@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
@@ -1,14 +1,13 @@
1
1
  import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_texel_coordinate_to_uv } from "../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
2
3
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
3
4
  import { ComputeShader } from "../shader/ComputeShader.js";
4
5
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { u32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
7
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
5
8
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
6
9
  import { chunk_volumetrics_sample_froxel_extinction } from "./chunk_volumetrics_sample_froxel_extinction.js";
7
- import {
8
- VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT,
9
- VOLUMETRICS_SUN_SHADOW_WORKGROUP_RESOLUTION,
10
- volumetrics_sun_shadow_sub_steps
11
- } from "./VOLUMETRICS_SUN_SHADOW_RESOLUTION.js";
10
+ import { VOLUMETRICS_SUN_SHADOW_WORKGROUP_RESOLUTION } from "./VOLUMETRICS_SUN_SHADOW_RESOLUTION.js";
12
11
  import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
13
12
 
14
13
  /**
@@ -30,37 +29,166 @@ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
30
29
  * with ringing at sharp density transitions. This engine's medium is already a 3D texture with a
31
30
  * defined order along any axis, so the scan is available, exact, and has nothing to ring.
32
31
  *
33
- * One shader per cascade rather than one shader taking a cascade index, because the two things that
34
- * vary which cascade's transform to read, and whether there is an outer cascade to start from —
35
- * both change the *bindings*, and a variant that declares an outer texture it never samples would
36
- * have to be handed one.
32
+ * Two shaders, written out: the outermost cascade, whose scan starts at zero, and every cascade
33
+ * inside it, whose scan starts from the cascade outside. That is a difference in *bindings* the
34
+ * second reads a texture the first does not have so it cannot be data. Which cascade is being
35
+ * built can be, and is: it arrives as immediate data, so the inner cascades share one pipeline.
37
36
  *
38
- * @param {number} index innermost cascade is 0
39
- * @returns {ComputeShader}
40
37
  * @see chunk_volumetrics_sun_optical_depth for the read side
41
38
  * @see build_volumetrics_sun_shadow_transform for where each box is placed, and why it is stable
42
39
  */
43
- function make_shader(index) {
44
40
 
45
- const seeded = index < VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT - 1;
41
+ /**
42
+ * Which cascade a dispatch is building.
43
+ *
44
+ * Per-dispatch, uniform, read-only and eight bytes, which is the shape immediate data exists for:
45
+ * no pooled buffer, no staging copy, no bind group.
46
+ *
47
+ * `sub_steps` travels with it rather than being derived in the shader because it is a property of
48
+ * the cascade ladder rather than of the box: {@link volumetrics_sun_shadow_sub_steps} is where the
49
+ * rule that it is even and at least two lives, and nothing in the metadata lets the shader
50
+ * re-derive it.
51
+ *
52
+ * @type {WebGPUStruct}
53
+ */
54
+ export const VOLUMETRICS_SUN_SHADOW_BUILD_SETTINGS = WebGPUStruct.from({
55
+ cascade: u32,
56
+ sub_steps: u32,
57
+ }, 'VolumetricsSunShadowBuildSettings');
58
+
59
+ const outermost_resources = new ShaderResourceSetDescriptor();
46
60
 
47
- const sub_steps = volumetrics_sun_shadow_sub_steps(index);
61
+ outermost_resources.setImmediate("settings", VOLUMETRICS_SUN_SHADOW_BUILD_SETTINGS);
48
62
 
49
- const resources = new ShaderResourceSetDescriptor();
63
+ outermost_resources.createGroup()
64
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
65
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
66
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
67
+ .addTexture("tParticipatingMedia1", "float", "3d")
68
+ .addStorageTexture("tSunShadowVolume", "rgba16float", "3d", "write-only");
50
69
 
51
- const group = resources.createGroup()
52
- .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
53
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
54
- .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
55
- .addTexture("tParticipatingMedia1", "float", "3d");
70
+ /**
71
+ * The outermost cascade. Nothing is outside it, so its scan starts from zero and it binds no outer
72
+ * volume.
73
+ *
74
+ * @type {ComputeShader}
75
+ */
76
+ export const shader_volumetrics_build_sun_shadow_volume_outermost = ComputeShader.from({
77
+ label: 'Volumetrics / build sun shadow volume (outermost)',
78
+ resources: outermost_resources,
79
+ body: CodeChunk.from(
80
+ //language=WGSL
81
+ `
82
+ @compute @workgroup_size(${VOLUMETRICS_SUN_SHADOW_WORKGROUP_RESOLUTION.join(",")})
83
+ fn main(
84
+ @builtin(global_invocation_id) column : vec3<u32>
85
+ ){
86
+ let resolution = textureDimensions(tSunShadowVolume);
56
87
 
57
- if (seeded) {
58
- group.addTexture("tSunShadowOuter", "float", "3d");
88
+ if(any(column.xy >= resolution.xy)){
89
+ // overflow
90
+ return;
59
91
  }
60
92
 
61
- group.addStorageTexture("tSunShadowVolume", "rgba16float", "3d", "write-only");
93
+ // The volume's z axis is the direction light TRAVELS, so this column is one sun ray and slice 0
94
+ // is its end nearest the sun. Walking it in order turns the per-froxel integral into a running
95
+ // sum: every voxel's optical depth is its predecessor's plus one slab. That is the whole point
96
+ // of the pass — the same information the 16-step march produces, in O(voxels) instead of
97
+ // O(froxels * steps), and produced once rather than once per froxel that happens to lie on the
98
+ // ray.
99
+ //
100
+ // One invocation per column rather than a cooperative scan. The dependency chain is one
101
+ // cascade's depth long and each link is a texture fetch, so a Hillis-Steele or Blinn-Sengupta
102
+ // scan would trade this pass's perfectly coherent, register-resident accumulator for log(n)
103
+ // rounds of shared memory and barriers to speed up something that is already bandwidth-bound.
104
+ // The aerial pass has the same shape for the same reason.
105
+ //
106
+ // Immediate data, so this is uniform across the dispatch.
107
+ let cascade = settings.cascade;
108
+
109
+ let uvw_to_ws = volumetrics_metadata.sun_shadow_uvw_to_ws[cascade];
110
+
111
+ // What a voxel must hold is the medium's INTEGRAL across its slab, not the medium's value at
112
+ // its centre, and one point sample per voxel is not that. A fog volume three units thick
113
+ // crossed by a 2.3-unit lattice has its entire optical depth resting on one or two samples:
114
+ // whether they land inside it, on its fade, or just outside swings the answer by the whole
115
+ // shadow, and the per-frame column jitter under them turns that into a strobe.
116
+ //
117
+ // So sample the slab several times and store the storage-resolution result. The sampling rate
118
+ // and the resolution are separate knobs and only the first one has to beat the medium's
119
+ // features. The count is per cascade — see volumetrics_sun_shadow_sub_steps — so that every
120
+ // cascade samples at the same world-space spacing rather than at the same count per voxel.
121
+ let sub_steps = settings.sub_steps;
122
+
123
+ let sub_steps_half = sub_steps / 2u;
124
+
125
+ let sub_step_ws = volumetrics_metadata.sun_shadow_step_ws[cascade] / f32(sub_steps);
126
+
127
+ let w_per_slice = 1.0 / f32(resolution.z);
128
+ let w_per_sub_step = w_per_slice / f32(sub_steps);
129
+
130
+ let column_uv = texel_coordinate_to_uv(vec2<f32>(column.xy), resolution.xy);
62
131
 
63
- const body = CodeChunk.from(
132
+ // The outermost cascade's box contains the whole frustum, and the medium exists only inside
133
+ // the frustum, so the slab its scan starts on is empty and zero is the whole of the truth about
134
+ // what is between it and the sun.
135
+ var optical_depth = vec3<f32>(0.0);
136
+
137
+ for(var slice = 0u; slice < resolution.z; slice++){
138
+
139
+ let voxel = vec3<u32>(column.xy, slice);
140
+
141
+ let w_slice = f32(slice) * w_per_slice;
142
+
143
+ for(var sub = 0u; sub < sub_steps; sub++){
144
+
145
+ // Halfway through the slab, so the value stored at slice k is the integral from the
146
+ // box's sun-side face to the voxel's CENTRE. Linear interpolation between two stored
147
+ // values then reproduces the true integral exactly wherever extinction is constant
148
+ // across the pair. Storing the integral to the far face instead — a right-endpoint sum,
149
+ // which is what the march this replaces does — biases every reading by half a slab.
150
+ if(sub == sub_steps_half){
151
+ textureStore(tSunShadowVolume, voxel, vec4<f32>(optical_depth, 0.0));
152
+ }
153
+
154
+ let w = w_slice + (f32(sub) + 0.5) * w_per_sub_step;
155
+
156
+ let position_ws = (uvw_to_ws * vec4<f32>(column_uv, w, 1.0)).xyz;
157
+
158
+ optical_depth += volumetrics_sample_froxel_extinction(position_ws) * sub_step_ws;
159
+ }
160
+ }
161
+ }
162
+ `, [
163
+ CAMERA_UNIFORM_STRUCT.declaration_chunk,
164
+ chunk_texel_coordinate_to_uv,
165
+ chunk_volumetrics_sample_froxel_extinction,
166
+ ]
167
+ )
168
+ });
169
+
170
+ const seeded_resources = new ShaderResourceSetDescriptor();
171
+
172
+ seeded_resources.setImmediate("settings", VOLUMETRICS_SUN_SHADOW_BUILD_SETTINGS);
173
+
174
+ seeded_resources.createGroup()
175
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
176
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
177
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
178
+ .addTexture("tParticipatingMedia1", "float", "3d")
179
+ .addTexture("tSunShadowOuter", "float", "3d")
180
+ .addStorageTexture("tSunShadowVolume", "rgba16float", "3d", "write-only");
181
+
182
+ /**
183
+ * Every cascade but the outermost, seeded from the one outside it. Which one that is arrives as
184
+ * immediate data, so the whole inner ladder shares this pipeline.
185
+ *
186
+ * @type {ComputeShader}
187
+ */
188
+ export const shader_volumetrics_build_sun_shadow_volume_seeded = ComputeShader.from({
189
+ label: 'Volumetrics / build sun shadow volume (seeded)',
190
+ resources: seeded_resources,
191
+ body: CodeChunk.from(
64
192
  //language=WGSL
65
193
  `
66
194
  @compute @workgroup_size(${VOLUMETRICS_SUN_SHADOW_WORKGROUP_RESOLUTION.join(",")})
@@ -86,9 +214,11 @@ fn main(
86
214
  // scan would trade this pass's perfectly coherent, register-resident accumulator for log(n)
87
215
  // rounds of shared memory and barriers to speed up something that is already bandwidth-bound.
88
216
  // The aerial pass has the same shape for the same reason.
89
- const CASCADE = ${index}u;
217
+ //
218
+ // Immediate data, so this is uniform across the dispatch.
219
+ let cascade = settings.cascade;
90
220
 
91
- let uvw_to_ws = volumetrics_metadata.sun_shadow_uvw_to_ws[CASCADE];
221
+ let uvw_to_ws = volumetrics_metadata.sun_shadow_uvw_to_ws[cascade];
92
222
 
93
223
  // What a voxel must hold is the medium's INTEGRAL across its slab, not the medium's value at
94
224
  // its centre, and one point sample per voxel is not that. A fog volume three units thick
@@ -100,17 +230,18 @@ fn main(
100
230
  // and the resolution are separate knobs and only the first one has to beat the medium's
101
231
  // features. The count is per cascade — see volumetrics_sun_shadow_sub_steps — so that every
102
232
  // cascade samples at the same world-space spacing rather than at the same count per voxel.
103
- const SUB_STEPS = ${sub_steps}u;
233
+ let sub_steps = settings.sub_steps;
104
234
 
105
- let sub_step_ws = volumetrics_metadata.sun_shadow_step_ws[CASCADE] / f32(SUB_STEPS);
235
+ let sub_steps_half = sub_steps / 2u;
106
236
 
107
- let column_uv = vec2<f32>(
108
- (f32(column.x) + 0.5) / f32(resolution.x),
109
- (f32(column.y) + 0.5) / f32(resolution.y)
110
- );
237
+ let sub_step_ws = volumetrics_metadata.sun_shadow_step_ws[cascade] / f32(sub_steps);
111
238
 
112
- ${seeded
113
- ? ` // Seeded from the cascade outside this one, at the world position where this column enters
239
+ let w_per_slice = 1.0 / f32(resolution.z);
240
+ let w_per_sub_step = w_per_slice / f32(sub_steps);
241
+
242
+ let column_uv = texel_coordinate_to_uv(vec2<f32>(column.xy), resolution.xy);
243
+
244
+ // Seeded from the cascade outside this one, at the world position where this column enters
114
245
  // this box. Everything between the sun and that plane has already been integrated out there, at
115
246
  // that cascade's resolution, so the scan here starts from it rather than from zero and an inner
116
247
  // cascade is a refinement of the outer rather than a truncation of the medium. Enshrouded
@@ -121,30 +252,28 @@ ${seeded
121
252
  // sub-frustum of it.
122
253
  let entry_ws = (uvw_to_ws * vec4<f32>(column_uv, 0.0, 1.0)).xyz;
123
254
 
124
- let outer_uvw = (volumetrics_metadata.sun_shadow_ws_to_uvw[CASCADE + 1u] * vec4<f32>(entry_ws, 1.0)).xyz;
255
+ let outer_uvw = (volumetrics_metadata.sun_shadow_ws_to_uvw[cascade + 1u] * vec4<f32>(entry_ws, 1.0)).xyz;
125
256
 
126
- var optical_depth = textureSampleLevel(tSunShadowOuter, sLinear, saturate(outer_uvw), 0.0).rgb;`
127
- : ` // The outermost cascade's box contains the whole frustum, and the medium exists only inside
128
- // the frustum, so the slab its scan starts on is empty and zero is the whole of the truth about
129
- // what is between it and the sun.
130
- var optical_depth = vec3<f32>(0.0);`}
257
+ var optical_depth = textureSampleLevel(tSunShadowOuter, sLinear, saturate(outer_uvw), 0.0).rgb;
131
258
 
132
259
  for(var slice = 0u; slice < resolution.z; slice++){
133
260
 
134
261
  let voxel = vec3<u32>(column.xy, slice);
135
262
 
136
- for(var sub = 0u; sub < SUB_STEPS; sub++){
263
+ let w_slice = f32(slice) * w_per_slice;
264
+
265
+ for(var sub = 0u; sub < sub_steps; sub++){
137
266
 
138
267
  // Halfway through the slab, so the value stored at slice k is the integral from the
139
268
  // box's sun-side face to the voxel's CENTRE. Linear interpolation between two stored
140
269
  // values then reproduces the true integral exactly wherever extinction is constant
141
270
  // across the pair. Storing the integral to the far face instead — a right-endpoint sum,
142
271
  // which is what the march this replaces does — biases every reading by half a slab.
143
- if(sub == SUB_STEPS / 2u){
272
+ if(sub == sub_steps_half){
144
273
  textureStore(tSunShadowVolume, voxel, vec4<f32>(optical_depth, 0.0));
145
274
  }
146
275
 
147
- let w = (f32(slice) + (f32(sub) + 0.5) / f32(SUB_STEPS)) / f32(resolution.z);
276
+ let w = w_slice + (f32(sub) + 0.5) * w_per_sub_step;
148
277
 
149
278
  let position_ws = (uvw_to_ws * vec4<f32>(column_uv, w, 1.0)).xyz;
150
279
 
@@ -154,21 +283,8 @@ ${seeded
154
283
  }
155
284
  `, [
156
285
  CAMERA_UNIFORM_STRUCT.declaration_chunk,
286
+ chunk_texel_coordinate_to_uv,
157
287
  chunk_volumetrics_sample_froxel_extinction,
158
288
  ]
159
- );
160
-
161
- return ComputeShader.from({
162
- label: `Volumetrics / build sun shadow volume ${index}`,
163
- resources,
164
- body
165
- });
166
- }
167
-
168
- /**
169
- * One build shader per cascade, innermost first.
170
- *
171
- * @type {ComputeShader[]}
172
- */
173
- export const shader_volumetrics_build_sun_shadow_volume =
174
- Array.from({ length: VOLUMETRICS_SUN_SHADOW_CASCADE_COUNT }, (_, index) => make_shader(index));
289
+ )
290
+ });
@@ -1,5 +1,3 @@
1
- export const chunk_volumetrics_froxel_coord_to_uvw: CodeChunk;
2
1
  export const shader_volumetrics_taa: ComputeShader;
3
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
2
  import { ComputeShader } from "../../shader/ComputeShader.js";
5
3
  //# sourceMappingURL=shader_volumetrics_taa.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_taa.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js"],"names":[],"mappings":"AA0FA,8DAsCC;AA+LD,mDAIG;0BA1TuB,oCAAoC;8BAChC,+BAA+B"}
1
+ {"version":3,"file":"shader_volumetrics_taa.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js"],"names":[],"mappings":"AA0UA,mDAIG;8BApU2B,+BAA+B"}
@@ -88,10 +88,23 @@ fn texture_sample_blackman_harris_3d(
88
88
  [chunk_filter_blackman_harris229]
89
89
  );
90
90
 
91
- export const chunk_volumetrics_froxel_coord_to_uvw = CodeChunk.from(
91
+ /**
92
+ * Froxel coordinate -> a sample point for `frustum_sample_point`, NOT a froxel texture coordinate.
93
+ *
94
+ * That distinction is the whole reason this is not `volumetrics_position_world_to_froxel_uvw`
95
+ * turned around. There `w` is slice space -- `log2(fma(depth, x, y)) * z`, corrected by the
96
+ * cell-averaged content offset -- because it addresses the 3D texture. Here `w` is a LINEAR
97
+ * fraction of the near..far range, because its only consumer is `frustum_sample_point`, which
98
+ * mixes the near and far planes linearly. The two agree at the endpoints and nowhere between, so
99
+ * feeding this `w` to a froxel textureSample reads the wrong slab.
100
+ *
101
+ * @see volumetrics_position_world_to_froxel_uvw
102
+ * @type {CodeChunk}
103
+ */
104
+ const chunk_volumetrics_froxel_coord_to_frustum_uvw = CodeChunk.from(
92
105
  //language=WGSL
93
106
  `
94
- fn volumetrics_froxel_coord_to_uvw(
107
+ fn volumetrics_froxel_coord_to_frustum_uvw(
95
108
  coord: vec3<u32>,
96
109
  res: vec3<u32>,
97
110
  camera: ${CAMERA_UNIFORM_STRUCT.wgsl_ref},
@@ -139,7 +152,7 @@ fn world_pos_from_froxel(
139
152
  cluster_params: vec3f,
140
153
  frustum: array<vec4<f32>, 6>
141
154
  ) -> vec3f {
142
- let uvw = volumetrics_froxel_coord_to_uvw(coord, res, camera, cluster_params);
155
+ let uvw = volumetrics_froxel_coord_to_frustum_uvw(coord, res, camera, cluster_params);
143
156
 
144
157
  // Reconstruct the froxel-centre world position. frustum_sample_point intersects the
145
158
  // interpolated L/R, B/T, N/F planes; X maps left->left and Z maps near->far directly, so only
@@ -150,7 +163,7 @@ fn world_pos_from_froxel(
150
163
  return frustum_sample_point(frustum, vec3f(uvw.x, 1.0 - uvw.y, uvw.z));
151
164
  }
152
165
  `, [
153
- chunk_volumetrics_froxel_coord_to_uvw,
166
+ chunk_volumetrics_froxel_coord_to_frustum_uvw,
154
167
  chunk_frustum_sample_point,
155
168
  ]);
156
169
 
@@ -312,8 +325,6 @@ fn main(@builtin(global_invocation_id) voxel_id: vec3<u32>) {
312
325
  chunk_ndc_to_uv,
313
326
  chunk_volumetric_history_bounding_box,
314
327
  chunk_aabb4_normalized_dist,
315
- chunk_volumetrics_froxel_coord_to_uvw,
316
- chunk_frustum_sample_point,
317
328
  ]
318
329
  );
319
330