const PHI_DEPTH: f32 = 0.02; // relative linear-depth tolerance (fraction of depth)
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const PHI_LUMA: f32 = 0.6; // relative luma tolerance (fraction of centre luma)
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@compute @workgroup_size(8, 8, 1)
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fn main(
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@builtin(global_invocation_id) global_invocation_id: vec3<u32>,
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) {
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let i_coord = vec2<i32>(global_invocation_id.xy);
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let screen_size = vec2<i32>(textureDimensions(tInput));
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if (!all(i_coord < screen_size)) {
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return;
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}
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let center_device_depth = textureLoad(gBufferDepth, i_coord, 0).r;
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let center_radiance = textureLoad(tInput, i_coord, 0).rgb;
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// Background carries no ReSTIR radiance — pass it through so the filter neither
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// bleeds lit neighbours into it nor pulls it into lit pixels.
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if (is_background(center_device_depth)) {
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textureStore(output, global_invocation_id.xy, vec4<f32>(center_radiance, 1.0));
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return;
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}
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let center_depth = get_view_space_depth(center_device_depth, camera);
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let center_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, i_coord, 0).xy);
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let center_luma = rgb_to_luminance(center_radiance);
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let step = i32(step_size);
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const kernel_weights = array<f32, 2>(1.0, 2.0 / 3.0);
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const offsets = array<vec2<i32>, 8>(
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vec2<i32>(-1, -1), vec2<i32>(0, -1), vec2<i32>(1, -1),
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vec2<i32>(-1, 0), vec2<i32>(1, 0),
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vec2<i32>(-1, 1), vec2<i32>(0, 1), vec2<i32>(1, 1),
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);
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// centre weight 1, accumulate neighbours
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var sum_w = 1.0;
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var sum_rgb = center_radiance;
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for (var i = 0; i < 8; i++) {
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let offset = offsets[i];
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let p = i_coord + offset * step;
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if (!(all(p >= vec2<i32>(0, 0)) && all(p < screen_size))) {
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continue;
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}
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let sample_device_depth = textureLoad(gBufferDepth, p, 0).r;
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if (is_background(sample_device_depth)) {
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continue;
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}
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let sample_radiance = textureLoad(tInput, p, 0).rgb;
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let sample_depth = get_view_space_depth(sample_device_depth, camera);
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let sample_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, p, 0).xy);
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let sample_luma = rgb_to_luminance(sample_radiance);
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let w_normal = normal_edge_stopping_weight(center_normal, sample_normal, PHI_NORMAL);
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let d_depth = abs(center_depth - sample_depth) / (PHI_DEPTH * max(center_depth, 1e-3));
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let d_luma = abs(center_luma - sample_luma) / (PHI_LUMA * center_luma + 1e-3);
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let kernel = kernel_weights[abs(offset.x)] * kernel_weights[abs(offset.y)];
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let w = exp(-(d_depth + d_luma)) * w_normal * kernel;
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sum_w += w;
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sum_rgb += w * sample_radiance;
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}
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textureStore(output, global_invocation_id.xy, vec4<f32>(sum_rgb / sum_w, 1.0));
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}
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`, [
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chunk_is_background,
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chunk_get_view_space_depth,
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chunk_decode_g_buffer_normal,
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chunk_rgb_to_luminance,
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chunk_normal_edge_stopping_weight,
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]
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);
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export const shader_restir_di_denoise = ComputeShader.from({
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label: "ReSTIR DI Denoise",
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resources,
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body,
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});
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1
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import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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2
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
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import { chunk_normal_edge_stopping_weight } from "../../shader/chunk/filter/chunk_compute_edge_stopping_weight.js";
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import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
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import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
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import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
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import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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9
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import { ComputeShader } from "../../shader/ComputeShader.js";
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10
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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11
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+
|
|
12
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/**
|
|
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
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+
*
|
|
30
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* No storage buffers (textures + uniforms only), so it is unaffected by the
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31
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* maxStorageBuffersPerShaderStage budget the resolve/resample passes fight for.
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32
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*
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* @type {ComputeShader}
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*/
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+
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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.addTexture("tInput")
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.addTexture("gBufferDepth")
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.addTexture("gBufferNormal", "uint")
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.addStorageTexture("output", "rgba16float", "2d", "write-only")
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.addUniform("camera", CAMERA_UNIFORM_STRUCT)
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.addUniform("step_size", u32);
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+
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const body = CodeChunk.from(
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//language=WGSL
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48
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`
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49
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// Edge-stopping tolerances. Tighter = preserves more detail (less denoising).
|
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50
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+
const PHI_NORMAL: f32 = 64.0; // normal power; higher stops sooner on curvature
|
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51
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+
const PHI_DEPTH: f32 = 0.02; // relative linear-depth tolerance (fraction of depth)
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52
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const PHI_LUMA: f32 = 0.6; // relative luma tolerance (fraction of centre luma)
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53
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+
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@compute @workgroup_size(8, 8, 1)
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fn main(
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@builtin(global_invocation_id) global_invocation_id: vec3<u32>,
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) {
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let i_coord = vec2<i32>(global_invocation_id.xy);
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let screen_size = vec2<i32>(textureDimensions(tInput));
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if (!all(i_coord < screen_size)) {
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return;
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}
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+
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let center_device_depth = textureLoad(gBufferDepth, i_coord, 0).r;
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let center_radiance = textureLoad(tInput, i_coord, 0).rgb;
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67
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+
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68
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// Background carries no ReSTIR radiance — pass it through so the filter neither
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69
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// bleeds lit neighbours into it nor pulls it into lit pixels.
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70
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if (is_background(center_device_depth)) {
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textureStore(output, global_invocation_id.xy, vec4<f32>(center_radiance, 1.0));
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return;
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}
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let center_depth = get_view_space_depth(center_device_depth, camera);
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let center_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, i_coord, 0).xy);
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let center_luma = rgb_to_luminance(center_radiance);
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+
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let step = i32(step_size);
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80
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+
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const kernel_weights = array<f32, 2>(1.0, 2.0 / 3.0);
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const offsets = array<vec2<i32>, 8>(
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vec2<i32>(-1, -1), vec2<i32>(0, -1), vec2<i32>(1, -1),
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84
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vec2<i32>(-1, 0), vec2<i32>(1, 0),
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vec2<i32>(-1, 1), vec2<i32>(0, 1), vec2<i32>(1, 1),
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);
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87
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+
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88
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// centre weight 1, accumulate neighbours
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var sum_w = 1.0;
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var sum_rgb = center_radiance;
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+
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for (var i = 0; i < 8; i++) {
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let offset = offsets[i];
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let p = i_coord + offset * step;
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if (!(all(p >= vec2<i32>(0, 0)) && all(p < screen_size))) {
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continue;
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}
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+
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let sample_device_depth = textureLoad(gBufferDepth, p, 0).r;
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if (is_background(sample_device_depth)) {
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continue;
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103
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}
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104
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+
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105
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let sample_radiance = textureLoad(tInput, p, 0).rgb;
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let sample_depth = get_view_space_depth(sample_device_depth, camera);
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107
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let sample_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, p, 0).xy);
|
|
108
|
+
let sample_luma = rgb_to_luminance(sample_radiance);
|
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+
|
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110
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let w_normal = normal_edge_stopping_weight(center_normal, sample_normal, PHI_NORMAL);
|
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let d_depth = abs(center_depth - sample_depth) / (PHI_DEPTH * max(center_depth, 1e-3));
|
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let d_luma = abs(center_luma - sample_luma) / (PHI_LUMA * center_luma + 1e-3);
|
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+
|
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|
+
let kernel = kernel_weights[abs(offset.x)] * kernel_weights[abs(offset.y)];
|
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let w = exp(-(d_depth + d_luma)) * w_normal * kernel;
|
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+
|
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sum_w += w;
|
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sum_rgb += w * sample_radiance;
|
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}
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+
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textureStore(output, global_invocation_id.xy, vec4<f32>(sum_rgb / sum_w, 1.0));
|
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}
|
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`, [
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chunk_is_background,
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+
chunk_get_view_space_depth,
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chunk_decode_g_buffer_normal,
|
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chunk_rgb_to_luminance,
|
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chunk_normal_edge_stopping_weight,
|
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]
|
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);
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export const shader_restir_di_denoise = ComputeShader.from({
|
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label: "ReSTIR DI Denoise",
|
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resources,
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body,
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});
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shader_restir_di_resample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resample.js"],"names":[],"mappings":"AA4HA,
|
|
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"}
|
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@@ -1,130 +1,129 @@
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1
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-
import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
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2
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import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
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3
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import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
|
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4
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import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
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import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
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6
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import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
|
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7
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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";
|
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10
|
-
import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
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11
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
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12
|
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import { ComputeShader } from "../../shader/ComputeShader.js";
|
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13
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import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
|
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14
|
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
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15
|
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import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
|
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16
|
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import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
|
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17
|
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import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
|
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18
|
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import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
|
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import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
|
|
20
|
-
|
|
21
|
-
/**
|
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22
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* ReSTIR DI — resample pass (stage 1 of 2).
|
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23
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*
|
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24
|
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* 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
|
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*
|
|
29
|
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* Deliberately holds NO ray-tracing bindings: visibility is deferred to the
|
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30
|
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* resolve pass, which keeps this pass at 5 storage buffers (lights + clusters +
|
|
31
|
-
* the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
|
|
32
|
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* ray + shading is the resolve pass's job.
|
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|
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*
|
|
34
|
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* @type {ComputeShader}
|
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|
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*/
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-
|
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37
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const resources = new ShaderResourceSetDescriptor();
|
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38
|
-
|
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39
|
-
// G-buffer + reprojection inputs + uniforms (no storage buffers in this group).
|
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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);
|
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52
|
-
|
|
53
|
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// 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
|
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.addStorageBuffer("light_data", WebGPUArray.u32)
|
|
58
|
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.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
|
-
|
|
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,
|
|
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"}
|