@woosh/meep-engine 3.11.3 → 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 (401) hide show
  1. package/README.md +14 -18
  2. package/editor/SelectionVisualizer.js +127 -127
  3. package/editor/entity_world_bounds.js +27 -27
  4. package/editor/particles/rebuildParticleEmitter.js +31 -31
  5. package/editor/process/SymbolicDisplayProcess.js +1 -1
  6. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  7. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  8. package/editor/prototypeEditorShell.js +156 -156
  9. package/editor/selection/editor_pick.js +130 -130
  10. package/editor/selection/screen_rect_frustum.js +119 -119
  11. package/editor/tools/v2/TransformControls.js +971 -971
  12. package/package.json +1 -1
  13. package/src/engine/Engine.d.ts +3 -3
  14. package/src/engine/Engine.d.ts.map +1 -1
  15. package/src/engine/Engine.js +726 -726
  16. package/src/engine/EngineHarness.d.ts +1 -1
  17. package/src/engine/EngineHarness.js +590 -590
  18. package/src/engine/ecs/HIERARCHY_REVIEW.md +717 -717
  19. package/src/engine/ecs/terrain/ecs/BuildLightTexture.d.ts +1 -1
  20. package/src/engine/ecs/terrain/ecs/BuildLightTexture.js +27 -27
  21. package/src/engine/ecs/terrain/ecs/Terrain.d.ts +1 -5
  22. package/src/engine/ecs/terrain/ecs/Terrain.d.ts.map +1 -1
  23. package/src/engine/ecs/terrain/ecs/Terrain.js +790 -790
  24. package/src/engine/ecs/terrain/util/loadVisibleTerrainTiles.js +129 -129
  25. package/src/engine/graphics/ecs/camera/camera_find_active.d.ts +1 -1
  26. package/src/engine/graphics/ecs/camera/camera_find_active.js +28 -28
  27. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.d.ts +1 -1
  28. package/src/engine/graphics/ecs/mesh-v2/ShadedGeometry.js +428 -428
  29. package/src/engine/graphics/ecs/water/Water.d.ts +1 -1
  30. package/src/engine/graphics/ecs/water/Water.js +104 -104
  31. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.d.ts +1 -1
  32. package/src/engine/graphics/particles/particular/engine/emitter/ParticleEmitter.js +1 -1
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +65 -0
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -0
  35. package/src/engine/graphics3/AnimationGraphSystem.js +329 -0
  36. package/src/engine/graphics3/AnimationGraphSystem3.d.ts +6 -61
  37. package/src/engine/graphics3/AnimationGraphSystem3.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationGraphSystem3.js +6 -325
  39. package/src/engine/graphics3/AnimationSystem.d.ts +76 -0
  40. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -0
  41. package/src/engine/graphics3/AnimationSystem.js +352 -0
  42. package/src/engine/graphics3/AnimationSystem3.d.ts +6 -72
  43. package/src/engine/graphics3/AnimationSystem3.d.ts.map +1 -1
  44. package/src/engine/graphics3/AnimationSystem3.js +6 -348
  45. package/src/engine/graphics3/CameraSystem.d.ts +49 -0
  46. package/src/engine/graphics3/CameraSystem.d.ts.map +1 -0
  47. package/src/engine/graphics3/CameraSystem.js +170 -0
  48. package/src/engine/graphics3/CameraSystem3.d.ts +6 -45
  49. package/src/engine/graphics3/CameraSystem3.d.ts.map +1 -1
  50. package/src/engine/graphics3/CameraSystem3.js +6 -166
  51. package/src/engine/graphics3/DebugDrawSystem.d.ts +72 -0
  52. package/src/engine/graphics3/DebugDrawSystem.d.ts.map +1 -0
  53. package/src/engine/graphics3/DebugDrawSystem.js +205 -0
  54. package/src/engine/graphics3/DebugDrawSystem3.d.ts +6 -68
  55. package/src/engine/graphics3/DebugDrawSystem3.d.ts.map +1 -1
  56. package/src/engine/graphics3/DebugDrawSystem3.js +6 -201
  57. package/src/engine/graphics3/DecalSystem.d.ts +81 -0
  58. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -0
  59. package/src/engine/graphics3/DecalSystem.js +441 -0
  60. package/src/engine/graphics3/DecalSystem3.d.ts +6 -77
  61. package/src/engine/graphics3/DecalSystem3.d.ts.map +1 -1
  62. package/src/engine/graphics3/DecalSystem3.js +6 -437
  63. package/src/engine/graphics3/FogOfWarSystem.d.ts +74 -0
  64. package/src/engine/graphics3/FogOfWarSystem.d.ts.map +1 -0
  65. package/src/engine/graphics3/FogOfWarSystem.js +265 -0
  66. package/src/engine/graphics3/FogOfWarSystem3.d.ts +6 -70
  67. package/src/engine/graphics3/FogOfWarSystem3.d.ts.map +1 -1
  68. package/src/engine/graphics3/FogOfWarSystem3.js +6 -261
  69. package/src/engine/graphics3/GraphicsEngine.d.ts +340 -0
  70. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -0
  71. package/src/engine/graphics3/GraphicsEngine.js +790 -0
  72. package/src/engine/graphics3/GraphicsEngine3.d.ts +6 -336
  73. package/src/engine/graphics3/GraphicsEngine3.d.ts.map +1 -1
  74. package/src/engine/graphics3/GraphicsEngine3.js +6 -786
  75. package/src/engine/graphics3/HighlightSystem.d.ts +82 -0
  76. package/src/engine/graphics3/HighlightSystem.d.ts.map +1 -0
  77. package/src/engine/graphics3/HighlightSystem.js +241 -0
  78. package/src/engine/graphics3/HighlightSystem3.d.ts +6 -78
  79. package/src/engine/graphics3/HighlightSystem3.d.ts.map +1 -1
  80. package/src/engine/graphics3/HighlightSystem3.js +6 -237
  81. package/src/engine/graphics3/LightSystem.d.ts +40 -0
  82. package/src/engine/graphics3/LightSystem.d.ts.map +1 -0
  83. package/src/engine/graphics3/LightSystem.js +211 -0
  84. package/src/engine/graphics3/LightSystem3.d.ts +6 -36
  85. package/src/engine/graphics3/LightSystem3.d.ts.map +1 -1
  86. package/src/engine/graphics3/LightSystem3.js +6 -207
  87. package/src/engine/graphics3/MeshSystem.d.ts +106 -0
  88. package/src/engine/graphics3/MeshSystem.d.ts.map +1 -0
  89. package/src/engine/graphics3/MeshSystem.js +647 -0
  90. package/src/engine/graphics3/MeshSystem3.d.ts +6 -102
  91. package/src/engine/graphics3/MeshSystem3.d.ts.map +1 -1
  92. package/src/engine/graphics3/MeshSystem3.js +6 -642
  93. package/src/engine/graphics3/ParticipatingMedia.d.ts +2 -2
  94. package/src/engine/graphics3/ParticipatingMedia.js +203 -203
  95. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +87 -0
  96. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -0
  97. package/src/engine/graphics3/ParticipatingMediaSystem.js +184 -0
  98. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts +6 -83
  99. package/src/engine/graphics3/ParticipatingMediaSystem3.d.ts.map +1 -1
  100. package/src/engine/graphics3/ParticipatingMediaSystem3.js +6 -180
  101. package/src/engine/graphics3/ParticleEmitterSystem.d.ts +76 -0
  102. package/src/engine/graphics3/ParticleEmitterSystem.d.ts.map +1 -0
  103. package/src/engine/graphics3/ParticleEmitterSystem.js +289 -0
  104. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts +6 -72
  105. package/src/engine/graphics3/ParticleEmitterSystem3.d.ts.map +1 -1
  106. package/src/engine/graphics3/ParticleEmitterSystem3.js +6 -285
  107. package/src/engine/graphics3/PathDisplaySystem.d.ts +70 -0
  108. package/src/engine/graphics3/PathDisplaySystem.d.ts.map +1 -0
  109. package/src/engine/graphics3/PathDisplaySystem.js +309 -0
  110. package/src/engine/graphics3/PathDisplaySystem3.d.ts +6 -66
  111. package/src/engine/graphics3/PathDisplaySystem3.d.ts.map +1 -1
  112. package/src/engine/graphics3/PathDisplaySystem3.js +6 -305
  113. package/src/engine/graphics3/Pickable.d.ts +1 -1
  114. package/src/engine/graphics3/Pickable.js +65 -65
  115. package/src/engine/graphics3/PickingQuery.d.ts +1 -1
  116. package/src/engine/graphics3/PickingQuery.js +48 -48
  117. package/src/engine/graphics3/PickingSystem.d.ts +67 -0
  118. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -0
  119. package/src/engine/graphics3/PickingSystem.js +273 -0
  120. package/src/engine/graphics3/PickingSystem3.d.ts +6 -63
  121. package/src/engine/graphics3/PickingSystem3.d.ts.map +1 -1
  122. package/src/engine/graphics3/PickingSystem3.js +6 -269
  123. package/src/engine/graphics3/ShadedGeometrySystem.d.ts +47 -0
  124. package/src/engine/graphics3/ShadedGeometrySystem.d.ts.map +1 -0
  125. package/src/engine/graphics3/ShadedGeometrySystem.js +169 -0
  126. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts +6 -43
  127. package/src/engine/graphics3/ShadedGeometrySystem3.d.ts.map +1 -1
  128. package/src/engine/graphics3/ShadedGeometrySystem3.js +6 -165
  129. package/src/engine/graphics3/TerrainSystem.d.ts +80 -0
  130. package/src/engine/graphics3/TerrainSystem.d.ts.map +1 -0
  131. package/src/engine/graphics3/TerrainSystem.js +566 -0
  132. package/src/engine/graphics3/TerrainSystem3.d.ts +6 -76
  133. package/src/engine/graphics3/TerrainSystem3.d.ts.map +1 -1
  134. package/src/engine/graphics3/TerrainSystem3.js +6 -562
  135. package/src/engine/graphics3/TooltipComponentSystem.d.ts +65 -0
  136. package/src/engine/graphics3/TooltipComponentSystem.d.ts.map +1 -0
  137. package/src/engine/graphics3/TooltipComponentSystem.js +328 -0
  138. package/src/engine/graphics3/TooltipComponentSystem3.d.ts +6 -61
  139. package/src/engine/graphics3/TooltipComponentSystem3.d.ts.map +1 -1
  140. package/src/engine/graphics3/TooltipComponentSystem3.js +6 -324
  141. package/src/engine/graphics3/Trail3DSystem.d.ts +73 -0
  142. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -0
  143. package/src/engine/graphics3/Trail3DSystem.js +221 -0
  144. package/src/engine/graphics3/Trail3DSystem3.d.ts +6 -69
  145. package/src/engine/graphics3/Trail3DSystem3.d.ts.map +1 -1
  146. package/src/engine/graphics3/Trail3DSystem3.js +6 -217
  147. package/src/engine/graphics3/VolumetricLightMap.d.ts +2 -2
  148. package/src/engine/graphics3/VolumetricLightMap.js +2 -2
  149. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts +98 -0
  150. package/src/engine/graphics3/VolumetricLightMapSystem.d.ts.map +1 -0
  151. package/src/engine/graphics3/VolumetricLightMapSystem.js +261 -0
  152. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts +6 -94
  153. package/src/engine/graphics3/VolumetricLightMapSystem3.d.ts.map +1 -1
  154. package/src/engine/graphics3/VolumetricLightMapSystem3.js +10 -261
  155. package/src/engine/graphics3/WaterSystem.d.ts +59 -0
  156. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -0
  157. package/src/engine/graphics3/WaterSystem.js +293 -0
  158. package/src/engine/graphics3/WaterSystem3.d.ts +6 -55
  159. package/src/engine/graphics3/WaterSystem3.d.ts.map +1 -1
  160. package/src/engine/graphics3/WaterSystem3.js +6 -289
  161. package/src/engine/graphics3/animation/AnimationGraphController.d.ts +1 -1
  162. package/src/engine/graphics3/animation/AnimationGraphController.js +518 -518
  163. package/src/engine/graphics3/animation/ClipListPlayer.d.ts +1 -1
  164. package/src/engine/graphics3/animation/ClipListPlayer.js +263 -263
  165. package/src/engine/graphics3/animation/ClipPlayback.d.ts +2 -2
  166. package/src/engine/graphics3/animation/ClipPlayback.js +84 -84
  167. package/src/engine/graphics3/decal/graph_build_decal_clusters.d.ts.map +1 -1
  168. package/src/engine/graphics3/decal/graph_build_decal_clusters.js +6 -8
  169. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts +0 -7
  170. package/src/engine/graphics3/decal/shader_cluster_assign_decals.d.ts.map +1 -1
  171. package/src/engine/graphics3/decal/shader_cluster_assign_decals.js +1 -1
  172. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts +0 -4
  173. package/src/engine/graphics3/decal/shader_cull_decals_frustum.d.ts.map +1 -1
  174. package/src/engine/graphics3/decal/shader_cull_decals_frustum.js +1 -1
  175. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts +2 -2
  176. package/src/engine/graphics3/highlight/pack_highlight_table.d.ts.map +1 -1
  177. package/src/engine/graphics3/highlight/pack_highlight_table.js +74 -74
  178. package/src/engine/graphics3/pose/query_entity_node_world_pose.d.ts +1 -1
  179. package/src/engine/graphics3/pose/query_entity_node_world_pose.js +101 -101
  180. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts +3 -3
  181. package/src/engine/graphics3/preview/make_model_thumbnail.d.ts.map +1 -1
  182. package/src/engine/graphics3/preview/make_model_thumbnail.js +48 -48
  183. package/src/engine/graphics3/shade_camera_projection_ray.d.ts +1 -1
  184. package/src/engine/graphics3/shade_camera_projection_ray.js +77 -77
  185. package/src/engine/graphics3/shade_node_to_entity_composition.d.ts +1 -1
  186. package/src/engine/graphics3/shade_node_to_entity_composition.js +84 -84
  187. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
  188. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +0 -1
  189. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
  190. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +0 -1
  191. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
  192. package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +133 -134
  193. package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +202 -202
  194. package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +249 -249
  195. package/src/shade/renderer/STATIC_GRAPHICS_ENGINE_ASSETS.js +1 -1
  196. package/src/shade/renderer/animation/pose/PosePlayback.d.ts +2 -1
  197. package/src/shade/renderer/animation/pose/PosePlayback.d.ts.map +1 -1
  198. package/src/shade/renderer/animation/pose/PosePlayback.js +2 -1
  199. package/src/shade/renderer/animation/shader_animation_apply.d.ts.map +1 -1
  200. package/src/shade/renderer/animation/shader_animation_apply.js +128 -129
  201. package/src/shade/renderer/animation/shader_animation_pose_resolve.d.ts.map +1 -1
  202. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +176 -177
  203. package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
  204. package/src/shade/renderer/animation/shader_animation_tick.js +125 -126
  205. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
  206. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +98 -99
  207. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
  208. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +212 -213
  209. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
  210. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +120 -121
  211. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +75 -76
  213. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  214. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +371 -372
  215. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.d.ts.map +1 -1
  216. package/src/shade/renderer/animation/skinning/shader_skin_matrix_prep.js +104 -105
  217. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  218. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +0 -1
  219. package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +136 -136
  220. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  221. package/src/shade/renderer/buffer/table/GPUDatabase.js +2 -3
  222. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +319 -319
  223. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
  224. package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +41 -42
  225. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.d.ts.map +1 -1
  226. package/src/shade/renderer/buffer/util/shader_buffer_intra_copy_regions.js +83 -84
  227. package/src/shade/renderer/dynamic/shader_dynamic_mesh.d.ts.map +1 -1
  228. package/src/shade/renderer/dynamic/shader_dynamic_mesh.js +177 -170
  229. package/src/shade/renderer/extension/RENDER_EXTENSION_DESIGN.md +918 -918
  230. package/src/shade/renderer/geometry/bvh/record_blas_refit.js +4 -4
  231. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
  232. package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +121 -122
  233. package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +774 -774
  234. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts +1 -1
  235. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
  236. package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +69 -70
  237. package/src/shade/renderer/global_illumination/lpv/placement/graph_generate_probe_locations.js +367 -367
  238. package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +184 -184
  239. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +1115 -1115
  240. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +142 -143
  243. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
  244. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +0 -1
  245. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
  246. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +140 -141
  247. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
  248. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +0 -1
  249. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
  250. package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +0 -1
  251. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.d.ts.map +1 -1
  252. package/src/shade/renderer/light/cluster/cull/graph_cull_lights.js +191 -198
  253. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts +0 -6
  254. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.d.ts.map +1 -1
  255. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_frustum.js +120 -120
  256. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts +0 -4
  257. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.d.ts.map +1 -1
  258. package/src/shade/renderer/light/cluster/cull/shader_cull_lights_hzb.js +112 -112
  259. package/src/shade/renderer/light/cluster/graph_assign_clsuters.d.ts.map +1 -1
  260. package/src/shade/renderer/light/cluster/graph_assign_clsuters.js +4 -7
  261. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts +0 -6
  262. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.d.ts.map +1 -1
  263. package/src/shade/renderer/light/cluster/shader_cluster_assign_lights.js +1 -1
  264. package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +222 -222
  265. package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_tile_composit.js +81 -81
  266. package/src/shade/renderer/material/GPUMaterialContext.js +380 -380
  267. package/src/shade/renderer/material/standard/fragment_gbuffer_vt.js +169 -169
  268. package/src/shade/renderer/object_property/shader_object_property_process.d.ts.map +1 -1
  269. package/src/shade/renderer/object_property/shader_object_property_process.js +83 -84
  270. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.d.ts.map +1 -1
  271. package/src/shade/renderer/object_property/shader_refresh_all_mesh_bounds.js +57 -58
  272. package/src/shade/renderer/particles/prototypeParticleSystem.js +2 -3
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@@ -1,271 +1,270 @@
1
- import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
2
- import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
- import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.js";
4
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
- import { ComputeShader } from "../../../shader/ComputeShader.js";
6
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import { chunk_dof_aperture_shape } from "../chunk_dof_aperture_shape.js";
8
- import {
9
- DOF_FOCUS_CUTOFF,
10
- DOF_LDS_APRON,
11
- DOF_LDS_WORKGROUP,
12
- DOF_MAX_COC_RADIUS,
13
- DOF_SLICE_DIRECTIONS,
14
- DOF_SLICE_SLOPES,
15
- DOF_TILE_SIZE,
16
- } from "../DOF_CONFIG.js";
17
- import { DOF_SETTINGS_STRUCT } from "./DOF_SETTINGS_STRUCT.js";
18
-
19
- const resources = new ShaderResourceSetDescriptor();
20
- resources.createGroup()
21
- // Full-res (colour.rgb, signed CoC radius) from the prefilter.
22
- .addTexture("tColorCoc", "float")
23
- // Spatio-temporal blue noise (NVIDIA STBN) for the aperture phase.
24
- .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
25
- // Dilated per-tile max |CoC| — the fast-path early-out source.
26
- .addTexture("tTile", "float")
27
- .addUniform("dof", DOF_SETTINGS_STRUCT)
28
- // Defocused colour (rgb) + defocus amount (a) — same contract as the
29
- // fragment march's render target, written via textureStore.
30
- .addStorageTexture("tOut", "rgba16float", "2d", "write-only")
31
- ;
32
-
33
- // ── Workgroup-LDS cache geometry (shared with the 2D compute march) ──
34
- const WG = DOF_LDS_WORKGROUP; // 8 — workgroup side
35
- const APRON = DOF_LDS_APRON; // 40 — cached skirt, full-res px
36
- const REGION = WG + 2 * APRON; // 88 — cached square side (even)
37
- const ROW_U32 = REGION / 2; // 44 — u32 per cached row (2 f16/u32)
38
- const LDS_U32 = REGION * ROW_U32; // 3872 — total u32 (× 4 B = 15 488 B)
39
- const WG_THREADS = WG * WG; // 64 — threads per workgroup
40
-
41
- const D = DOF_SLICE_DIRECTIONS; // aperture directions over [0, π)
42
- const M = DOF_SLICE_SLOPES; // aperture radii ("slopes") per direction
43
-
44
- const body = CodeChunk.from(
45
- //language=WGSL
46
- `
47
- const MAXR: f32 = ${DOF_MAX_COC_RADIUS};
48
- const CUTOFF: f32 = ${DOF_FOCUS_CUTOFF};
49
- const TILE_SIZE: i32 = ${DOF_TILE_SIZE};
50
- const MAX_STEPS: u32 = 64u; // per-(slope) bitmask width (vec2<u32>); >= max N
51
-
52
- const WG: i32 = ${WG};
53
- const APRON: i32 = ${APRON};
54
- const REGION: i32 = ${REGION};
55
- const ROW_U32: i32 = ${ROW_U32};
56
- const LDS_U32: u32 = ${LDS_U32}u;
57
- const WG_THREADS: u32 = ${WG_THREADS}u;
58
-
59
- const D: u32 = ${D}u; // directions over [0, π)
60
- const M: u32 = ${M}u; // slopes per direction
61
-
62
- // Workgroup CoC cache: the REGION×REGION (tile + apron) signed-CoC field, two
63
- // f16 packed per u32 (the rgba16float source round-trips losslessly). Same as
64
- // the 2D compute march; the slice march reads it once per step and tests every
65
- // slope against that one read.
66
- var<workgroup> lds_coc: array<u32, LDS_U32>;
67
-
68
- // Clamped CoC fetch used by the cooperative load.
69
- fn dof_load_coc(p: vec2<i32>, dims: vec2<i32>) -> f32 {
70
- return textureLoad(tColorCoc, clamp(p, vec2<i32>(0), dims - vec2<i32>(1)), 0).a;
71
- }
72
-
73
- // CoC at a march position: the workgroup cache when inside the apron, a texture
74
- // load for the rare far tap (|offset| in (APRON, MAXR]).
75
- fn slice_read_coc(pos: vec2<f32>, region_origin: vec2<i32>, dims: vec2<i32>, dims_f: vec2<f32>) -> f32 {
76
- let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
77
- let rc = xt - region_origin;
78
- if (rc.x >= 0 && rc.x < REGION && rc.y >= 0 && rc.y < REGION) {
79
- let pair = unpack2x16float(lds_coc[rc.y * ROW_U32 + (rc.x >> 1)]);
80
- return select(pair.x, pair.y, (rc.x & 1) != 0);
81
- }
82
- return textureLoad(tColorCoc, xt, 0).a;
83
- }
84
-
85
- @compute @workgroup_size(${WG}, ${WG}, 1)
86
- fn main(
87
- @builtin(global_invocation_id) gid: vec3<u32>,
88
- @builtin(local_invocation_index) lid: u32,
89
- @builtin(workgroup_id) wid: vec3<u32>,
90
- ) {
91
- let dims = vec2<i32>(textureDimensions(tColorCoc));
92
-
93
- // Workgroup-uniform tile decision (see the 2D march for the full rationale).
94
- let tile_origin = vec2<i32>(wid.xy) * WG;
95
- let wg_tile = tile_origin / TILE_SIZE;
96
- let tile_max_coc = textureLoad(tTile, wg_tile, 0).r;
97
- let tile_blurred = tile_max_coc >= CUTOFF;
98
-
99
- // Cooperative load (skipped for an in-focus tile); unconditional barrier.
100
- let region_origin = tile_origin - vec2<i32>(APRON);
101
- if (tile_blurred) {
102
- for (var s: u32 = lid; s < LDS_U32; s = s + WG_THREADS) {
103
- let si = i32(s);
104
- let ry = si / ROW_U32;
105
- let jx = si % ROW_U32;
106
- let gy = region_origin.y + ry;
107
- let gx = region_origin.x + 2 * jx;
108
- let c0 = dof_load_coc(vec2<i32>(gx, gy), dims);
109
- let c1 = dof_load_coc(vec2<i32>(gx + 1, gy), dims);
110
- lds_coc[s] = pack2x16float(vec2<f32>(c0, c1));
111
- }
112
- }
113
- workgroupBarrier();
114
-
115
- let pixel = vec2<i32>(gid.xy);
116
- if (pixel.x >= dims.x || pixel.y >= dims.y) {
117
- return;
118
- }
119
-
120
- let center = textureLoad(tColorCoc, pixel, 0);
121
- let center_rgb = center.rgb;
122
- let center_coc = center.a;
123
- let center_is_background = center_coc > CUTOFF;
124
-
125
- if (!tile_blurred) {
126
- textureStore(tOut, pixel, vec4<f32>(center_rgb, 0.0));
127
- return;
128
- }
129
-
130
- let coord = vec2<f32>(gid.xy) + 0.5;
131
- let dims_f = vec2<f32>(dims);
132
-
133
- // Per-pixel blue-noise rotation of the whole direction set (static slice,
134
- // post-TAA) — jitter within one angular cell so the D directions stay
135
- // even but break the finite-direction banding.
136
- let rotation = stbn_sample_vec2(vec3<u32>(vec2<u32>(coord), 0u)).x;
137
- let jitter = rotation * PI / f32(D);
138
-
139
- let blades = dof.blade_count;
140
- const aa = 1.0 / MAXR;
141
- let N = min(u32(dof.step_count), MAX_STEPS);
142
- let step_len = MAXR / f32(N); // fixed step (shared by all slopes)
143
-
144
- // Area-uniform aperture radii ρ_m = sqrt((m+0.5)/M), precomputed once.
145
- var rho: array<f32, M>;
146
- for (var m: u32 = 0u; m < M; m = m + 1u) {
147
- rho[m] = sqrt((f32(m) + 0.5) / f32(M));
148
- }
149
-
150
- var acc = vec3<f32>(0.0);
151
- var wsum = 0.0;
152
- var max_reach = select(0.0, abs(center_coc), abs(center_coc) > CUTOFF);
153
-
154
- for (var di: u32 = 0u; di < D; di = di + 1u) {
155
- let theta = f32(di) * PI / f32(D) + jitter;
156
- let e = vec2<f32>(cos(theta), sin(theta));
157
-
158
- for (var sidei: u32 = 0u; sidei < 2u; sidei = sidei + 1u) {
159
- let dir = select(e, -e, sidei == 1u);
160
-
161
- // One bitmask per slope; the per-step CoC read is shared across all
162
- // slopes (the whole point of the slice form).
163
- var mask_lo: array<u32, M>;
164
- var mask_hi: array<u32, M>;
165
- for (var m: u32 = 0u; m < M; m = m + 1u) {
166
- mask_lo[m] = 0u;
167
- mask_hi[m] = 0u;
168
- }
169
-
170
- for (var k: u32 = 1u; k <= N; k = k + 1u) {
171
- let d_k = f32(k) * step_len;
172
- let pos = coord + dir * d_k;
173
- let coc = slice_read_coc(pos, region_origin, dims, dims_f);
174
- let reach = abs(coc);
175
- // Occlusion gate (surface-only, slope-independent → read once).
176
- let accept = (coc < -CUTOFF) || (coc > CUTOFF && center_is_background);
177
- if (accept) {
178
- let b = MAX_STEPS - k; // nearest k -> highest bit
179
- for (var m: u32 = 0u; m < M; m = m + 1u) {
180
- if (rho[m] * reach - d_k + 1.0 > 0.5) {
181
- if (b < 32u) {
182
- mask_lo[m] = mask_lo[m] | (1u << b);
183
- } else {
184
- mask_hi[m] = mask_hi[m] | (1u << (b - 32u));
185
- }
186
- }
187
- }
188
- }
189
- }
190
-
191
- // Resolve each slope's nearest hit; accumulate its aperture sample.
192
- for (var m: u32 = 0u; m < M; m = m + 1u) {
193
- let o = dir * rho[m]; // unit-disk aperture point
194
- let shape = dof_aperture_shape(o, blades, dof.blade_rotation, aa);
195
- if (shape <= 0.0) {
196
- continue;
197
- }
198
-
199
- var hb: u32 = 0xFFFFFFFFu;
200
- if (mask_hi[m] != 0u) {
201
- hb = 32u + firstLeadingBit(mask_hi[m]);
202
- } else if (mask_lo[m] != 0u) {
203
- hb = firstLeadingBit(mask_lo[m]);
204
- }
205
-
206
- // Not-found contributes the sharp centre (matches the reference's
207
- // unconditional per-sub-ray fallback — keeps the denominator right).
208
- var samp = center_rgb;
209
- var reach_used = 0.0;
210
- var found = false;
211
- if (hb != 0xFFFFFFFFu) {
212
- let k = MAX_STEPS - hb;
213
- let pos = coord + dir * (f32(k) * step_len);
214
- let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
215
- let s = textureLoad(tColorCoc, xt, 0); // colour + reach at hit
216
- samp = s.rgb;
217
- reach_used = abs(s.a);
218
- found = true;
219
- }
220
-
221
- let hl = 1.0 + dof.highlight_boost * rgb_to_luminance(samp);
222
- let w = shape * hl;
223
- acc = acc + samp * w;
224
- wsum = wsum + w;
225
- if (found) {
226
- max_reach = max(max_reach, reach_used);
227
- }
228
- }
229
- }
230
- }
231
-
232
- let color = acc / max(wsum, 1e-4);
233
- let defocus = saturate(max_reach - CUTOFF);
234
- textureStore(tOut, pixel, vec4<f32>(color, defocus));
235
- }
236
- `,
237
- [
238
- chunk_dof_aperture_shape,
239
- chunk_stbn_sample_vec2,
240
- chunk_rgb_to_luminance,
241
- PI_DECLARATION,
242
- ]
243
- );
244
-
245
- /**
246
- * DoF ray-march — 1-D directional-slice compute form (Form-1 Phase B, the real
247
- * Stachowiak GPC-2024 structure). The 2D Vogel gather ({@link
248
- * shader_dof_raymarch_compute}, measured slower than the fragment reference) is
249
- * reorganised so the aperture is sampled along `D` evenly-spaced directions
250
- * (jittered per pixel), each marched ± both ways, and along one direction the
251
- * **per-step CoC read is shared across the `M` aperture radii** — `D·2·N`
252
- * reads instead of `D·2·M·N`. Reuses the Step-2b workgroup CoC cache; the
253
- * per-slope nearest hit is the verified `firstLeadingBit` bitmask (Step 2a).
254
- *
255
- * NOT bit-identical to the reference (a different sampling of the disc): the
256
- * bokeh is a `D`-gon rather than the Vogel spiral. Validate visually + profile;
257
- * the win is the read-sharing across slopes. Single dispatch, register
258
- * accumulation (no cross-dispatch accumulator). All sub-rays contribute (found
259
- * → hit colour, else → sharp centre) exactly as the reference, so the weighted
260
- * average and the flood/occlusion behaviour match.
261
- *
262
- * Selected by `DepthOfField.march_mode === DOF_MARCH_MODE.SLICE`.
263
- *
264
- * @type {ComputeShader}
265
- */
266
- export const shader_dof_slice_compute = ComputeShader.from({
267
- label: "DoF/SliceMarch",
268
- resources,
269
- body,
270
- group_size: [WG, WG, 1],
271
- });
1
+ import { chunk_stbn_sample_vec2 } from "../../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
2
+ import { chunk_rgb_to_luminance } from "../../../shader/chunk/color/chunk_rgb_to_luminance.js";
3
+ import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.js";
4
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { chunk_dof_aperture_shape } from "../chunk_dof_aperture_shape.js";
8
+ import {
9
+ DOF_FOCUS_CUTOFF,
10
+ DOF_LDS_APRON,
11
+ DOF_LDS_WORKGROUP,
12
+ DOF_MAX_COC_RADIUS,
13
+ DOF_SLICE_DIRECTIONS,
14
+ DOF_SLICE_SLOPES,
15
+ DOF_TILE_SIZE,
16
+ } from "../DOF_CONFIG.js";
17
+ import { DOF_SETTINGS_STRUCT } from "./DOF_SETTINGS_STRUCT.js";
18
+
19
+ const resources = new ShaderResourceSetDescriptor();
20
+ resources.createGroup()
21
+ // Full-res (colour.rgb, signed CoC radius) from the prefilter.
22
+ .addTexture("tColorCoc", "float")
23
+ // Spatio-temporal blue noise (NVIDIA STBN) for the aperture phase.
24
+ .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
25
+ // Dilated per-tile max |CoC| — the fast-path early-out source.
26
+ .addTexture("tTile", "float")
27
+ .addUniform("dof", DOF_SETTINGS_STRUCT)
28
+ // Defocused colour (rgb) + defocus amount (a) — same contract as the
29
+ // fragment march's render target, written via textureStore.
30
+ .addStorageTexture("tOut", "rgba16float", "2d", "write-only")
31
+ ;
32
+
33
+ // ── Workgroup-LDS cache geometry (shared with the 2D compute march) ──
34
+ const WG = DOF_LDS_WORKGROUP; // 8 — workgroup side
35
+ const APRON = DOF_LDS_APRON; // 40 — cached skirt, full-res px
36
+ const REGION = WG + 2 * APRON; // 88 — cached square side (even)
37
+ const ROW_U32 = REGION / 2; // 44 — u32 per cached row (2 f16/u32)
38
+ const LDS_U32 = REGION * ROW_U32; // 3872 — total u32 (× 4 B = 15 488 B)
39
+ const WG_THREADS = WG * WG; // 64 — threads per workgroup
40
+
41
+ const D = DOF_SLICE_DIRECTIONS; // aperture directions over [0, π)
42
+ const M = DOF_SLICE_SLOPES; // aperture radii ("slopes") per direction
43
+
44
+ const body = CodeChunk.from(
45
+ //language=WGSL
46
+ `
47
+ const MAXR: f32 = ${DOF_MAX_COC_RADIUS};
48
+ const CUTOFF: f32 = ${DOF_FOCUS_CUTOFF};
49
+ const TILE_SIZE: i32 = ${DOF_TILE_SIZE};
50
+ const MAX_STEPS: u32 = 64u; // per-(slope) bitmask width (vec2<u32>); >= max N
51
+
52
+ const WG: i32 = ${WG};
53
+ const APRON: i32 = ${APRON};
54
+ const REGION: i32 = ${REGION};
55
+ const ROW_U32: i32 = ${ROW_U32};
56
+ const LDS_U32: u32 = ${LDS_U32}u;
57
+ const WG_THREADS: u32 = ${WG_THREADS}u;
58
+
59
+ const D: u32 = ${D}u; // directions over [0, π)
60
+ const M: u32 = ${M}u; // slopes per direction
61
+
62
+ // Workgroup CoC cache: the REGION×REGION (tile + apron) signed-CoC field, two
63
+ // f16 packed per u32 (the rgba16float source round-trips losslessly). Same as
64
+ // the 2D compute march; the slice march reads it once per step and tests every
65
+ // slope against that one read.
66
+ var<workgroup> lds_coc: array<u32, LDS_U32>;
67
+
68
+ // Clamped CoC fetch used by the cooperative load.
69
+ fn dof_load_coc(p: vec2<i32>, dims: vec2<i32>) -> f32 {
70
+ return textureLoad(tColorCoc, clamp(p, vec2<i32>(0), dims - vec2<i32>(1)), 0).a;
71
+ }
72
+
73
+ // CoC at a march position: the workgroup cache when inside the apron, a texture
74
+ // load for the rare far tap (|offset| in (APRON, MAXR]).
75
+ fn slice_read_coc(pos: vec2<f32>, region_origin: vec2<i32>, dims: vec2<i32>, dims_f: vec2<f32>) -> f32 {
76
+ let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
77
+ let rc = xt - region_origin;
78
+ if (rc.x >= 0 && rc.x < REGION && rc.y >= 0 && rc.y < REGION) {
79
+ let pair = unpack2x16float(lds_coc[rc.y * ROW_U32 + (rc.x >> 1)]);
80
+ return select(pair.x, pair.y, (rc.x & 1) != 0);
81
+ }
82
+ return textureLoad(tColorCoc, xt, 0).a;
83
+ }
84
+
85
+ @compute @workgroup_size(${WG}, ${WG}, 1)
86
+ fn main(
87
+ @builtin(global_invocation_id) gid: vec3<u32>,
88
+ @builtin(local_invocation_index) lid: u32,
89
+ @builtin(workgroup_id) wid: vec3<u32>,
90
+ ) {
91
+ let dims = vec2<i32>(textureDimensions(tColorCoc));
92
+
93
+ // Workgroup-uniform tile decision (see the 2D march for the full rationale).
94
+ let tile_origin = vec2<i32>(wid.xy) * WG;
95
+ let wg_tile = tile_origin / TILE_SIZE;
96
+ let tile_max_coc = textureLoad(tTile, wg_tile, 0).r;
97
+ let tile_blurred = tile_max_coc >= CUTOFF;
98
+
99
+ // Cooperative load (skipped for an in-focus tile); unconditional barrier.
100
+ let region_origin = tile_origin - vec2<i32>(APRON);
101
+ if (tile_blurred) {
102
+ for (var s: u32 = lid; s < LDS_U32; s = s + WG_THREADS) {
103
+ let si = i32(s);
104
+ let ry = si / ROW_U32;
105
+ let jx = si % ROW_U32;
106
+ let gy = region_origin.y + ry;
107
+ let gx = region_origin.x + 2 * jx;
108
+ let c0 = dof_load_coc(vec2<i32>(gx, gy), dims);
109
+ let c1 = dof_load_coc(vec2<i32>(gx + 1, gy), dims);
110
+ lds_coc[s] = pack2x16float(vec2<f32>(c0, c1));
111
+ }
112
+ }
113
+ workgroupBarrier();
114
+
115
+ let pixel = vec2<i32>(gid.xy);
116
+ if (pixel.x >= dims.x || pixel.y >= dims.y) {
117
+ return;
118
+ }
119
+
120
+ let center = textureLoad(tColorCoc, pixel, 0);
121
+ let center_rgb = center.rgb;
122
+ let center_coc = center.a;
123
+ let center_is_background = center_coc > CUTOFF;
124
+
125
+ if (!tile_blurred) {
126
+ textureStore(tOut, pixel, vec4<f32>(center_rgb, 0.0));
127
+ return;
128
+ }
129
+
130
+ let coord = vec2<f32>(gid.xy) + 0.5;
131
+ let dims_f = vec2<f32>(dims);
132
+
133
+ // Per-pixel blue-noise rotation of the whole direction set (static slice,
134
+ // post-TAA) — jitter within one angular cell so the D directions stay
135
+ // even but break the finite-direction banding.
136
+ let rotation = stbn_sample_vec2(vec3<u32>(vec2<u32>(coord), 0u)).x;
137
+ let jitter = rotation * PI / f32(D);
138
+
139
+ let blades = dof.blade_count;
140
+ const aa = 1.0 / MAXR;
141
+ let N = min(u32(dof.step_count), MAX_STEPS);
142
+ let step_len = MAXR / f32(N); // fixed step (shared by all slopes)
143
+
144
+ // Area-uniform aperture radii ρ_m = sqrt((m+0.5)/M), precomputed once.
145
+ var rho: array<f32, M>;
146
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
147
+ rho[m] = sqrt((f32(m) + 0.5) / f32(M));
148
+ }
149
+
150
+ var acc = vec3<f32>(0.0);
151
+ var wsum = 0.0;
152
+ var max_reach = select(0.0, abs(center_coc), abs(center_coc) > CUTOFF);
153
+
154
+ for (var di: u32 = 0u; di < D; di = di + 1u) {
155
+ let theta = f32(di) * PI / f32(D) + jitter;
156
+ let e = vec2<f32>(cos(theta), sin(theta));
157
+
158
+ for (var sidei: u32 = 0u; sidei < 2u; sidei = sidei + 1u) {
159
+ let dir = select(e, -e, sidei == 1u);
160
+
161
+ // One bitmask per slope; the per-step CoC read is shared across all
162
+ // slopes (the whole point of the slice form).
163
+ var mask_lo: array<u32, M>;
164
+ var mask_hi: array<u32, M>;
165
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
166
+ mask_lo[m] = 0u;
167
+ mask_hi[m] = 0u;
168
+ }
169
+
170
+ for (var k: u32 = 1u; k <= N; k = k + 1u) {
171
+ let d_k = f32(k) * step_len;
172
+ let pos = coord + dir * d_k;
173
+ let coc = slice_read_coc(pos, region_origin, dims, dims_f);
174
+ let reach = abs(coc);
175
+ // Occlusion gate (surface-only, slope-independent → read once).
176
+ let accept = (coc < -CUTOFF) || (coc > CUTOFF && center_is_background);
177
+ if (accept) {
178
+ let b = MAX_STEPS - k; // nearest k -> highest bit
179
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
180
+ if (rho[m] * reach - d_k + 1.0 > 0.5) {
181
+ if (b < 32u) {
182
+ mask_lo[m] = mask_lo[m] | (1u << b);
183
+ } else {
184
+ mask_hi[m] = mask_hi[m] | (1u << (b - 32u));
185
+ }
186
+ }
187
+ }
188
+ }
189
+ }
190
+
191
+ // Resolve each slope's nearest hit; accumulate its aperture sample.
192
+ for (var m: u32 = 0u; m < M; m = m + 1u) {
193
+ let o = dir * rho[m]; // unit-disk aperture point
194
+ let shape = dof_aperture_shape(o, blades, dof.blade_rotation, aa);
195
+ if (shape <= 0.0) {
196
+ continue;
197
+ }
198
+
199
+ var hb: u32 = 0xFFFFFFFFu;
200
+ if (mask_hi[m] != 0u) {
201
+ hb = 32u + firstLeadingBit(mask_hi[m]);
202
+ } else if (mask_lo[m] != 0u) {
203
+ hb = firstLeadingBit(mask_lo[m]);
204
+ }
205
+
206
+ // Not-found contributes the sharp centre (matches the reference's
207
+ // unconditional per-sub-ray fallback — keeps the denominator right).
208
+ var samp = center_rgb;
209
+ var reach_used = 0.0;
210
+ var found = false;
211
+ if (hb != 0xFFFFFFFFu) {
212
+ let k = MAX_STEPS - hb;
213
+ let pos = coord + dir * (f32(k) * step_len);
214
+ let xt = vec2<i32>(clamp(pos, vec2<f32>(0.0), dims_f - 1.0));
215
+ let s = textureLoad(tColorCoc, xt, 0); // colour + reach at hit
216
+ samp = s.rgb;
217
+ reach_used = abs(s.a);
218
+ found = true;
219
+ }
220
+
221
+ let hl = 1.0 + dof.highlight_boost * rgb_to_luminance(samp);
222
+ let w = shape * hl;
223
+ acc = acc + samp * w;
224
+ wsum = wsum + w;
225
+ if (found) {
226
+ max_reach = max(max_reach, reach_used);
227
+ }
228
+ }
229
+ }
230
+ }
231
+
232
+ let color = acc / max(wsum, 1e-4);
233
+ let defocus = saturate(max_reach - CUTOFF);
234
+ textureStore(tOut, pixel, vec4<f32>(color, defocus));
235
+ }
236
+ `,
237
+ [
238
+ chunk_dof_aperture_shape,
239
+ chunk_stbn_sample_vec2,
240
+ chunk_rgb_to_luminance,
241
+ PI_DECLARATION,
242
+ ]
243
+ );
244
+
245
+ /**
246
+ * DoF ray-march — 1-D directional-slice compute form (Form-1 Phase B, the real
247
+ * Stachowiak GPC-2024 structure). The 2D Vogel gather ({@link
248
+ * shader_dof_raymarch_compute}, measured slower than the fragment reference) is
249
+ * reorganised so the aperture is sampled along `D` evenly-spaced directions
250
+ * (jittered per pixel), each marched ± both ways, and along one direction the
251
+ * **per-step CoC read is shared across the `M` aperture radii** — `D·2·N`
252
+ * reads instead of `D·2·M·N`. Reuses the Step-2b workgroup CoC cache; the
253
+ * per-slope nearest hit is the verified `firstLeadingBit` bitmask (Step 2a).
254
+ *
255
+ * NOT bit-identical to the reference (a different sampling of the disc): the
256
+ * bokeh is a `D`-gon rather than the Vogel spiral. Validate visually + profile;
257
+ * the win is the read-sharing across slopes. Single dispatch, register
258
+ * accumulation (no cross-dispatch accumulator). All sub-rays contribute (found
259
+ * → hit colour, else → sharp centre) exactly as the reference, so the weighted
260
+ * average and the flood/occlusion behaviour match.
261
+ *
262
+ * Selected by `DepthOfField.march_mode === DOF_MARCH_MODE.SLICE`.
263
+ *
264
+ * @type {ComputeShader}
265
+ */
266
+ export const shader_dof_slice_compute = ComputeShader.from({
267
+ label: "DoF/SliceMarch",
268
+ resources,
269
+ body,
270
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_nss_concat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/nss/shader_nss_concat.js"],"names":[],"mappings":"AA6DA,8CAKG;;8BA/D2B,+BAA+B;AAI7D;;;;;;;;;;;;;GAaG;AACH,4CAE+B;6BAtBF,mCAAmC"}
1
+ {"version":3,"file":"shader_nss_concat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/nss/shader_nss_concat.js"],"names":[],"mappings":"AA6DA,8CAIG;;8BA9D2B,+BAA+B;AAI7D;;;;;;;;;;;;;GAaG;AACH,4CAE+B;6BAtBF,mCAAmC"}