@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
  273. package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
  274. package/src/shade/renderer/particles/shaders/shader_particle_emit.js +117 -118
  275. package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
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  277. package/src/shade/renderer/particles/shaders/shader_particle_render.d.ts.map +1 -1
  278. package/src/shade/renderer/particles/shaders/shader_particle_render.js +190 -183
  279. package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
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  281. package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
  282. package/src/shade/renderer/particles/sort/shader_particle_sort.js +158 -161
  283. package/src/shade/renderer/path_tracer/graph_path_trace_scene.js +184 -184
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  285. package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +3 -4
  286. package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
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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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  310. package/src/shade/renderer/rasterize/bucket/shader_sort_meshlets_by_material.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
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  322. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_count_by_rasterization_bucket.d.ts.map +1 -1
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  324. package/src/shade/renderer/rasterize/expand/bucket/mesh/shader_instances_rasterization_bucket_sort.d.ts.map +1 -1
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  326. package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_count_by_rasterization_bucket.d.ts.map +1 -1
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  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
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  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
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  336. package/src/shade/renderer/rasterize/expand/mesh/shader_meshes_to_meshlet_counts.d.ts.map +1 -1
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  338. package/src/shade/renderer/rasterize/expand/pass1/filter_meshlets.2-way.compute.d.ts.map +1 -1
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  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
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  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
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  353. package/src/shade/renderer/restir/di/shader_restir_di_spatial.d.ts.map +1 -1
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  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
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  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
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  366. package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
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  369. package/src/shade/renderer/shader/ShaderDescriptor.d.ts +5 -0
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  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
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  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
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  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
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  388. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
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  391. package/src/shade/vitest.setup.mjs +1 -1
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  393. package/src/view/minimap/Minimap.d.ts +2 -2
  394. package/src/view/minimap/Minimap.d.ts.map +1 -1
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  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
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  401. package/src/shade/renderer/shadow/map/csm/shader/shader_setup_cascades.js +0 -20
@@ -1,137 +1,136 @@
1
- import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
3
- import { chunk_normal_edge_stopping_weight } from "../../shader/chunk/filter/chunk_compute_edge_stopping_weight.js";
4
- import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
5
- import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
6
- import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
7
- import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
- import { ComputeShader } from "../../shader/ComputeShader.js";
10
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
-
12
- /**
13
- * ReSTIR DI — spatial denoise pass (edge-aware à-trous).
14
- *
15
- * A tailored, ReSTIR-aware spatial filter for the resolved point/spot radiance.
16
- * One iteration of the à-trous (hole-filled) wavelet: a 3x3 neighbourhood dilated
17
- * by `step_size`, run a few times with step 1, 2, 4 (driven by the graph) to grow
18
- * the effective footprint while keeping the per-pass cost at 8 taps. The
19
- * edge-stopping is SVGF-style — geometry edges from linear depth + normal (always
20
- * safe to stop on), plus a gentle relative-luma term to preserve shadow edges.
21
- *
22
- * Deliberately spatial-only: the engine's TAA and ReSTIR's own reservoir temporal
23
- * reuse already supply the temporal axis, so we do NOT add a second temporal
24
- * reproject (that is the LigmaDenoiser path the user flagged as imperfect).
25
- *
26
- * Operates on the modulated radiance (BRDF already folded in). Albedo-edge
27
- * demodulation is a possible later refinement; depth+normal stopping already holds
28
- * the geometric edges that matter most for direct lighting.
29
- *
30
- * No storage buffers (textures + uniforms only), so it is unaffected by the
31
- * maxStorageBuffersPerShaderStage budget the resolve/resample passes fight for.
32
- *
33
- * @type {ComputeShader}
34
- */
35
-
36
- const resources = new ShaderResourceSetDescriptor();
37
-
38
- resources.createGroup()
39
- .addTexture("tInput")
40
- .addTexture("gBufferDepth")
41
- .addTexture("gBufferNormal", "uint")
42
- .addStorageTexture("output", "rgba16float", "2d", "write-only")
43
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
44
- .addUniform("step_size", u32);
45
-
46
- const body = CodeChunk.from(
47
- //language=WGSL
48
- `
49
- // Edge-stopping tolerances. Tighter = preserves more detail (less denoising).
50
- const PHI_NORMAL: f32 = 64.0; // normal power; higher stops sooner on curvature
51
- const PHI_DEPTH: f32 = 0.02; // relative linear-depth tolerance (fraction of depth)
52
- const PHI_LUMA: f32 = 0.6; // relative luma tolerance (fraction of centre luma)
53
-
54
- @compute @workgroup_size(8, 8, 1)
55
- fn main(
56
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
57
- ) {
58
- let i_coord = vec2<i32>(global_invocation_id.xy);
59
- let screen_size = vec2<i32>(textureDimensions(tInput));
60
-
61
- if (!all(i_coord < screen_size)) {
62
- return;
63
- }
64
-
65
- let center_device_depth = textureLoad(gBufferDepth, i_coord, 0).r;
66
- let center_radiance = textureLoad(tInput, i_coord, 0).rgb;
67
-
68
- // Background carries no ReSTIR radiance — pass it through so the filter neither
69
- // bleeds lit neighbours into it nor pulls it into lit pixels.
70
- if (is_background(center_device_depth)) {
71
- textureStore(output, global_invocation_id.xy, vec4<f32>(center_radiance, 1.0));
72
- return;
73
- }
74
-
75
- let center_depth = get_view_space_depth(center_device_depth, camera);
76
- let center_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, i_coord, 0).xy);
77
- let center_luma = rgb_to_luminance(center_radiance);
78
-
79
- let step = i32(step_size);
80
-
81
- const kernel_weights = array<f32, 2>(1.0, 2.0 / 3.0);
82
- const offsets = array<vec2<i32>, 8>(
83
- vec2<i32>(-1, -1), vec2<i32>(0, -1), vec2<i32>(1, -1),
84
- vec2<i32>(-1, 0), vec2<i32>(1, 0),
85
- vec2<i32>(-1, 1), vec2<i32>(0, 1), vec2<i32>(1, 1),
86
- );
87
-
88
- // centre weight 1, accumulate neighbours
89
- var sum_w = 1.0;
90
- var sum_rgb = center_radiance;
91
-
92
- for (var i = 0; i < 8; i++) {
93
- let offset = offsets[i];
94
- let p = i_coord + offset * step;
95
-
96
- if (!(all(p >= vec2<i32>(0, 0)) && all(p < screen_size))) {
97
- continue;
98
- }
99
-
100
- let sample_device_depth = textureLoad(gBufferDepth, p, 0).r;
101
- if (is_background(sample_device_depth)) {
102
- continue;
103
- }
104
-
105
- let sample_radiance = textureLoad(tInput, p, 0).rgb;
106
- let sample_depth = get_view_space_depth(sample_device_depth, camera);
107
- let sample_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, p, 0).xy);
108
- let sample_luma = rgb_to_luminance(sample_radiance);
109
-
110
- let w_normal = normal_edge_stopping_weight(center_normal, sample_normal, PHI_NORMAL);
111
- let d_depth = abs(center_depth - sample_depth) / (PHI_DEPTH * max(center_depth, 1e-3));
112
- let d_luma = abs(center_luma - sample_luma) / (PHI_LUMA * center_luma + 1e-3);
113
-
114
- let kernel = kernel_weights[abs(offset.x)] * kernel_weights[abs(offset.y)];
115
- let w = exp(-(d_depth + d_luma)) * w_normal * kernel;
116
-
117
- sum_w += w;
118
- sum_rgb += w * sample_radiance;
119
- }
120
-
121
- textureStore(output, global_invocation_id.xy, vec4<f32>(sum_rgb / sum_w, 1.0));
122
- }
123
- `, [
124
- chunk_is_background,
125
- chunk_get_view_space_depth,
126
- chunk_decode_g_buffer_normal,
127
- chunk_rgb_to_luminance,
128
- chunk_normal_edge_stopping_weight,
129
- ]
130
- );
131
-
132
- export const shader_restir_di_denoise = ComputeShader.from({
133
- label: "ReSTIR DI Denoise",
134
- resources,
135
- body,
136
- group_size: [8, 8, 1],
137
- });
1
+ import { u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
3
+ import { chunk_normal_edge_stopping_weight } from "../../shader/chunk/filter/chunk_compute_edge_stopping_weight.js";
4
+ import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
5
+ import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
6
+ import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
7
+ import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
11
+
12
+ /**
13
+ * ReSTIR DI — spatial denoise pass (edge-aware à-trous).
14
+ *
15
+ * A tailored, ReSTIR-aware spatial filter for the resolved point/spot radiance.
16
+ * One iteration of the à-trous (hole-filled) wavelet: a 3x3 neighbourhood dilated
17
+ * by `step_size`, run a few times with step 1, 2, 4 (driven by the graph) to grow
18
+ * the effective footprint while keeping the per-pass cost at 8 taps. The
19
+ * edge-stopping is SVGF-style — geometry edges from linear depth + normal (always
20
+ * safe to stop on), plus a gentle relative-luma term to preserve shadow edges.
21
+ *
22
+ * Deliberately spatial-only: the engine's TAA and ReSTIR's own reservoir temporal
23
+ * reuse already supply the temporal axis, so we do NOT add a second temporal
24
+ * reproject (that is the LigmaDenoiser path the user flagged as imperfect).
25
+ *
26
+ * Operates on the modulated radiance (BRDF already folded in). Albedo-edge
27
+ * demodulation is a possible later refinement; depth+normal stopping already holds
28
+ * the geometric edges that matter most for direct lighting.
29
+ *
30
+ * No storage buffers (textures + uniforms only), so it is unaffected by the
31
+ * maxStorageBuffersPerShaderStage budget the resolve/resample passes fight for.
32
+ *
33
+ * @type {ComputeShader}
34
+ */
35
+
36
+ const resources = new ShaderResourceSetDescriptor();
37
+
38
+ resources.createGroup()
39
+ .addTexture("tInput")
40
+ .addTexture("gBufferDepth")
41
+ .addTexture("gBufferNormal", "uint")
42
+ .addStorageTexture("output", "rgba16float", "2d", "write-only")
43
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
44
+ .addUniform("step_size", u32);
45
+
46
+ const body = CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ // Edge-stopping tolerances. Tighter = preserves more detail (less denoising).
50
+ const PHI_NORMAL: f32 = 64.0; // normal power; higher stops sooner on curvature
51
+ const PHI_DEPTH: f32 = 0.02; // relative linear-depth tolerance (fraction of depth)
52
+ const PHI_LUMA: f32 = 0.6; // relative luma tolerance (fraction of centre luma)
53
+
54
+ @compute @workgroup_size(8, 8, 1)
55
+ fn main(
56
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
57
+ ) {
58
+ let i_coord = vec2<i32>(global_invocation_id.xy);
59
+ let screen_size = vec2<i32>(textureDimensions(tInput));
60
+
61
+ if (!all(i_coord < screen_size)) {
62
+ return;
63
+ }
64
+
65
+ let center_device_depth = textureLoad(gBufferDepth, i_coord, 0).r;
66
+ let center_radiance = textureLoad(tInput, i_coord, 0).rgb;
67
+
68
+ // Background carries no ReSTIR radiance — pass it through so the filter neither
69
+ // bleeds lit neighbours into it nor pulls it into lit pixels.
70
+ if (is_background(center_device_depth)) {
71
+ textureStore(output, global_invocation_id.xy, vec4<f32>(center_radiance, 1.0));
72
+ return;
73
+ }
74
+
75
+ let center_depth = get_view_space_depth(center_device_depth, camera);
76
+ let center_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, i_coord, 0).xy);
77
+ let center_luma = rgb_to_luminance(center_radiance);
78
+
79
+ let step = i32(step_size);
80
+
81
+ const kernel_weights = array<f32, 2>(1.0, 2.0 / 3.0);
82
+ const offsets = array<vec2<i32>, 8>(
83
+ vec2<i32>(-1, -1), vec2<i32>(0, -1), vec2<i32>(1, -1),
84
+ vec2<i32>(-1, 0), vec2<i32>(1, 0),
85
+ vec2<i32>(-1, 1), vec2<i32>(0, 1), vec2<i32>(1, 1),
86
+ );
87
+
88
+ // centre weight 1, accumulate neighbours
89
+ var sum_w = 1.0;
90
+ var sum_rgb = center_radiance;
91
+
92
+ for (var i = 0; i < 8; i++) {
93
+ let offset = offsets[i];
94
+ let p = i_coord + offset * step;
95
+
96
+ if (!(all(p >= vec2<i32>(0, 0)) && all(p < screen_size))) {
97
+ continue;
98
+ }
99
+
100
+ let sample_device_depth = textureLoad(gBufferDepth, p, 0).r;
101
+ if (is_background(sample_device_depth)) {
102
+ continue;
103
+ }
104
+
105
+ let sample_radiance = textureLoad(tInput, p, 0).rgb;
106
+ let sample_depth = get_view_space_depth(sample_device_depth, camera);
107
+ let sample_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, p, 0).xy);
108
+ let sample_luma = rgb_to_luminance(sample_radiance);
109
+
110
+ let w_normal = normal_edge_stopping_weight(center_normal, sample_normal, PHI_NORMAL);
111
+ let d_depth = abs(center_depth - sample_depth) / (PHI_DEPTH * max(center_depth, 1e-3));
112
+ let d_luma = abs(center_luma - sample_luma) / (PHI_LUMA * center_luma + 1e-3);
113
+
114
+ let kernel = kernel_weights[abs(offset.x)] * kernel_weights[abs(offset.y)];
115
+ let w = exp(-(d_depth + d_luma)) * w_normal * kernel;
116
+
117
+ sum_w += w;
118
+ sum_rgb += w * sample_radiance;
119
+ }
120
+
121
+ textureStore(output, global_invocation_id.xy, vec4<f32>(sum_rgb / sum_w, 1.0));
122
+ }
123
+ `, [
124
+ chunk_is_background,
125
+ chunk_get_view_space_depth,
126
+ chunk_decode_g_buffer_normal,
127
+ chunk_rgb_to_luminance,
128
+ chunk_normal_edge_stopping_weight,
129
+ ]
130
+ );
131
+
132
+ export const shader_restir_di_denoise = ComputeShader.from({
133
+ label: "ReSTIR DI Denoise",
134
+ resources,
135
+ body,
136
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_restir_di_resample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resample.js"],"names":[],"mappings":"AA4HA,sDAKG;8BAtH2B,+BAA+B"}
1
+ {"version":3,"file":"shader_restir_di_resample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resample.js"],"names":[],"mappings":"AA4HA,sDAIG;8BArH2B,+BAA+B"}
@@ -1,130 +1,129 @@
1
- import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
- import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
4
- import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
5
- import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
6
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
7
- import { chunk_stbn_sample_vec2 } from "../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
8
- import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
9
- import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
10
- import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
11
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
- import { ComputeShader } from "../../shader/ComputeShader.js";
13
- import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
14
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
15
- import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
16
- import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
17
- import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
18
- import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
19
- import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
20
-
21
- /**
22
- * ReSTIR DI — resample pass (stage 1 of 2).
23
- *
24
- * Per pixel: reconstruct the surface, draw M_initial candidate local lights from
25
- * the froxel cluster (RIS / WRS with the BRDF target function), temporally
26
- * resample against the reprojected previous-frame reservoir, and write the
27
- * finalized reservoir to `reservoir_current`.
28
- *
29
- * Deliberately holds NO ray-tracing bindings: visibility is deferred to the
30
- * resolve pass, which keeps this pass at 5 storage buffers (lights + clusters +
31
- * the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
32
- * ray + shading is the resolve pass's job.
33
- *
34
- * @type {ComputeShader}
35
- */
36
-
37
- const resources = new ShaderResourceSetDescriptor();
38
-
39
- // G-buffer + reprojection inputs + uniforms (no storage buffers in this group).
40
- resources.createGroup()
41
- .addTexture("gBufferDepth")
42
- .addTexture("gBufferPBR")
43
- .addTexture("gBufferNormal", "uint")
44
- .addTexture("gBufferAlbedo")
45
- .addTexture("gBufferEmissive", "uint")
46
- .addTexture("VelocityBuffer")
47
- .addTexture("tOcclusionClip")
48
- .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
49
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
50
- .addUniform("view", VIEW_UNIFORM_STRUCT)
51
- .addUniform("m_initial", u32);
52
-
53
- // Local lights + froxel clusters (the screen-space tile candidate set).
54
- const RESTIR_DI_LIGHT_GROUP = new ShaderResourceGroupDescriptor();
55
- RESTIR_DI_LIGHT_GROUP.label = "restir-di/lights";
56
- RESTIR_DI_LIGHT_GROUP
57
- .addStorageBuffer("light_data", WebGPUArray.u32)
58
- .addUniform("cluster_parameters", vec3f)
59
- .addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
60
- .addStorageBuffer("cluster_data", WebGPUArray.u32);
61
- resources.addGroup(RESTIR_DI_LIGHT_GROUP);
62
-
63
- // Previous frame's spatiotemporal reservoir (read) + this pass's output (write).
64
- // The output is a transient scratch the spatial pass consumes; the persistent
65
- // ping-pong final reservoir is written by the spatial pass.
66
- const RESTIR_DI_RESERVOIR_GROUP = new ShaderResourceGroupDescriptor();
67
- RESTIR_DI_RESERVOIR_GROUP.label = "restir-di/reservoirs";
68
- RESTIR_DI_RESERVOIR_GROUP
69
- .addStorageBuffer("reservoir_out", WebGPUArray.from(RTXDI_PackedReservoir), true)
70
- .addStorageBuffer("reservoir_previous", WebGPUArray.from(RTXDI_PackedReservoir), false);
71
- resources.addGroup(RESTIR_DI_RESERVOIR_GROUP);
72
-
73
- const body = CodeChunk.from(
74
- //language=WGSL
75
- `
76
- @compute @workgroup_size(8, 8, 1)
77
- fn main(
78
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
79
- ) {
80
- let i_coord = global_invocation_id.xy;
81
- let texture_size = textureDimensions(gBufferDepth);
82
-
83
- if (!all(i_coord < texture_size)) {
84
- return;
85
- }
86
-
87
- // Per-pixel, per-frame PRNG for candidate sampling + area-light jitter.
88
- random_initialize(vec3<u32>(i_coord, view.frame_index), vec3<u32>(0x9E3779B9u, 0x85EBCA6Bu, 0xC2B2AE35u));
89
-
90
- var reservoir = rtxdi_empty_reservoir();
91
-
92
- let surface = restir_reconstruct_surface(i_coord, texture_size);
93
- if (surface.is_valid) {
94
- // Blue-noise area-light sample coordinate (spatially-visible dimension).
95
- let stbn_uv = stbn_sample_vec2(vec3<u32>(i_coord, view.frame_index));
96
-
97
- let canonical = restir_generate_candidates(
98
- surface.geometry,
99
- surface.material,
100
- vec2<f32>(i_coord) + vec2<f32>(0.5, 0.5),
101
- surface.view_depth,
102
- texture_size,
103
- m_initial,
104
- stbn_uv,
105
- );
106
-
107
- reservoir = restir_temporal_reuse(canonical, surface.geometry, surface.material, i_coord, texture_size);
108
- }
109
-
110
- reservoir_out[restir_reservoir_address(i_coord, texture_size.x)] = rtxdi_pack_reservoir(reservoir);
111
- }
112
- `, [
113
- chunk_restir_reconstruct_surface,
114
- chunk_restir_generate_candidates,
115
- chunk_restir_temporal_reuse,
116
- chunk_stbn_sample_vec2,
117
- chunk_rtxdi_empty_reservoir,
118
- chunk_rtxdi_pack_reservoir,
119
- chunk_restir_reservoir_address,
120
- chunk_random,
121
- chunk_random_initialize,
122
- ]
123
- );
124
-
125
- export const shader_restir_di_resample = ComputeShader.from({
126
- label: "ReSTIR DI Resample",
127
- resources,
128
- body,
129
- group_size: [8, 8, 1],
130
- });
1
+ import { u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { chunk_rtxdi_empty_reservoir } from "../reservoir/chunk_rtxdi_empty_reservoir.js";
4
+ import { chunk_rtxdi_pack_reservoir } from "../reservoir/chunk_rtxdi_pack_reservoir.js";
5
+ import { RTXDI_PackedReservoir } from "../reservoir/RTXDI_PackedReservoir.js";
6
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
7
+ import { chunk_stbn_sample_vec2 } from "../../shader/chunk/noise/chunk_stbn_sample_vec2.js";
8
+ import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
9
+ import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
10
+ import { chunk_random_initialize } from "../../shader/chunk/random/chunk_random_initialize.js";
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ import { ComputeShader } from "../../shader/ComputeShader.js";
13
+ import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
14
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
15
+ import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
16
+ import { chunk_restir_generate_candidates } from "./chunk_restir_generate_candidates.js";
17
+ import { chunk_restir_reconstruct_surface } from "./chunk_restir_reconstruct_surface.js";
18
+ import { chunk_restir_reservoir_address } from "./chunk_restir_reservoir_address.js";
19
+ import { chunk_restir_temporal_reuse } from "./chunk_restir_temporal_reuse.js";
20
+
21
+ /**
22
+ * ReSTIR DI — resample pass (stage 1 of 2).
23
+ *
24
+ * Per pixel: reconstruct the surface, draw M_initial candidate local lights from
25
+ * the froxel cluster (RIS / WRS with the BRDF target function), temporally
26
+ * resample against the reprojected previous-frame reservoir, and write the
27
+ * finalized reservoir to `reservoir_current`.
28
+ *
29
+ * Deliberately holds NO ray-tracing bindings: visibility is deferred to the
30
+ * resolve pass, which keeps this pass at 5 storage buffers (lights + clusters +
31
+ * the two reservoirs) — within maxStorageBuffersPerShaderStage. The visibility
32
+ * ray + shading is the resolve pass's job.
33
+ *
34
+ * @type {ComputeShader}
35
+ */
36
+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ // G-buffer + reprojection inputs + uniforms (no storage buffers in this group).
40
+ resources.createGroup()
41
+ .addTexture("gBufferDepth")
42
+ .addTexture("gBufferPBR")
43
+ .addTexture("gBufferNormal", "uint")
44
+ .addTexture("gBufferAlbedo")
45
+ .addTexture("gBufferEmissive", "uint")
46
+ .addTexture("VelocityBuffer")
47
+ .addTexture("tOcclusionClip")
48
+ .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
49
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
50
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
51
+ .addUniform("m_initial", u32);
52
+
53
+ // Local lights + froxel clusters (the screen-space tile candidate set).
54
+ const RESTIR_DI_LIGHT_GROUP = new ShaderResourceGroupDescriptor();
55
+ RESTIR_DI_LIGHT_GROUP.label = "restir-di/lights";
56
+ RESTIR_DI_LIGHT_GROUP
57
+ .addStorageBuffer("light_data", WebGPUArray.u32)
58
+ .addUniform("cluster_parameters", vec3f)
59
+ .addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
60
+ .addStorageBuffer("cluster_data", WebGPUArray.u32);
61
+ resources.addGroup(RESTIR_DI_LIGHT_GROUP);
62
+
63
+ // Previous frame's spatiotemporal reservoir (read) + this pass's output (write).
64
+ // The output is a transient scratch the spatial pass consumes; the persistent
65
+ // ping-pong final reservoir is written by the spatial pass.
66
+ const RESTIR_DI_RESERVOIR_GROUP = new ShaderResourceGroupDescriptor();
67
+ RESTIR_DI_RESERVOIR_GROUP.label = "restir-di/reservoirs";
68
+ RESTIR_DI_RESERVOIR_GROUP
69
+ .addStorageBuffer("reservoir_out", WebGPUArray.from(RTXDI_PackedReservoir), true)
70
+ .addStorageBuffer("reservoir_previous", WebGPUArray.from(RTXDI_PackedReservoir), false);
71
+ resources.addGroup(RESTIR_DI_RESERVOIR_GROUP);
72
+
73
+ const body = CodeChunk.from(
74
+ //language=WGSL
75
+ `
76
+ @compute @workgroup_size(8, 8, 1)
77
+ fn main(
78
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
79
+ ) {
80
+ let i_coord = global_invocation_id.xy;
81
+ let texture_size = textureDimensions(gBufferDepth);
82
+
83
+ if (!all(i_coord < texture_size)) {
84
+ return;
85
+ }
86
+
87
+ // Per-pixel, per-frame PRNG for candidate sampling + area-light jitter.
88
+ random_initialize(vec3<u32>(i_coord, view.frame_index), vec3<u32>(0x9E3779B9u, 0x85EBCA6Bu, 0xC2B2AE35u));
89
+
90
+ var reservoir = rtxdi_empty_reservoir();
91
+
92
+ let surface = restir_reconstruct_surface(i_coord, texture_size);
93
+ if (surface.is_valid) {
94
+ // Blue-noise area-light sample coordinate (spatially-visible dimension).
95
+ let stbn_uv = stbn_sample_vec2(vec3<u32>(i_coord, view.frame_index));
96
+
97
+ let canonical = restir_generate_candidates(
98
+ surface.geometry,
99
+ surface.material,
100
+ vec2<f32>(i_coord) + vec2<f32>(0.5, 0.5),
101
+ surface.view_depth,
102
+ texture_size,
103
+ m_initial,
104
+ stbn_uv,
105
+ );
106
+
107
+ reservoir = restir_temporal_reuse(canonical, surface.geometry, surface.material, i_coord, texture_size);
108
+ }
109
+
110
+ reservoir_out[restir_reservoir_address(i_coord, texture_size.x)] = rtxdi_pack_reservoir(reservoir);
111
+ }
112
+ `, [
113
+ chunk_restir_reconstruct_surface,
114
+ chunk_restir_generate_candidates,
115
+ chunk_restir_temporal_reuse,
116
+ chunk_stbn_sample_vec2,
117
+ chunk_rtxdi_empty_reservoir,
118
+ chunk_rtxdi_pack_reservoir,
119
+ chunk_restir_reservoir_address,
120
+ chunk_random,
121
+ chunk_random_initialize,
122
+ ]
123
+ );
124
+
125
+ export const shader_restir_di_resample = ComputeShader.from({
126
+ label: "ReSTIR DI Resample",
127
+ resources,
128
+ body,
129
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_restir_di_resolve.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resolve.js"],"names":[],"mappings":"AA8FA,qDAKG;8BA7F2B,+BAA+B"}
1
+ {"version":3,"file":"shader_restir_di_resolve.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/shader_restir_di_resolve.js"],"names":[],"mappings":"AA8FA,qDAIG;8BA5F2B,+BAA+B"}