@woosh/meep-engine 3.12.0 → 3.13.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +3 -3
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +4 -2
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +2 -3
- package/src/engine/graphics3/highlight/shader_highlight_outline.js +150 -150
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/RENDERER_CONTRACT.md +2 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts +18 -0
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.d.ts.map +1 -1
- package/src/shade/descriptor/pipeline/compute/ComputePipelineDescriptor.js +73 -0
- package/src/shade/device/PASS_ENCODER_PROPOSAL_2026_08_31.md +750 -0
- package/src/shade/device/ShadeGPUCommandContext.d.ts +10 -16
- package/src/shade/device/ShadeGPUCommandContext.d.ts.map +1 -1
- package/src/shade/device/ShadeGPUCommandContext.js +801 -994
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts +107 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPUComputePassEncoder.js +222 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts +168 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.d.ts.map +1 -0
- package/src/shade/device/pass/ShadeGPURenderPassEncoder.js +317 -0
- package/src/shade/device/timing/GPUTimerArray.d.ts +4 -9
- package/src/shade/device/timing/GPUTimerArray.d.ts.map +1 -1
- package/src/shade/device/timing/GPUTimerArray.js +261 -289
- package/src/shade/device/timing/GPU_PROFILER_PROPOSAL_2026_08_28.md +20 -2
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts +59 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.d.ts.map +1 -0
- package/src/shade/device/timing/ShadeGPUContextProfiler.js +182 -0
- package/src/shade/device/timing/profile/GPUProfileSession.d.ts +4 -4
- package/src/shade/device/timing/profile/GPUProfileSession.js +4 -4
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_leaf_triangles.js +3 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_points.js +3 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.d.ts.map +1 -1
- package/src/shade/playground/skinned_blas_refit/shader_blas_audit_visibility.js +3 -1
- package/src/shade/playground/skinned_blas_refit/verify_leaf_triangles.js +2 -2
- package/src/shade/playground/skinned_blas_refit/verify_traversal_reachability.js +2 -2
- package/src/shade/renderer/Renderer.d.ts +0 -6
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +0 -29
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +1 -3
- package/src/shade/renderer/animation/shader_animation_tick.d.ts.map +1 -1
- package/src/shade/renderer/animation/shader_animation_tick.js +128 -125
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +8 -18
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_geometry_sphere_derive.js +100 -98
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_reduce.js +215 -212
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_meshlet_bounds_scatter.js +135 -120
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/bounds_refresh/shader_skinned_mesh_bounds_refresh.js +77 -75
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
- package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +375 -371
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +3 -3
- package/src/shade/renderer/buffer/graph_inspect_gpu_buffer.js +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/GPUDatabase.js +14 -19
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/gpu_table_element_upload_shader.js +7 -2
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
- package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +325 -319
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.d.ts.map +1 -1
- package/src/shade/renderer/buffer/util/shader_buffer_copy_storage_to_storage.js +3 -1
- package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
- package/src/shade/renderer/deferred/shader_tonemap_HDR.js +4 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts +2 -2
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +167 -167
- package/src/shade/renderer/fow/GPUFogOfWarRenderer.js +3 -3
- package/src/shade/renderer/fow/shader_fog_of_war.d.ts.map +1 -1
- package/src/shade/renderer/fow/shader_fog_of_war.js +3 -1
- package/src/shade/renderer/geometry/bvh/record_blas_refit.js +102 -102
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.d.ts.map +1 -1
- package/src/shade/renderer/geometry/bvh/shader_blas_refit_leaf_bounds.js +125 -121
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/GPUMeshletManager.js +766 -774
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.d.ts.map +1 -1
- package/src/shade/renderer/geometry/meshlet/shader_meshlet_metadata_address_patch.js +72 -69
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +5 -10
- package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +129 -129
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +5 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_resolve_probes.js +3 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +114 -112
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lpv_store_sh.js +4 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_lvp_atlas_to_sh.js +187 -184
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/convolve/graph_reduce_atlas_to_sh.js +4 -1
- package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/sharc/SpatialHashRadianceCache.js +6 -8
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_evict.js +3 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.js +3 -1
- package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/PHASE1_HANDOVER.md +3 -3
- package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +217 -217
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +145 -142
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.js +87 -82
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_refit.js +143 -140
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts +2 -2
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/bvh/verify_gpu_bvh_build.js +43 -8
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/graph_radix_sort.js +4 -5
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_histogram.js +88 -84
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.d.ts.map +1 -1
- package/src/shade/renderer/gpu_primitive/sort/shader_radix_sort_scatter.js +194 -191
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.js +33 -69
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +6 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
- package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +23 -7
- package/src/shade/renderer/light/environment/execute_filter_environment_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/execute_filter_environment_map.js +1 -2
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map.d.ts.map +1 -1
- package/src/shade/renderer/light/environment/shader_convolve_reflection_map.js +6 -1
- package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.d.ts.map +1 -1
- package/src/shade/renderer/lightmap/bake/raster/graph_draw_lightmap_viz_buffer.js +234 -219
- package/src/shade/renderer/lightmap/bake/raster/shader_lightmap_to_viz_buffer.js +2 -2
- package/src/shade/renderer/lightmap/bake/shader_lightmap_denoise_sh.js +191 -191
- package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.d.ts.map +1 -1
- package/src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.js +85 -82
- package/src/shade/renderer/particles/graph_particles.d.ts.map +1 -1
- package/src/shade/renderer/particles/graph_particles.js +5 -3
- package/src/shade/renderer/particles/prototypeParticleSystem.js +3 -4
- package/src/shade/renderer/particles/shaders/shader_particle_emit.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_emit.js +132 -117
- package/src/shade/renderer/particles/shaders/shader_particle_finalize.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_finalize.js +79 -77
- package/src/shade/renderer/particles/shaders/shader_particle_simulate.d.ts.map +1 -1
- package/src/shade/renderer/particles/shaders/shader_particle_simulate.js +111 -99
- package/src/shade/renderer/particles/sort/shader_particle_sort.d.ts.map +1 -1
- package/src/shade/renderer/particles/sort/shader_particle_sort.js +187 -158
- package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.d.ts.map +1 -1
- package/src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js +7 -10
- package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.d.ts.map +1 -1
- package/src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.js +4 -1
- package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/bloom/shader_bloom_mix.js +3 -1
- package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/cas/shader_ffx_rcas.js +4 -2
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +147 -147
- package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/graph_atorus_denoise_luma.js +121 -119
- package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/graph_postprocess_dof2.js +1 -2
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_far.js +4 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_gather_near.js +4 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_recombine.js +4 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/gather/shader_dof2_setup.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/graph_postprocess_dof.js +2 -4
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_composite.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_prefilter.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch.js +4 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_raymarch_compute.js +269 -266
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/raymarch/shader_dof_slice_compute.js +273 -270
- package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/dof/shader_dof_autofocus.js +4 -1
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +8 -11
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js +5 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +11 -8
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +7 -8
- package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.js +3 -1
- package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_concat.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/nss/shader_nss_concat.js +70 -68
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/depth_max_shader.js +70 -68
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +3 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +4 -1
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +103 -101
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +4 -2
- package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_trace_shader.js +3 -1
- package/src/shade/renderer/postprocess/taa/shader_taa.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/taa/shader_taa.js +4 -1
- package/src/shade/renderer/postprocess/upscale-dither/fragment_shader_upscale_dither.js +5 -5
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/prepare_meshlet_draw_commands_by_material.js +339 -341
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_mesh_filter_2way.js +114 -109
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/cull/hzb/shader_hzb_meshlet_filter_1way_full.js +118 -115
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/bucket/meshlet/shader_meshlets_extract_bucket.js +69 -65
- package/src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js +722 -722
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +1 -9
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +1 -6
- package/src/shade/renderer/restir/di/graph_restir_di.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/graph_restir_di.js +2 -3
- package/src/shade/renderer/restir/di/graph_restir_di_denoise.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/graph_restir_di_denoise.js +1 -2
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +139 -136
- package/src/shade/renderer/restir/di/shader_restir_di_resample.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resample.js +131 -129
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_resolve.js +101 -99
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.d.ts.map +1 -1
- package/src/shade/renderer/scene/GPUInstancesAccelerationStructure.js +379 -383
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.d.ts.map +1 -1
- package/src/shade/renderer/scene/shader_bvh_extract_instance_leaves.js +147 -144
- package/src/shade/renderer/shader/ComputeShader.d.ts +2 -2
- package/src/shade/renderer/shader/ComputeShader.d.ts.map +1 -1
- package/src/shade/renderer/shader/ComputeShader.js +14 -17
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +2 -2
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +189 -189
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/resource/ShaderResourceSetDescriptor.js +3 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/GPUSceneShadowmapContext.js +14 -18
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.d.ts.map +1 -1
- package/src/shade/renderer/shadow/map/shader/shader_shadowmap_remap_cube_to_octahedral.js +5 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +3 -1
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +73 -73
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +151 -148
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/graph_trace_rays.js +4 -2
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/trace/shader_trace_rays.js +18 -4
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/CascadedSceneSDF.js +7 -8
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_build_scene_sdf_f32.js +6 -2
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_debug_viz.js +129 -127
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +5 -3
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +2 -5
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +233 -231
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
- package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
- package/src/shade/wgsl/validate_wgsl_source.d.ts.map +1 -1
- package/src/shade/wgsl/validate_wgsl_source.js +8 -3
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts +0 -21
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.d.ts.map +0 -1
- package/src/shade/device/timing/profile/make_profiling_pass_encoder.js +0 -114
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts +0 -20
- package/src/shade/device/timing/profile/parse_workgroup_size.d.ts.map +0 -1
- package/src/shade/device/timing/profile/parse_workgroup_size.js +0 -43
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import {
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VIZ_BUFFER_INVALID_MESH_VALUE
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} from "../../rasterize/native/viz/VIZ_BUFFER_INVALID_MESH_VALUE.js";
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import { ATORUS_UNIFORMS_STRUCT } from "../../postprocess/denoise/fragment_shader_denoise_ao.js";
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import { chunk_filter_gaussian } from "../../shader/chunk/filter/chunk_filter_gaussian.js";
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import {
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METRO_L1_IRRADIANCE_STRUCT
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} from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ImageShader } from "../../shader/ImageShader.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
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import { chunk_texture_load_sh } from "./chunk_texture_load_sh.js";
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import { LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR } from "./LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR.js";
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import { LIGHTMAP_SH_FRAGMENT_OUTPUT } from "./LIGHTMAP_SH_FRAGMENT_OUTPUT.js";
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const resources = new ShaderResourceSetDescriptor();
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resources.createGroup()
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.addTexture("viz_buffer", "uint")
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.addTexture("lightmap_Y", "unfilterable-float")
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.addTexture("lightmap_CoCg", "unfilterable-float")
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/**
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* We can use this to derive a single variance value
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* @type {CodeChunk}
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*/
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export const chunk_estimate_sh_similarity = CodeChunk.from(
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//language=WGSL
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`
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fn estimate_sh_similarity(
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a: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref},
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b: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref}
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) -> f32 {
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// extract dominant luma direction
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// Metro encodes SH coeffcients in axis-aligned way (L11, L1_1, L10) with L00 being in forth position (w)
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let a_luma_direction = a.Y.xyz / a.Y.w;
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let b_luma_direction = b.Y.xyz / b.Y.w;
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const DIRECTION_PHI = 10.0;
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// Soften the direction, so that there is always some similarity. The exponent argument is a
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// DISTANCE (0 = aligned, 1 = opposite), so aligned directions get the highest weight.
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let direction_similarity = exp( - max(0.0001, ( 1.0 - dot(a_luma_direction, b_luma_direction) ) * 0.5) / DIRECTION_PHI);
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const LUMA_PHI = 10.0;
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let luma_similarity = exp( - max(0.0001, abs( a.Y.w - b.Y.w )) / LUMA_PHI);
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const COLOR_PHI = 3.0;
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let color_similarity = exp( min(0.0, -dot(vec2(a.CoCg * a.Y.w), vec2(b.CoCg * b.Y.w))) / COLOR_PHI );
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return luma_similarity * color_similarity * direction_similarity;
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}
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`, [
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METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
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]
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);
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const chunk_edge_stopping_weight = CodeChunk.from(
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//language=WGSL
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`
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fn edge_stopping_weight(
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center_viz: vec2u,
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sample_viz: vec2u,
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center_sh: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref},
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sample_sh: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref},
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) -> f32{
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var result: f32 = 1.0;
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// different meshes
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result *= select(0.0,1.0,center_viz.x == sample_viz.x);
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result *= estimate_sh_similarity(center_sh, sample_sh);
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return saturate(result);
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}
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`, [
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METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
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chunk_estimate_sh_similarity
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]
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);
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const body = CodeChunk.from(
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//language=WGSL
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`
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@fragment
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fn main(
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@builtin(position) coord: vec4<f32>,
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) -> ${LIGHTMAP_SH_FRAGMENT_OUTPUT.wgsl_ref}{
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let ipos = vec2<i32>(coord.xy);
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let screen_size = vec2<i32>(textureDimensions(lightmap_Y));
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let center_sh = texture_load_sh(ipos);
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var accummulated_sample = center_sh;
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var sum_weight = 1.0;
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let center_viz = textureLoad(viz_buffer, ipos, 0).rg;
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if(center_viz.x == ${VIZ_BUFFER_INVALID_MESH_VALUE}){
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// not a valid sample
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discard ;
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}
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// TODO compute variance and mean
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// use similarity measure code for variance
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// TODO drive blur using variance
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// TODO use G-buffer to drive world-space edge-weight metric
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// TODO for texels with very high variance we can relax the directional component (L1 of SH)
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const KERNEL_SIZE = 7;
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for(var y = -KERNEL_SIZE; y <= KERNEL_SIZE; y++){
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for(var x = -KERNEL_SIZE; x <= KERNEL_SIZE; x++){
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if(x == 0 && y == 0){
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// skip center sample
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continue;
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}
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let offset = vec2<i32>(x, y);
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let p = ipos + offset;
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let inside = all(p >= vec2(0, 0)) && all(p < screen_size);
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if(!inside){
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continue;
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}
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const GAUSSIAN_SIGMA = KERNEL_SIZE*0.25;
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let kernel = filter_gaussian( GAUSSIAN_SIGMA, f32(x) ) * filter_gaussian( GAUSSIAN_SIGMA, f32(y) );
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let sample_viz = textureLoad(viz_buffer, p, 0).rg;
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let sample_sh = texture_load_sh(p);
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// edge-stopping function
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let edge_weight = edge_stopping_weight(
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center_viz,
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sample_viz,
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center_sh,
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sample_sh
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);
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let weight = edge_weight * kernel;
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accummulated_sample.Y += sample_sh.Y * weight;
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accummulated_sample.CoCg += sample_sh.CoCg * weight;
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sum_weight += weight;
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}
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}
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accummulated_sample.Y /= sum_weight;
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accummulated_sample.CoCg /= sum_weight;
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return ${LIGHTMAP_SH_FRAGMENT_OUTPUT.make({
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Y:"accummulated_sample.Y",
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CoCg:"accummulated_sample.CoCg"
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})};
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}
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`, [
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chunk_edge_stopping_weight,
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chunk_texture_load_sh,
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LIGHTMAP_SH_FRAGMENT_OUTPUT.declaration_chunk,
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METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
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chunk_filter_gaussian,
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]);
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export const shader_lightmap_denoise_sh = ImageShader.from({
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descriptor: ShaderDescriptor.from({
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label: "Light Map / denoise SH",
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body,
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resources,
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}),
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targets: LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR
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import {
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VIZ_BUFFER_INVALID_MESH_VALUE
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} from "../../rasterize/native/viz/VIZ_BUFFER_INVALID_MESH_VALUE.js";
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import { ATORUS_UNIFORMS_STRUCT } from "../../postprocess/denoise/fragment_shader_denoise_ao.js";
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import { chunk_filter_gaussian } from "../../shader/chunk/filter/chunk_filter_gaussian.js";
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import {
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METRO_L1_IRRADIANCE_STRUCT
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} from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { ImageShader } from "../../shader/ImageShader.js";
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import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
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import { chunk_texture_load_sh } from "./chunk_texture_load_sh.js";
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import { LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR } from "./LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR.js";
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import { LIGHTMAP_SH_FRAGMENT_OUTPUT } from "./LIGHTMAP_SH_FRAGMENT_OUTPUT.js";
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const resources = new ShaderResourceSetDescriptor();
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// per-pass, four bytes, read-only: immediate data rather than a uniform buffer
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resources.setImmediate("settings", ATORUS_UNIFORMS_STRUCT);
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resources.createGroup()
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.addTexture("viz_buffer", "uint")
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.addTexture("lightmap_Y", "unfilterable-float")
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.addTexture("lightmap_CoCg", "unfilterable-float")
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/**
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* We can use this to derive a single variance value
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* @type {CodeChunk}
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*/
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export const chunk_estimate_sh_similarity = CodeChunk.from(
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//language=WGSL
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`
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fn estimate_sh_similarity(
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a: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref},
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b: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref}
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) -> f32 {
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// extract dominant luma direction
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// Metro encodes SH coeffcients in axis-aligned way (L11, L1_1, L10) with L00 being in forth position (w)
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let a_luma_direction = a.Y.xyz / a.Y.w;
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let b_luma_direction = b.Y.xyz / b.Y.w;
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const DIRECTION_PHI = 10.0;
|
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46
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+
|
|
47
|
+
// Soften the direction, so that there is always some similarity. The exponent argument is a
|
|
48
|
+
// DISTANCE (0 = aligned, 1 = opposite), so aligned directions get the highest weight.
|
|
49
|
+
let direction_similarity = exp( - max(0.0001, ( 1.0 - dot(a_luma_direction, b_luma_direction) ) * 0.5) / DIRECTION_PHI);
|
|
50
|
+
|
|
51
|
+
const LUMA_PHI = 10.0;
|
|
52
|
+
|
|
53
|
+
let luma_similarity = exp( - max(0.0001, abs( a.Y.w - b.Y.w )) / LUMA_PHI);
|
|
54
|
+
|
|
55
|
+
const COLOR_PHI = 3.0;
|
|
56
|
+
|
|
57
|
+
let color_similarity = exp( min(0.0, -dot(vec2(a.CoCg * a.Y.w), vec2(b.CoCg * b.Y.w))) / COLOR_PHI );
|
|
58
|
+
|
|
59
|
+
return luma_similarity * color_similarity * direction_similarity;
|
|
60
|
+
}
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|
61
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+
`, [
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62
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+
METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
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63
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+
]
|
|
64
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+
);
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65
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+
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66
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+
const chunk_edge_stopping_weight = CodeChunk.from(
|
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67
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+
//language=WGSL
|
|
68
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+
`
|
|
69
|
+
fn edge_stopping_weight(
|
|
70
|
+
center_viz: vec2u,
|
|
71
|
+
sample_viz: vec2u,
|
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72
|
+
center_sh: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref},
|
|
73
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+
sample_sh: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref},
|
|
74
|
+
) -> f32{
|
|
75
|
+
var result: f32 = 1.0;
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+
|
|
77
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+
// different meshes
|
|
78
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+
result *= select(0.0,1.0,center_viz.x == sample_viz.x);
|
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79
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+
|
|
80
|
+
result *= estimate_sh_similarity(center_sh, sample_sh);
|
|
81
|
+
|
|
82
|
+
return saturate(result);
|
|
83
|
+
}
|
|
84
|
+
`, [
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85
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+
METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
|
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86
|
+
chunk_estimate_sh_similarity
|
|
87
|
+
]
|
|
88
|
+
);
|
|
89
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+
|
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90
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+
|
|
91
|
+
const body = CodeChunk.from(
|
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92
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+
//language=WGSL
|
|
93
|
+
`
|
|
94
|
+
|
|
95
|
+
@fragment
|
|
96
|
+
fn main(
|
|
97
|
+
@builtin(position) coord: vec4<f32>,
|
|
98
|
+
) -> ${LIGHTMAP_SH_FRAGMENT_OUTPUT.wgsl_ref}{
|
|
99
|
+
let ipos = vec2<i32>(coord.xy);
|
|
100
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+
let screen_size = vec2<i32>(textureDimensions(lightmap_Y));
|
|
101
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+
|
|
102
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+
let center_sh = texture_load_sh(ipos);
|
|
103
|
+
|
|
104
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+
var accummulated_sample = center_sh;
|
|
105
|
+
var sum_weight = 1.0;
|
|
106
|
+
|
|
107
|
+
let center_viz = textureLoad(viz_buffer, ipos, 0).rg;
|
|
108
|
+
|
|
109
|
+
if(center_viz.x == ${VIZ_BUFFER_INVALID_MESH_VALUE}){
|
|
110
|
+
// not a valid sample
|
|
111
|
+
discard ;
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
// TODO compute variance and mean
|
|
115
|
+
// use similarity measure code for variance
|
|
116
|
+
|
|
117
|
+
// TODO drive blur using variance
|
|
118
|
+
|
|
119
|
+
// TODO use G-buffer to drive world-space edge-weight metric
|
|
120
|
+
|
|
121
|
+
// TODO for texels with very high variance we can relax the directional component (L1 of SH)
|
|
122
|
+
|
|
123
|
+
const KERNEL_SIZE = 7;
|
|
124
|
+
|
|
125
|
+
for(var y = -KERNEL_SIZE; y <= KERNEL_SIZE; y++){
|
|
126
|
+
for(var x = -KERNEL_SIZE; x <= KERNEL_SIZE; x++){
|
|
127
|
+
|
|
128
|
+
if(x == 0 && y == 0){
|
|
129
|
+
// skip center sample
|
|
130
|
+
continue;
|
|
131
|
+
}
|
|
132
|
+
|
|
133
|
+
let offset = vec2<i32>(x, y);
|
|
134
|
+
|
|
135
|
+
let p = ipos + offset;
|
|
136
|
+
let inside = all(p >= vec2(0, 0)) && all(p < screen_size);
|
|
137
|
+
|
|
138
|
+
if(!inside){
|
|
139
|
+
continue;
|
|
140
|
+
}
|
|
141
|
+
|
|
142
|
+
const GAUSSIAN_SIGMA = KERNEL_SIZE*0.25;
|
|
143
|
+
|
|
144
|
+
let kernel = filter_gaussian( GAUSSIAN_SIGMA, f32(x) ) * filter_gaussian( GAUSSIAN_SIGMA, f32(y) );
|
|
145
|
+
|
|
146
|
+
let sample_viz = textureLoad(viz_buffer, p, 0).rg;
|
|
147
|
+
|
|
148
|
+
let sample_sh = texture_load_sh(p);
|
|
149
|
+
|
|
150
|
+
// edge-stopping function
|
|
151
|
+
let edge_weight = edge_stopping_weight(
|
|
152
|
+
center_viz,
|
|
153
|
+
sample_viz,
|
|
154
|
+
center_sh,
|
|
155
|
+
sample_sh
|
|
156
|
+
);
|
|
157
|
+
|
|
158
|
+
let weight = edge_weight * kernel;
|
|
159
|
+
|
|
160
|
+
|
|
161
|
+
accummulated_sample.Y += sample_sh.Y * weight;
|
|
162
|
+
accummulated_sample.CoCg += sample_sh.CoCg * weight;
|
|
163
|
+
|
|
164
|
+
sum_weight += weight;
|
|
165
|
+
|
|
166
|
+
}
|
|
167
|
+
}
|
|
168
|
+
|
|
169
|
+
accummulated_sample.Y /= sum_weight;
|
|
170
|
+
accummulated_sample.CoCg /= sum_weight;
|
|
171
|
+
|
|
172
|
+
return ${LIGHTMAP_SH_FRAGMENT_OUTPUT.make({
|
|
173
|
+
Y:"accummulated_sample.Y",
|
|
174
|
+
CoCg:"accummulated_sample.CoCg"
|
|
175
|
+
})};
|
|
176
|
+
}
|
|
177
|
+
`, [
|
|
178
|
+
chunk_edge_stopping_weight,
|
|
179
|
+
chunk_texture_load_sh,
|
|
180
|
+
LIGHTMAP_SH_FRAGMENT_OUTPUT.declaration_chunk,
|
|
181
|
+
METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
|
|
182
|
+
chunk_filter_gaussian,
|
|
183
|
+
]);
|
|
184
|
+
|
|
185
|
+
export const shader_lightmap_denoise_sh = ImageShader.from({
|
|
186
|
+
descriptor: ShaderDescriptor.from({
|
|
187
|
+
label: "Light Map / denoise SH",
|
|
188
|
+
body,
|
|
189
|
+
resources,
|
|
190
|
+
}),
|
|
191
|
+
targets: LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR
|
|
192
192
|
})
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_lightmap_accummulate_tile.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_lightmap_accummulate_tile.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/lightmap/bake/tile/shader_lightmap_accummulate_tile.js"],"names":[],"mappings":"AAuDA,2DA8BE;4BAhF0B,gCAAgC"}
|
|
@@ -1,83 +1,86 @@
|
|
|
1
|
-
import { vec2u } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
2
|
-
import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
|
|
3
|
-
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
4
|
-
import { INDIRECT_MATERIAL_ARRAY_TYPE } from "../../../material/resident/INDIRECT_MATERIAL_ARRAY_TYPE.js";
|
|
5
|
-
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
6
|
-
import { ImageShader } from "../../../shader/ImageShader.js";
|
|
7
|
-
import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
8
|
-
import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
|
|
9
|
-
import { sr_create_group_RTX } from "../../../geometry/sr_create_group_RTX.js";
|
|
10
|
-
|
|
11
|
-
const PUSH_CONSTANTS = WebGPUStruct.from({
|
|
12
|
-
/**
|
|
13
|
-
* Offset into the light map where the tile maps onto
|
|
14
|
-
*/
|
|
15
|
-
offset: vec2u,
|
|
16
|
-
|
|
17
|
-
});
|
|
18
|
-
|
|
19
|
-
const resources = new ShaderResourceSetDescriptor();
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
resources.
|
|
24
|
-
|
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25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
|
|
29
|
-
.
|
|
30
|
-
.addTexture("
|
|
31
|
-
|
|
32
|
-
resources.createGroup()
|
|
33
|
-
.
|
|
34
|
-
.addTexture("
|
|
35
|
-
|
|
36
|
-
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
|
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40
|
-
|
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41
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-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
65
|
-
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
|
|
81
|
-
|
|
82
|
-
|
|
1
|
+
import { vec2u } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
2
|
+
import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
|
|
3
|
+
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
4
|
+
import { INDIRECT_MATERIAL_ARRAY_TYPE } from "../../../material/resident/INDIRECT_MATERIAL_ARRAY_TYPE.js";
|
|
5
|
+
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
6
|
+
import { ImageShader } from "../../../shader/ImageShader.js";
|
|
7
|
+
import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
8
|
+
import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
|
|
9
|
+
import { sr_create_group_RTX } from "../../../geometry/sr_create_group_RTX.js";
|
|
10
|
+
|
|
11
|
+
const PUSH_CONSTANTS = WebGPUStruct.from({
|
|
12
|
+
/**
|
|
13
|
+
* Offset into the light map where the tile maps onto
|
|
14
|
+
*/
|
|
15
|
+
offset: vec2u,
|
|
16
|
+
|
|
17
|
+
});
|
|
18
|
+
|
|
19
|
+
const resources = new ShaderResourceSetDescriptor();
|
|
20
|
+
|
|
21
|
+
// per-dispatch, eight bytes, read-only: immediate data rather than a uniform buffer. The material
|
|
22
|
+
// table beside it is scene state and stays bound.
|
|
23
|
+
resources.setImmediate("settings", PUSH_CONSTANTS);
|
|
24
|
+
|
|
25
|
+
sr_create_group_RTX(resources);
|
|
26
|
+
|
|
27
|
+
resources.createGroup()
|
|
28
|
+
.addUniform("materials", INDIRECT_MATERIAL_ARRAY_TYPE)
|
|
29
|
+
.addTexture("textures", "unfilterable-float", "2d-array")
|
|
30
|
+
.addTexture("tNoise", "uint")
|
|
31
|
+
|
|
32
|
+
resources.createGroup()
|
|
33
|
+
.addStorageBuffer("light_data", WebGPUArray.u32)
|
|
34
|
+
.addTexture("tEnvironment", "unfilterable-float", "2d")
|
|
35
|
+
|
|
36
|
+
resources.createGroup()
|
|
37
|
+
.addTexture("viz_buffer", "uint") // [mesh, triangle]
|
|
38
|
+
|
|
39
|
+
|
|
40
|
+
const body = CodeChunk.from(
|
|
41
|
+
//language=WGSL
|
|
42
|
+
`
|
|
43
|
+
|
|
44
|
+
@fragment
|
|
45
|
+
fn main(
|
|
46
|
+
@builtin(position) coord: vec4<f32>,
|
|
47
|
+
) -> @location(0) vec4<f32>{
|
|
48
|
+
|
|
49
|
+
let ipos = vec2<i32>(coord.xy);
|
|
50
|
+
|
|
51
|
+
|
|
52
|
+
}
|
|
53
|
+
`
|
|
54
|
+
);
|
|
55
|
+
|
|
56
|
+
export const shader_lightmap_accummulate_tile = ImageShader.from({
|
|
57
|
+
descriptor: ShaderDescriptor.from({
|
|
58
|
+
label: "Lightmap accummulate tile",
|
|
59
|
+
body,
|
|
60
|
+
resources,
|
|
61
|
+
}),
|
|
62
|
+
targets: [
|
|
63
|
+
// Y
|
|
64
|
+
{
|
|
65
|
+
format: "rgba32float",
|
|
66
|
+
blend: {
|
|
67
|
+
color: {
|
|
68
|
+
operation: "add",
|
|
69
|
+
srcFactor: "one",
|
|
70
|
+
dstFactor: "one",
|
|
71
|
+
}
|
|
72
|
+
}
|
|
73
|
+
},
|
|
74
|
+
// CoCg
|
|
75
|
+
{
|
|
76
|
+
format: "rg32float",
|
|
77
|
+
blend: {
|
|
78
|
+
color: {
|
|
79
|
+
operation: "add",
|
|
80
|
+
srcFactor: "one",
|
|
81
|
+
dstFactor: "one",
|
|
82
|
+
}
|
|
83
|
+
}
|
|
84
|
+
}
|
|
85
|
+
]
|
|
83
86
|
})
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"graph_particles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/graph_particles.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AACH;IApBkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IAC/D,GAAG;QACI,QAAQ;QACR,OAAO;QACP,SAAS;QACT,IAAI;QACJ,UAAU;QACV,WAAW;QACX,IAAI;QACJ,QAAQ;QACR,cAAc;QACd,aAAa;QACb,SAAS;;IAChB,QAAQ,EAAvB,MAAM;IACS,KAAK;QACC,EAAE,EAAvB,MAAM;QACe,IAAI,EAAzB,MAAM;QACe,KAAK,EAA1B,MAAM;QACe,WAAW,EAAhC,MAAM;;;;;;;;
|
|
1
|
+
{"version":3,"file":"graph_particles.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/particles/graph_particles.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiDG;AACH;IApBkG,KAAK,EAA5F,OAAO,2DAA2D,EAAE,UAAU;IAC/D,GAAG;QACI,QAAQ;QACR,OAAO;QACP,SAAS;QACT,IAAI;QACJ,UAAU;QACV,WAAW;QACX,IAAI;QACJ,QAAQ;QACR,cAAc;QACd,aAAa;QACb,SAAS;;IAChB,QAAQ,EAAvB,MAAM;IACS,KAAK;QACC,EAAE,EAAvB,MAAM;QACe,IAAI,EAAzB,MAAM;QACe,KAAK,EAA1B,MAAM;QACe,WAAW,EAAhC,MAAM;;;;;;;;EAsFhB"}
|
|
@@ -92,8 +92,10 @@ export function graph_particles({ graph, gpu, capacity, frame }) {
|
|
|
92
92
|
bindings: {
|
|
93
93
|
emitters: gr_emitters, program: gr_program, vm_constants: gr_constants,
|
|
94
94
|
pool, spawn_requests: gr_spawn, alive_out: alive_write, dead, counters,
|
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95
|
-
|
|
96
|
-
|
|
95
|
+
settings: {
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96
|
+
u_dt: frame.dt, u_time: frame.time, u_frame: frame.index,
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97
|
+
u_count: frame.spawn_count, u_capacity: capacity,
|
|
98
|
+
},
|
|
97
99
|
},
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98
100
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group_count: [Math.ceil(frame.spawn_count / PARTICLE_EMIT_WORKGROUP_SIZE), 1, 1],
|
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99
101
|
});
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|
@@ -111,7 +113,7 @@ export function graph_particles({ graph, gpu, capacity, frame }) {
|
|
|
111
113
|
bindings: {
|
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112
114
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emitters: gr_emitters, program: gr_program, vm_constants: gr_constants,
|
|
113
115
|
pool, alive_in: gr_alive_read, alive_out: alive_write, dead, counters,
|
|
114
|
-
u_dt: frame.dt, u_time: frame.time, u_frame: frame.index,
|
|
116
|
+
settings: { u_dt: frame.dt, u_time: frame.time, u_frame: frame.index },
|
|
115
117
|
},
|
|
116
118
|
command: gr_dispatch,
|
|
117
119
|
});
|
|
@@ -177,7 +177,6 @@ async function main() {
|
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|
177
177
|
if (requests.length > 0) device.queue.writeBuffer(spawnRequests, 0, requests);
|
|
178
178
|
|
|
179
179
|
const cmd = ShadeGPUCommandContext.create(graphics);
|
|
180
|
-
const u = (type, value) => cmd.allocateTransientValueBuffer(type, value, GPUBufferUsage.UNIFORM);
|
|
181
180
|
const colorView = context.getCurrentTexture().createView();
|
|
182
181
|
|
|
183
182
|
// --- geometry pass: clear colour + reverse-Z depth (far = 0), lit, writes depth ---
|
|
@@ -196,19 +195,19 @@ async function main() {
|
|
|
196
195
|
if (requests.length > 0) {
|
|
197
196
|
shader_particle_emit.dispatchThreads({
|
|
198
197
|
encoder: cmd,
|
|
199
|
-
bindings: { emitters, program, vm_constants: constants, pool, spawn_requests: spawnRequests, alive_out: aliveWrite, dead, counters, u_dt:
|
|
198
|
+
bindings: { emitters, program, vm_constants: constants, pool, spawn_requests: spawnRequests, alive_out: aliveWrite, dead, counters, settings: { u_dt: dt, u_time: now / 1000, u_frame: system.frame, u_count: requests.length, u_capacity: CAPACITY } },
|
|
200
199
|
thread_count_x: requests.length,
|
|
201
200
|
});
|
|
202
201
|
}
|
|
203
202
|
shader_particle_simulate.dispatchIndirect({
|
|
204
203
|
encoder: cmd,
|
|
205
|
-
bindings: { emitters, program, vm_constants: constants, pool, alive_in: aliveRead, alive_out: aliveWrite, dead, counters, u_dt:
|
|
204
|
+
bindings: { emitters, program, vm_constants: constants, pool, alive_in: aliveRead, alive_out: aliveWrite, dead, counters, settings: { u_dt: dt, u_time: now / 1000, u_frame: system.frame } },
|
|
206
205
|
command: dispatchArgs,
|
|
207
206
|
});
|
|
208
207
|
// Snapshot the final alive count (next frame's simulate input) + write this frame's draw args.
|
|
209
208
|
shader_particle_build_indirect.dispatch({
|
|
210
209
|
encoder: cmd,
|
|
211
|
-
bindings: { counters, dispatch_args: dispatchArgs, draw_args: drawArgs, u_workgroup_size:
|
|
210
|
+
bindings: { counters, dispatch_args: dispatchArgs, draw_args: drawArgs, u_workgroup_size: PARTICLE_SIMULATE_WORKGROUP_SIZE },
|
|
212
211
|
group_count_x: 1,
|
|
213
212
|
});
|
|
214
213
|
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_particle_emit.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_emit.js"],"names":[],"mappings":"AAoBA;;;;;;;;;;;;GAYG;AAEH,2CAHU,aAAa,CAGwB;AA6F/C,iDAIG;8BAhI2B,+BAA+B"}
|