@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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  300. package/src/shade/renderer/postprocess/ssr/reproject/shader_ffx_denoiser_reflections_reproject.d.ts +16 -2
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  303. package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +2 -2
  304. package/src/shade/renderer/rasterize/bucket/shader_count_meshlets_by_material.d.ts.map +1 -1
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  306. package/src/shade/renderer/rasterize/bucket/shader_make_meshlet_indirect_draw_commands_by_material.d.ts.map +1 -1
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  308. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.d.ts.map +1 -1
  309. package/src/shade/renderer/rasterize/bucket/shader_read_out_bucket.js +0 -1
  310. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.d.ts.map +1 -1
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  312. package/src/shade/renderer/rasterize/compute/graph_mesh_frustum_cull.d.ts.map +1 -1
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  314. package/src/shade/renderer/rasterize/compute/graph_mesh_sphere_cull.d.ts.map +1 -1
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  320. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.d.ts.map +1 -1
  321. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_classify_bucket.js +139 -140
  322. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
  323. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.js +91 -92
  324. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.d.ts.map +1 -1
  325. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.js +88 -89
  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
  327. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.js +90 -91
  328. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
  329. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +65 -66
  330. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.d.ts.map +1 -1
  331. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_rasterization_bucket_sort.js +89 -90
  332. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.d.ts.map +1 -1
  333. package/src/shade/renderer/rasterize/expand/graph_mesh_filter_one_way.js +169 -170
  334. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.d.ts.map +1 -1
  335. package/src/shade/renderer/rasterize/expand/mesh/shader_mesh_expand_to_meshlets_prefix.js +89 -90
  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
  337. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.js +61 -62
  338. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
  339. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.js +153 -154
  340. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_alpha_tested_pass_descriptor.js +144 -144
  341. package/src/shade/renderer/rasterize/native/depth/shadow_rasterization_pass_descriptor.js +88 -88
  342. package/src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js +217 -217
  343. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js +179 -179
  344. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +178 -178
  345. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +194 -194
  346. package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +76 -76
  347. package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
  348. package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +136 -137
  349. package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
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  351. package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
  352. package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +99 -100
  353. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
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  355. package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +383 -383
  356. package/src/shade/renderer/scene/hierarchy/graph_scene_update_transform_hierarchy_naive.js +123 -123
  357. package/src/shade/renderer/scene/hierarchy/shader_nodes_record_input_positions.d.ts.map +1 -1
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  359. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy.d.ts.map +1 -1
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  361. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.d.ts.map +1 -1
  362. package/src/shade/renderer/scene/hierarchy/shader_nodes_update_transform_hierarchy_naive.js +111 -112
  363. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
  364. package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +0 -1
  365. package/src/shade/renderer/shader/ComputeShader.d.ts +24 -3
  366. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
  367. package/src/shade/renderer/shader/ComputeShader.js +350 -296
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  369. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
  370. package/src/shade/renderer/shader/ShaderDescriptor.d.ts.map +1 -1
  371. package/src/shade/renderer/shader/ShaderDescriptor.js +20 -0
  372. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts +47 -0
  373. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.d.ts.map +1 -0
  374. package/src/shade/renderer/shader/util/compute_infer_workgroup_size_from_source.js +448 -0
  375. package/src/shade/renderer/shadow/map/csm/graph_csm_setup_cascades.js +3 -3
  376. package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +3 -3
  377. package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +2 -2
  378. package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +4 -4
  379. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
  380. package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +231 -232
  381. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +1 -1
  382. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  383. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +12 -15
  384. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts +3 -2
  385. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.d.ts.map +1 -1
  386. package/src/shade/renderer/volumetrics/shader_volumetrics_build_lighting.js +3 -2
  387. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts +0 -2
  388. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  389. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +17 -6
  390. package/src/shade/renderer/water/shader_water.js +246 -246
  391. package/src/shade/vitest.setup.mjs +1 -1
  392. package/src/shade/wgsl/emulator/ComputeShaderEmulator.js +291 -291
  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
  395. package/src/view/minimap/Minimap.js +225 -225
  396. package/src/view/minimap/dom/MinimapCameraView.d.ts +3 -3
  397. package/src/view/minimap/dom/MinimapCameraView.d.ts.map +1 -1
  398. package/src/view/minimap/dom/MinimapCameraView.js +206 -206
  399. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts +0 -3
  400. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.d.ts.map +0 -1
  401. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,88 +1,88 @@
1
- import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
- import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
4
- import {
5
- chunk_encode_meshlet_element
6
- } from "../../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
7
- import {
8
- chunk_read_meshlet_resolved_index
9
- } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
10
- import {
11
- chunk_read_meshlet_vertex_position
12
- } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_position.js";
13
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
- import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
15
- import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
16
- import { MESH_TRIANGLE_REFERENCE_STRUCT } from "../../../geometry/meshlet/MESH_TRIANGLE_REFERENCE_STRUCT.js";
17
- import { DEPTH_STENCIL_STATE_SHADOW } from "../../DEPTH_STENCIL_STATE_SHADOW.js";
18
- import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
19
- import { rasterization_shader_resources } from "../rasterization_shader_resources.js";
20
-
21
- const vertex_body = CodeChunk.from(
22
- //language=WGSL
23
- `
24
- @vertex
25
- fn main(
26
- @builtin(vertex_index) vertex_draw_index : u32,
27
- @builtin(instance_index) instance_id : u32,
28
- ) -> @builtin(position) vec4f {
29
-
30
- let meshlet_def = meshlets.elements[instance_id];
31
-
32
- let meshlet_id = meshlet_def.index;
33
- let mesh_id = meshlet_def.mesh;
34
-
35
- let meshlet_header = meshlet_metadata[meshlet_id];
36
-
37
- let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
38
-
39
- if(vertex_draw_index > last_draw_index){
40
- return vec4f(); // discard vertex outside of meshlet bounds
41
- }
42
-
43
- // resolve vertex from index
44
- let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
45
-
46
- let geometry_position = read_meshlet_vertex_position(
47
- meshlet_header,
48
- resolved_vertex_id,
49
- );
50
-
51
- let mesh = scene_read_mesh(&scene_database, mesh_id);
52
- let node = scene_read_node(&scene_database, mesh.node);
53
-
54
- let projection_matrix = camera.view_projection_matrix;
55
-
56
- return projection_matrix * node.global * vec4(geometry_position, 1.0);
57
-
58
- }
59
- `, [
60
- chunk_read_meshlet_vertex_position,
61
- chunk_encode_meshlet_element,
62
- chunk_read_meshlet_resolved_index,
63
- MESH_TRIANGLE_REFERENCE_STRUCT.declaration_chunk,
64
- chunk_scene_database_access,
65
- ]
66
- );
67
-
68
- const vertex_shader = ShaderDescriptor.from({
69
- resources: rasterization_shader_resources,
70
- body: vertex_body
71
- });
72
-
73
- export const shadow_rasterization_pass_descriptor = new RenderPassDescriptor();
74
- shadow_rasterization_pass_descriptor.resources = rasterization_shader_resources;
75
- shadow_rasterization_pass_descriptor.pipeline = RenderPipelineDescriptor.from({
76
- label: "Rasterize to Depth Buffer / opaque",
77
- layout: rasterization_shader_resources.generatePipelineLayout(GPUShaderStage.VERTEX),
78
- vertex: {
79
- module: {
80
- code: vertex_shader.compile()
81
- }
82
- },
83
- depthStencil: DEPTH_STENCIL_STATE_SHADOW,
84
- primitive: rasterization_primitive_state
85
- });
86
-
87
-
88
- shadow_rasterization_pass_descriptor.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
1
+ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
3
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
4
+ import {
5
+ chunk_encode_meshlet_element
6
+ } from "../../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
7
+ import {
8
+ chunk_read_meshlet_resolved_index
9
+ } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_resolved_index.js";
10
+ import {
11
+ chunk_read_meshlet_vertex_position
12
+ } from "../../../shader/chunk/geometry/meshlet/chunk_read_meshlet_vertex_position.js";
13
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
+ import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
15
+ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
16
+ import { MESH_TRIANGLE_REFERENCE_STRUCT } from "../../../geometry/meshlet/MESH_TRIANGLE_REFERENCE_STRUCT.js";
17
+ import { DEPTH_STENCIL_STATE_SHADOW } from "../../DEPTH_STENCIL_STATE_SHADOW.js";
18
+ import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
19
+ import { rasterization_shader_resources } from "../rasterization_shader_resources.js";
20
+
21
+ const vertex_body = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ @vertex
25
+ fn main(
26
+ @builtin(vertex_index) vertex_draw_index : u32,
27
+ @builtin(instance_index) instance_id : u32,
28
+ ) -> @builtin(position) vec4f {
29
+
30
+ let meshlet_def = meshlets.elements[instance_id];
31
+
32
+ let meshlet_id = meshlet_def.index;
33
+ let mesh_id = meshlet_def.mesh;
34
+
35
+ let meshlet_header = meshlet_metadata[meshlet_id];
36
+
37
+ let last_draw_index = meshlet_header.primitive_count * 3u - 1u;
38
+
39
+ if(vertex_draw_index > last_draw_index){
40
+ return vec4f(); // discard vertex outside of meshlet bounds
41
+ }
42
+
43
+ // resolve vertex from index
44
+ let resolved_vertex_id = read_meshlet_resolved_index(meshlet_header, vertex_draw_index);
45
+
46
+ let geometry_position = read_meshlet_vertex_position(
47
+ meshlet_header,
48
+ resolved_vertex_id,
49
+ );
50
+
51
+ let mesh = scene_read_mesh(&scene_database, mesh_id);
52
+ let node = scene_read_node(&scene_database, mesh.node);
53
+
54
+ let projection_matrix = camera.view_projection_matrix;
55
+
56
+ return projection_matrix * node.global * vec4(geometry_position, 1.0);
57
+
58
+ }
59
+ `, [
60
+ chunk_read_meshlet_vertex_position,
61
+ chunk_encode_meshlet_element,
62
+ chunk_read_meshlet_resolved_index,
63
+ MESH_TRIANGLE_REFERENCE_STRUCT.declaration_chunk,
64
+ chunk_scene_database_access,
65
+ ]
66
+ );
67
+
68
+ const vertex_shader = ShaderDescriptor.from({
69
+ resources: rasterization_shader_resources,
70
+ body: vertex_body
71
+ });
72
+
73
+ export const shadow_rasterization_pass_descriptor = new RenderPassDescriptor();
74
+ shadow_rasterization_pass_descriptor.resources = rasterization_shader_resources;
75
+ shadow_rasterization_pass_descriptor.pipeline = RenderPipelineDescriptor.from({
76
+ label: "Rasterize to Depth Buffer / opaque",
77
+ layout: rasterization_shader_resources.generatePipelineLayout(GPUShaderStage.VERTEX),
78
+ vertex: {
79
+ module: {
80
+ code: vertex_shader.source
81
+ }
82
+ },
83
+ depthStencil: DEPTH_STENCIL_STATE_SHADOW,
84
+ primitive: rasterization_primitive_state
85
+ });
86
+
87
+
88
+ shadow_rasterization_pass_descriptor.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
@@ -1,218 +1,218 @@
1
- import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
- import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
3
- import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
4
- import { SHADING_MATERIAL_RESOURCE_GROUP } from "../../../material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js";
5
- import { chunk_F_Hauber } from "../../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
6
- import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
7
- import { chunk_dielectric_specular_color } from "../../../shader/chunk/material/chunk_dielectric_specular_color.js";
8
- import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
9
- import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
10
- import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
11
- import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
12
- import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
13
- import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
14
- import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
15
- import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
16
- import {
17
- viz_rasterization_alpha_tested_pass_descriptor
18
- } from "../viz/viz_rasterization_alpha_tested_pass_descriptor.js";
19
- import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
20
- import { FORWARD_VERTEX_SHADER_STRUCT } from "./FORWARD_VERTEX_SHADER_STRUCT.js";
21
- import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
22
- import { SHADING_SCENE_RESOURCE_GROUP } from "./SHADING_SCENE_RESOURCE_GROUP.js";
23
- import { vertex_shader_chunk } from "./vertex_shader_chunk.js";
24
-
25
-
26
- const resources = new ShaderResourceSetDescriptor();
27
-
28
- resources.addGroup(SHADING_MATERIAL_RESOURCE_GROUP);
29
- resources.addGroup(SHADING_SCENE_RESOURCE_GROUP);
30
-
31
- resources.createGroup()
32
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
33
- .addUniform("view", VIEW_UNIFORM_STRUCT)
34
-
35
- const shader_vertex = ShaderDescriptor.from({
36
- label: 'OIT / vertex shader',
37
- body: vertex_shader_chunk,
38
- resources,
39
- });
40
-
41
- const fragment_body = CodeChunk.from(
42
- //language=WGSL
43
- `
44
- struct Output{
45
- @location(0) b_0 : f32,
46
- @location(1) moments : vec4f,
47
- }
48
-
49
- fn generate_moments(
50
- depth: f32,
51
- transmittance: f32,
52
- b_0: ptr<function , f32>,
53
- b: ptr<function , vec4f>,
54
- ){
55
- let absorbance = -log(transmittance);
56
-
57
- // Stored Total Transimittance.
58
- *b_0 = absorbance; // 1 * absorbance
59
-
60
- let depth2 = depth * depth;
61
- let depth4 = depth2 * depth2;
62
-
63
- // Moments Vector. Stored Transimittance.
64
- *b = vec4(depth, depth2, depth2 * depth, depth4) * absorbance;
65
- }
66
-
67
- @fragment
68
- fn main(
69
- @builtin(front_facing) front_facing : bool,
70
- vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
71
- ) -> Output {
72
-
73
- // compensate for TAA jitter
74
- var uv = unjitter_uv(vert.uv, view.jitter);
75
-
76
- let t_diffuse = textureSample(texture_diffuse, texture_diffuse_sampler, uv);
77
- let surface_alpha = t_diffuse.a * material_info.albedo_color.a;
78
-
79
- // MaterialX/OpenPBR transmission: when transmission_factor > 0, coverage
80
- // is driven by view-angle Fresnel instead of the diffuse-texture alpha.
81
- // This is the rasterizer's only material-PBR coupling in the moments-gen
82
- // pass — the price of doing glass right under scalar MBOIT, but it's a
83
- // per-fragment constant cost (one ORM sample + one Fresnel call).
84
- var opacity = surface_alpha;
85
- let f_transmission = material_info.transmission_factor;
86
- if (f_transmission > 0.0) {
87
- let t_pbr = textureSample(texture_orm, texture_orm_sampler, uv);
88
- var diffuse_rgb = t_diffuse.rgb;
89
- diffuse_rgb /= max(t_diffuse.a, 1e-7);
90
- let f_metalness = t_pbr.b * material_info.metallic_factor;
91
- let specular_f0 = dielectric_specular_color(material_info.ior_factor, f_metalness, diffuse_rgb);
92
-
93
- // vert.normal is in world space already; abs(NoV) handles back-facing
94
- // without needing the tangent-frame perturbation done in the full
95
- // forward shader.
96
- let view_position = mat4_extract_position(camera.transform);
97
- let view_direction = normalize(view_position - vert.position_ws);
98
- let nov = saturate(abs(dot(normalize(vert.normal), view_direction)));
99
- let f_view = F_Hauber(specular_f0, 1.0, nov);
100
- let f_scalar = max(f_view.r, max(f_view.g, f_view.b));
101
- // No per-channel transmission tint in the material today — scalar
102
- // MBOIT can't filter the background per-channel. For tinted/dark
103
- // glass use diffuse_color.a (legacy alpha-blend hack).
104
- opacity = mix(surface_alpha, f_scalar, f_transmission);
105
- }
106
-
107
- let coverage = min(opacity, ${OIT_COVERAGE_MAX});
108
-
109
- let transmittance = 1.0 - coverage;
110
-
111
- // linear distance to fragment (vert.position is @builtin(position); .z is device depth)
112
- let depth = oit_linearize_depth(vert.position.z, camera);
113
-
114
- var b_0: f32;
115
-
116
- var moments:vec4f;
117
-
118
- generate_moments(
119
- depth,
120
- transmittance,
121
- &b_0,
122
- &moments,
123
- );
124
-
125
- var out: Output;
126
-
127
- out.b_0 = b_0;
128
- out.moments = moments;
129
-
130
- return out;
131
- }
132
- `, [
133
- FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
134
- chunk_oit_linearize_depth,
135
- chunk_unjitter_uv,
136
- chunk_mat4_extract_position,
137
- chunk_dielectric_specular_color,
138
- chunk_F_Hauber,
139
- ]
140
- );
141
-
142
- const shader_fragment = ShaderDescriptor.from({
143
- label: "OIT / generate moments",
144
- resources,
145
- body: fragment_body
146
- });
147
-
148
- const pipeline = RenderPipelineDescriptor.from({
149
- label: "OIT / generate moments",
150
- layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
151
- vertex: {
152
- module: {
153
- code: shader_vertex.compile()
154
- }
155
- },
156
- fragment: {
157
- module: {
158
- code: shader_fragment.compile()
159
- },
160
- targets: [
161
- // optical depth (moment 0)
162
- {
163
- format: "r32float",
164
- blend: {
165
- color: {
166
- operation: "add",
167
- srcFactor: "one",
168
- dstFactor: "one",
169
- },
170
- alpha: {
171
- operation: "add",
172
- srcFactor: "one",
173
- dstFactor: "one",
174
- }
175
- }
176
- },
177
- // 4 moments (1,2,3,4)
178
- {
179
- format: "rgba32float",
180
- blend: {
181
- color: {
182
- operation: "add",
183
- srcFactor: "one",
184
- dstFactor: "one",
185
- },
186
- alpha: {
187
- operation: "add",
188
- srcFactor: "one",
189
- dstFactor: "one",
190
- }
191
- }
192
- }
193
- ]
194
- },
195
- depthStencil: {
196
- // reversed Z
197
- depthCompare: "greater",
198
- format: "depth32float",
199
- depthWriteEnabled: false
200
- },
201
- primitive: rasterization_primitive_state,
202
- });
203
-
204
- export const shader_oit_generate_moments = new RenderPassDescriptor();
205
- shader_oit_generate_moments.pipeline = pipeline;
206
- shader_oit_generate_moments.resources = resources;
207
- shader_oit_generate_moments.colorAttachments = [
208
- RenderPassColorAttachmentDescriptor.from({
209
- clearValue: [0, 0, 0, 0],
210
- }),
211
- RenderPassColorAttachmentDescriptor.from({
212
- clearValue: [0, 0, 0, 0],
213
- }),
214
- ];
215
- /**
216
- * Clear depth to 0 for reverse Z technique
217
- */
1
+ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render/RenderPipelineDescriptor.js";
2
+ import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
3
+ import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
4
+ import { SHADING_MATERIAL_RESOURCE_GROUP } from "../../../material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js";
5
+ import { chunk_F_Hauber } from "../../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
6
+ import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
7
+ import { chunk_dielectric_specular_color } from "../../../shader/chunk/material/chunk_dielectric_specular_color.js";
8
+ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
9
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
10
+ import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
11
+ import { RenderPassDescriptor } from "../../../shader/pass/RenderPassDescriptor.js";
12
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
13
+ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
14
+ import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
15
+ import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
16
+ import {
17
+ viz_rasterization_alpha_tested_pass_descriptor
18
+ } from "../viz/viz_rasterization_alpha_tested_pass_descriptor.js";
19
+ import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
20
+ import { FORWARD_VERTEX_SHADER_STRUCT } from "./FORWARD_VERTEX_SHADER_STRUCT.js";
21
+ import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
22
+ import { SHADING_SCENE_RESOURCE_GROUP } from "./SHADING_SCENE_RESOURCE_GROUP.js";
23
+ import { vertex_shader_chunk } from "./vertex_shader_chunk.js";
24
+
25
+
26
+ const resources = new ShaderResourceSetDescriptor();
27
+
28
+ resources.addGroup(SHADING_MATERIAL_RESOURCE_GROUP);
29
+ resources.addGroup(SHADING_SCENE_RESOURCE_GROUP);
30
+
31
+ resources.createGroup()
32
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
33
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
34
+
35
+ const shader_vertex = ShaderDescriptor.from({
36
+ label: 'OIT / vertex shader',
37
+ body: vertex_shader_chunk,
38
+ resources,
39
+ });
40
+
41
+ const fragment_body = CodeChunk.from(
42
+ //language=WGSL
43
+ `
44
+ struct Output{
45
+ @location(0) b_0 : f32,
46
+ @location(1) moments : vec4f,
47
+ }
48
+
49
+ fn generate_moments(
50
+ depth: f32,
51
+ transmittance: f32,
52
+ b_0: ptr<function , f32>,
53
+ b: ptr<function , vec4f>,
54
+ ){
55
+ let absorbance = -log(transmittance);
56
+
57
+ // Stored Total Transimittance.
58
+ *b_0 = absorbance; // 1 * absorbance
59
+
60
+ let depth2 = depth * depth;
61
+ let depth4 = depth2 * depth2;
62
+
63
+ // Moments Vector. Stored Transimittance.
64
+ *b = vec4(depth, depth2, depth2 * depth, depth4) * absorbance;
65
+ }
66
+
67
+ @fragment
68
+ fn main(
69
+ @builtin(front_facing) front_facing : bool,
70
+ vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
71
+ ) -> Output {
72
+
73
+ // compensate for TAA jitter
74
+ var uv = unjitter_uv(vert.uv, view.jitter);
75
+
76
+ let t_diffuse = textureSample(texture_diffuse, texture_diffuse_sampler, uv);
77
+ let surface_alpha = t_diffuse.a * material_info.albedo_color.a;
78
+
79
+ // MaterialX/OpenPBR transmission: when transmission_factor > 0, coverage
80
+ // is driven by view-angle Fresnel instead of the diffuse-texture alpha.
81
+ // This is the rasterizer's only material-PBR coupling in the moments-gen
82
+ // pass — the price of doing glass right under scalar MBOIT, but it's a
83
+ // per-fragment constant cost (one ORM sample + one Fresnel call).
84
+ var opacity = surface_alpha;
85
+ let f_transmission = material_info.transmission_factor;
86
+ if (f_transmission > 0.0) {
87
+ let t_pbr = textureSample(texture_orm, texture_orm_sampler, uv);
88
+ var diffuse_rgb = t_diffuse.rgb;
89
+ diffuse_rgb /= max(t_diffuse.a, 1e-7);
90
+ let f_metalness = t_pbr.b * material_info.metallic_factor;
91
+ let specular_f0 = dielectric_specular_color(material_info.ior_factor, f_metalness, diffuse_rgb);
92
+
93
+ // vert.normal is in world space already; abs(NoV) handles back-facing
94
+ // without needing the tangent-frame perturbation done in the full
95
+ // forward shader.
96
+ let view_position = mat4_extract_position(camera.transform);
97
+ let view_direction = normalize(view_position - vert.position_ws);
98
+ let nov = saturate(abs(dot(normalize(vert.normal), view_direction)));
99
+ let f_view = F_Hauber(specular_f0, 1.0, nov);
100
+ let f_scalar = max(f_view.r, max(f_view.g, f_view.b));
101
+ // No per-channel transmission tint in the material today — scalar
102
+ // MBOIT can't filter the background per-channel. For tinted/dark
103
+ // glass use diffuse_color.a (legacy alpha-blend hack).
104
+ opacity = mix(surface_alpha, f_scalar, f_transmission);
105
+ }
106
+
107
+ let coverage = min(opacity, ${OIT_COVERAGE_MAX});
108
+
109
+ let transmittance = 1.0 - coverage;
110
+
111
+ // linear distance to fragment (vert.position is @builtin(position); .z is device depth)
112
+ let depth = oit_linearize_depth(vert.position.z, camera);
113
+
114
+ var b_0: f32;
115
+
116
+ var moments:vec4f;
117
+
118
+ generate_moments(
119
+ depth,
120
+ transmittance,
121
+ &b_0,
122
+ &moments,
123
+ );
124
+
125
+ var out: Output;
126
+
127
+ out.b_0 = b_0;
128
+ out.moments = moments;
129
+
130
+ return out;
131
+ }
132
+ `, [
133
+ FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
134
+ chunk_oit_linearize_depth,
135
+ chunk_unjitter_uv,
136
+ chunk_mat4_extract_position,
137
+ chunk_dielectric_specular_color,
138
+ chunk_F_Hauber,
139
+ ]
140
+ );
141
+
142
+ const shader_fragment = ShaderDescriptor.from({
143
+ label: "OIT / generate moments",
144
+ resources,
145
+ body: fragment_body
146
+ });
147
+
148
+ const pipeline = RenderPipelineDescriptor.from({
149
+ label: "OIT / generate moments",
150
+ layout: resources.generatePipelineLayout(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
151
+ vertex: {
152
+ module: {
153
+ code: shader_vertex.source
154
+ }
155
+ },
156
+ fragment: {
157
+ module: {
158
+ code: shader_fragment.source
159
+ },
160
+ targets: [
161
+ // optical depth (moment 0)
162
+ {
163
+ format: "r32float",
164
+ blend: {
165
+ color: {
166
+ operation: "add",
167
+ srcFactor: "one",
168
+ dstFactor: "one",
169
+ },
170
+ alpha: {
171
+ operation: "add",
172
+ srcFactor: "one",
173
+ dstFactor: "one",
174
+ }
175
+ }
176
+ },
177
+ // 4 moments (1,2,3,4)
178
+ {
179
+ format: "rgba32float",
180
+ blend: {
181
+ color: {
182
+ operation: "add",
183
+ srcFactor: "one",
184
+ dstFactor: "one",
185
+ },
186
+ alpha: {
187
+ operation: "add",
188
+ srcFactor: "one",
189
+ dstFactor: "one",
190
+ }
191
+ }
192
+ }
193
+ ]
194
+ },
195
+ depthStencil: {
196
+ // reversed Z
197
+ depthCompare: "greater",
198
+ format: "depth32float",
199
+ depthWriteEnabled: false
200
+ },
201
+ primitive: rasterization_primitive_state,
202
+ });
203
+
204
+ export const shader_oit_generate_moments = new RenderPassDescriptor();
205
+ shader_oit_generate_moments.pipeline = pipeline;
206
+ shader_oit_generate_moments.resources = resources;
207
+ shader_oit_generate_moments.colorAttachments = [
208
+ RenderPassColorAttachmentDescriptor.from({
209
+ clearValue: [0, 0, 0, 0],
210
+ }),
211
+ RenderPassColorAttachmentDescriptor.from({
212
+ clearValue: [0, 0, 0, 0],
213
+ }),
214
+ ];
215
+ /**
216
+ * Clear depth to 0 for reverse Z technique
217
+ */
218
218
  viz_rasterization_alpha_tested_pass_descriptor.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;