@woosh/meep-engine 3.30.0 → 3.31.0

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 (1579) hide show
  1. package/build/bundle-worker-image-decoder.js +1 -1
  2. package/build/bundle-worker-terrain.js +1 -1
  3. package/package.json +3 -1
  4. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  5. package/src/core/binary/BinaryBuffer.js +42 -14
  6. package/src/core/binary/BitImage2.d.ts.map +1 -1
  7. package/src/core/binary/BitImage2.js +2 -6
  8. package/src/core/binary/BitSet.js +5 -5
  9. package/src/core/binary/compression/chunks_to_stream.d.ts +24 -0
  10. package/src/core/binary/compression/chunks_to_stream.d.ts.map +1 -0
  11. package/src/core/binary/compression/chunks_to_stream.js +35 -0
  12. package/src/core/binary/compression/compress_bytes.d.ts +3 -4
  13. package/src/core/binary/compression/compress_bytes.d.ts.map +1 -1
  14. package/src/core/binary/compression/compress_bytes.js +6 -17
  15. package/src/core/binary/compression/decompress_bytes.d.ts +1 -2
  16. package/src/core/binary/compression/decompress_bytes.d.ts.map +1 -1
  17. package/src/core/binary/compression/decompress_bytes.js +4 -15
  18. package/src/core/binary/compression/decompress_bytes_into.d.ts.map +1 -1
  19. package/src/core/binary/compression/decompress_bytes_into.js +2 -13
  20. package/src/core/binary/ctz32.d.ts +12 -4
  21. package/src/core/binary/ctz32.d.ts.map +1 -1
  22. package/src/core/binary/ctz32.js +23 -41
  23. package/src/core/binary/lsb_32.d.ts +10 -2
  24. package/src/core/binary/lsb_32.d.ts.map +1 -1
  25. package/src/core/binary/lsb_32.js +17 -12
  26. package/src/core/binary/lz4/lz4_compress_block_hc.js +2 -2
  27. package/src/core/binary/type/DataTypeIndices.d.ts +39 -0
  28. package/src/core/binary/type/DataTypeIndices.d.ts.map +1 -1
  29. package/src/core/binary/type/DataTypeIndices.js +38 -1
  30. package/src/core/binary/type/Type.d.ts.map +1 -1
  31. package/src/core/binary/type/Type.js +6 -1
  32. package/src/core/bvh2/bvh3/ebvh_optimize_treelet.js +3 -3
  33. package/src/core/bvh8/bvh8_geometry_validate.d.ts.map +1 -1
  34. package/src/core/bvh8/bvh8_geometry_validate.js +2 -88
  35. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts +25 -0
  36. package/src/core/bvh8/bvh8_geometry_validate_bounds.d.ts.map +1 -0
  37. package/src/core/bvh8/bvh8_geometry_validate_bounds.js +105 -0
  38. package/src/core/bvh8/bvh8_geometry_validate_indirect.d.ts.map +1 -1
  39. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +2 -91
  40. package/src/core/clipboard/obtainClipBoard.d.ts +4 -0
  41. package/src/core/clipboard/obtainClipBoard.d.ts.map +1 -1
  42. package/src/core/clipboard/obtainClipBoard.js +29 -8
  43. package/src/core/clipboard/safeClipboardReadText.d.ts.map +1 -1
  44. package/src/core/clipboard/safeClipboardReadText.js +73 -38
  45. package/src/core/clipboard/safeClipboardWriteText.d.ts.map +1 -1
  46. package/src/core/clipboard/safeClipboardWriteText.js +11 -9
  47. package/src/core/collection/array/iterator/ArrayIteratorRandom.d.ts.map +1 -1
  48. package/src/core/collection/array/iterator/ArrayIteratorRandom.js +6 -0
  49. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts +6 -0
  50. package/src/core/collection/heap/IndexedFloatMinHeap.d.ts.map +1 -1
  51. package/src/core/collection/heap/IndexedFloatMinHeap.js +14 -0
  52. package/src/core/collection/list/FilteredListProjection.d.ts.map +1 -1
  53. package/src/core/collection/list/FilteredListProjection.js +7 -54
  54. package/src/core/collection/list/List.d.ts +4 -0
  55. package/src/core/collection/list/List.d.ts.map +1 -1
  56. package/src/core/collection/list/List.js +10 -52
  57. package/src/core/collection/list/SortedListProjection.d.ts +7 -0
  58. package/src/core/collection/list/SortedListProjection.d.ts.map +1 -1
  59. package/src/core/collection/list/SortedListProjection.js +12 -0
  60. package/src/core/collection/list/list_apply_ordered_diff.d.ts +37 -0
  61. package/src/core/collection/list/list_apply_ordered_diff.d.ts.map +1 -0
  62. package/src/core/collection/list/list_apply_ordered_diff.js +87 -0
  63. package/src/core/collection/map/BiMap.d.ts.map +1 -1
  64. package/src/core/collection/map/BiMap.js +19 -6
  65. package/src/core/collection/map/HashMap.d.ts.map +1 -1
  66. package/src/core/collection/map/HashMap.js +38 -11
  67. package/src/core/collection/queue/Deque.d.ts +2 -2
  68. package/src/core/collection/queue/Deque.d.ts.map +1 -1
  69. package/src/core/collection/queue/Deque.js +12 -1
  70. package/src/core/collection/table/RowFirstTable.d.ts.map +1 -1
  71. package/src/core/collection/table/RowFirstTable.js +15 -2
  72. package/src/core/collection/table/serializeRowFirstTable.d.ts.map +1 -1
  73. package/src/core/collection/table/serializeRowFirstTable.js +2 -3
  74. package/src/core/color/operations/color_lerp.d.ts.map +1 -1
  75. package/src/core/color/operations/color_lerp.js +77 -55
  76. package/src/core/color/sRGB/linear_to_sRGB.d.ts.map +1 -1
  77. package/src/core/color/sRGB/linear_to_sRGB.js +3 -1
  78. package/src/core/debug/matchers/AllOf.d.ts +2 -1
  79. package/src/core/debug/matchers/AllOf.d.ts.map +1 -1
  80. package/src/core/debug/matchers/AllOf.js +1 -1
  81. package/src/core/debug/matchers/AnyOf.d.ts +2 -1
  82. package/src/core/debug/matchers/AnyOf.d.ts.map +1 -1
  83. package/src/core/debug/matchers/AnyOf.js +1 -1
  84. package/src/core/debug/matchers/CombinableMatcher.d.ts +2 -1
  85. package/src/core/debug/matchers/CombinableMatcher.d.ts.map +1 -1
  86. package/src/core/debug/matchers/CombinableMatcher.js +1 -1
  87. package/src/core/debug/matchers/DescribeAs.d.ts +2 -1
  88. package/src/core/debug/matchers/DescribeAs.d.ts.map +1 -1
  89. package/src/core/debug/matchers/DescribeAs.js +2 -1
  90. package/src/core/debug/matchers/IsAnything.d.ts +2 -1
  91. package/src/core/debug/matchers/IsAnything.d.ts.map +1 -1
  92. package/src/core/debug/matchers/IsAnything.js +2 -1
  93. package/src/core/debug/matchers/IsEqual.d.ts +2 -1
  94. package/src/core/debug/matchers/IsEqual.d.ts.map +1 -1
  95. package/src/core/debug/matchers/IsEqual.js +2 -1
  96. package/src/core/debug/matchers/IsFinite.d.ts +2 -1
  97. package/src/core/debug/matchers/IsFinite.d.ts.map +1 -1
  98. package/src/core/debug/matchers/IsFinite.js +2 -1
  99. package/src/core/debug/matchers/IsIn.d.ts +2 -1
  100. package/src/core/debug/matchers/IsIn.d.ts.map +1 -1
  101. package/src/core/debug/matchers/IsIn.js +2 -1
  102. package/src/core/debug/matchers/IsInteger.d.ts +2 -1
  103. package/src/core/debug/matchers/IsInteger.d.ts.map +1 -1
  104. package/src/core/debug/matchers/IsInteger.js +2 -1
  105. package/src/core/debug/matchers/IsIterableContaining.d.ts +2 -1
  106. package/src/core/debug/matchers/IsIterableContaining.d.ts.map +1 -1
  107. package/src/core/debug/matchers/IsIterableContaining.js +1 -1
  108. package/src/core/debug/matchers/IsNot.d.ts +2 -1
  109. package/src/core/debug/matchers/IsNot.d.ts.map +1 -1
  110. package/src/core/debug/matchers/IsNot.js +2 -1
  111. package/src/core/debug/matchers/IsNull.d.ts +2 -1
  112. package/src/core/debug/matchers/IsNull.d.ts.map +1 -1
  113. package/src/core/debug/matchers/IsNull.js +2 -1
  114. package/src/core/debug/matchers/IsUndefined.d.ts +2 -1
  115. package/src/core/debug/matchers/IsUndefined.d.ts.map +1 -1
  116. package/src/core/debug/matchers/IsUndefined.js +2 -1
  117. package/src/core/events/signal/Signal.d.ts +15 -0
  118. package/src/core/events/signal/Signal.d.ts.map +1 -1
  119. package/src/core/events/signal/Signal.js +857 -820
  120. package/src/core/fsm/simple/SimpleStateMachineDescription.d.ts.map +1 -1
  121. package/src/core/fsm/simple/SimpleStateMachineDescription.js +4 -3
  122. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.d.ts.map +1 -1
  123. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_bruteforce.js +6 -1
  124. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts +1 -1
  125. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.d.ts.map +1 -1
  126. package/src/core/geom/2d/convex-hull/convex_hull_fixed_count_2d_relaxation.js +6 -7
  127. package/src/core/geom/2d/hash-grid/SpatialHashGrid.d.ts.map +1 -1
  128. package/src/core/geom/2d/hash-grid/SpatialHashGrid.js +23 -6
  129. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.d.ts.map +1 -1
  130. package/src/core/geom/2d/line/ray2_ray2_compute_intersection_array_2d.js +13 -1
  131. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.d.ts.map +1 -1
  132. package/src/core/geom/3d/aabb/aabb3_raycast_hit_point.js +53 -32
  133. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts +40 -0
  134. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.d.ts.map +1 -0
  135. package/src/core/geom/3d/atlas/segment/atlas_chart_growth_cost.js +54 -0
  136. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts +21 -3
  137. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.d.ts.map +1 -1
  138. package/src/core/geom/3d/atlas/segment/atlas_segment_charts.js +24 -15
  139. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts +6 -3
  140. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.d.ts.map +1 -1
  141. package/src/core/geom/3d/atlas/segment/atlas_segment_charts_atomic.js +9 -15
  142. package/src/core/geom/3d/cone/cone_compute_plane_side.d.ts.map +1 -1
  143. package/src/core/geom/3d/cone/cone_compute_plane_side.js +31 -19
  144. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts +11 -1
  145. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.d.ts.map +1 -1
  146. package/src/core/geom/3d/equirectangular/equirectangular_direction_to_uv.js +11 -1
  147. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts +11 -1
  148. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.d.ts.map +1 -1
  149. package/src/core/geom/3d/equirectangular/equirectangular_uv_to_direction.js +11 -1
  150. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.d.ts.map +1 -1
  151. package/src/core/geom/3d/frustum/frustum3_compute_closest_point.js +55 -0
  152. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts +14 -0
  153. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.d.ts.map +1 -1
  154. package/src/core/geom/3d/frustum/frustum_from_projection_matrix_array.js +17 -1
  155. package/src/core/geom/3d/gjk/gjk.d.ts +15 -0
  156. package/src/core/geom/3d/gjk/gjk.d.ts.map +1 -1
  157. package/src/core/geom/3d/gjk/gjk.js +15 -0
  158. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  159. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +18 -0
  160. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts +32 -3
  161. package/src/core/geom/3d/hash-grid/PointHashGrid3.d.ts.map +1 -1
  162. package/src/core/geom/3d/hash-grid/PointHashGrid3.js +36 -3
  163. package/src/core/geom/3d/morton/v3_morton_encode_lut.d.ts.map +1 -1
  164. package/src/core/geom/3d/morton/v3_morton_encode_lut.js +11 -4
  165. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts +16 -4
  166. package/src/core/geom/3d/morton/v3_morton_encode_normalized.d.ts.map +1 -1
  167. package/src/core/geom/3d/morton/v3_morton_encode_normalized.js +21 -8
  168. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.d.ts.map +1 -1
  169. package/src/core/geom/3d/normal/spherical/encode_unit_to_spheremap.js +17 -3
  170. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts +10 -0
  171. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.d.ts.map +1 -1
  172. package/src/core/geom/3d/octahedra/octahedral_direction_to_uv.js +46 -49
  173. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts +13 -1
  174. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.d.ts.map +1 -1
  175. package/src/core/geom/3d/octahedra/octahedral_uv_to_direction.js +36 -39
  176. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts +4 -1
  177. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.d.ts.map +1 -1
  178. package/src/core/geom/3d/quadric/quadric3_to_tensor_m3_inverse.js +22 -4
  179. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts +38 -0
  180. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.d.ts.map +1 -0
  181. package/src/core/geom/3d/quaternion/quat3_canonicalize_sign_run.js +76 -0
  182. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts +11 -0
  183. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.d.ts.map +1 -1
  184. package/src/core/geom/3d/quaternion/quat3_encode_to_uint32.js +14 -34
  185. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  186. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  187. package/src/core/geom/3d/shape/PosedShape3D.js +43 -0
  188. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  189. package/src/core/geom/3d/shape/UnionShape3D.js +20 -3
  190. package/src/core/geom/3d/shape/json/type_adapters.d.ts +11 -2
  191. package/src/core/geom/3d/shape/json/type_adapters.d.ts.map +1 -1
  192. package/src/core/geom/3d/shape/json/type_adapters.js +36 -12
  193. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts +13 -0
  194. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.d.ts.map +1 -1
  195. package/src/core/geom/3d/sphere/harmonics/sh3_sample_irradiance_by_direction.js +17 -4
  196. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts +88 -0
  197. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.d.ts.map +1 -0
  198. package/src/core/geom/3d/tetrahedra/tetrahedral_flip_layouts.js +108 -0
  199. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.d.ts.map +1 -1
  200. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_23.js +13 -31
  201. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.d.ts.map +1 -1
  202. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_flip_32.js +14 -22
  203. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.d.ts.map +1 -1
  204. package/src/core/geom/3d/tetrahedra/tetrahedral_mesh_improve_quality.js +96 -26
  205. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.d.ts.map +1 -1
  206. package/src/core/geom/3d/tetrahedra/tetrahedron_contains_point.js +17 -6
  207. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts +27 -0
  208. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.d.ts.map +1 -1
  209. package/src/core/geom/3d/topology/struct/binary/io/bt_boundary_loop.js +101 -0
  210. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts +3 -0
  211. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.d.ts.map +1 -1
  212. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_close_boundary_holes.js +5 -57
  213. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.d.ts.map +1 -1
  214. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_compute_vertex_quadrics.js +2 -34
  215. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.d.ts.map +1 -1
  216. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_fill_small_holes.js +2 -43
  217. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts +54 -33
  218. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.d.ts.map +1 -1
  219. package/src/core/geom/3d/topology/struct/binary/io/bt_mesh_simplify.js +229 -68
  220. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.d.ts.map +1 -1
  221. package/src/core/geom/3d/topology/struct/binary/io/edge/bt_edge_kill_parallels.js +4 -15
  222. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.d.ts.map +1 -1
  223. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_mesh_split_pinched_vertices.js +13 -1
  224. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.d.ts.map +1 -1
  225. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_fuse_duplicate_edges.js +3 -1
  226. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.d.ts.map +1 -1
  227. package/src/core/geom/3d/topology/struct/binary/io/vertex/bt_vertex_replace.js +22 -3
  228. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts +17 -2
  229. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.d.ts.map +1 -1
  230. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_count_faces.js +28 -4
  231. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.d.ts.map +1 -1
  232. package/src/core/geom/3d/topology/struct/binary/query/bt_edge_get.js +8 -1
  233. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.d.ts.map +1 -1
  234. package/src/core/geom/3d/topology/struct/binary/query/bt_face_get_edge_adjacent_faces_weighted.js +10 -2
  235. package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.d.ts.map +1 -1
  236. package/src/core/geom/3d/topology/struct/binary/query/bt_face_island_flood_fill.js +2 -0
  237. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.d.ts.map +1 -1
  238. package/src/core/geom/3d/topology/struct/binary/query/bt_mesh_build_boundary_distance_field.js +25 -5
  239. package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts +5 -1
  240. package/src/core/geom/3d/triangle/tri3_compute_normal.d.ts.map +1 -1
  241. package/src/core/geom/3d/triangle/tri3_compute_normal.js +8 -1
  242. package/src/core/geom/3d/triangle/tri3_ray_intersection.d.ts.map +1 -1
  243. package/src/core/geom/3d/triangle/tri3_ray_intersection.js +15 -3
  244. package/src/core/geom/3d/triangle/tri3_ray_intersection_barycentric.d.ts +2 -1
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  1461. package/src/shade/renderer/texture/download_texture_data.js +12 -4
  1462. package/src/shade/renderer/texture/encode/shader_texture_encode_astc_4x4.d.ts.map +1 -1
  1463. package/src/shade/renderer/texture/encode/shader_texture_encode_astc_4x4.js +66 -63
  1464. package/src/shade/renderer/texture/encode/shader_texture_encode_bc1.d.ts.map +1 -1
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  1486. package/src/shade/renderer/texture/texture_descriptor_from_texture_shade.js +73 -73
  1487. package/src/shade/renderer/view/ViewManager.d.ts +8 -0
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  1492. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.d.ts.map +1 -1
  1493. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +272 -260
  1494. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.d.ts.map +1 -1
  1495. package/src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js +160 -134
  1496. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +3 -0
  1497. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1498. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +243 -62
  1499. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
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  1576. package/src/shade/renderer/animation/ANIMATION_KEYFRAME_BLOCK_STRUCT.js +0 -50
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@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_scattering_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js"],"names":[],"mappings":"AAgQA,oEAIG;8BA3P2B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_scattering_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js"],"names":[],"mappings":"AA4QA,oEAIG;8BAvQ2B,4BAA4B"}
@@ -1,261 +1,273 @@
1
- import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
2
- import { chunk_stbn_sample_vec3 } from "../shader/chunk/noise/chunk_stbn_sample_vec3.js";
3
- import {
4
- chunk_compute_near_far_from_projection
5
- } from "../shader/chunk/camera/chunk_compute_near_far_from_projection.js";
6
- import { chunk_rgb_to_luminance } from "../shader/chunk/color/chunk_rgb_to_luminance.js";
7
- import { chunk_texel_coordinate_to_uv } from "../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
8
- import { chunk_uv_to_texel_coordinate } from "../shader/chunk/texture/chunk_uv_to_texel_coordinate.js";
9
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
10
- import { ComputeShader } from "../shader/ComputeShader.js";
11
- import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
12
- import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
13
- import { chunk_cluster_depth_from_z_slice } from "../light/cluster/chunk_cluster_depth_from_z_slice.js";
14
- import { chunk_cluster_depth_to_z_slice } from "../light/cluster/chunk_cluster_depth_to_z_slice.js";
15
- import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
16
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
17
- import { chunk_camera_ray_from_uv } from "../shader/chunk/geometry/ray/chunk_camera_ray_from_uv.js";
18
- import { chunk_directional_lights_iteration_mask } from "../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
19
- import { chunk_get_directional_light_info_by_index } from "../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
20
- import { chunk_sky_lut_compute_uv } from "../atmosphere/chunk_sky_lut_compute_uv.js";
21
- import { chunk_calculate_multiscattering } from "./chunk_calculate_multiscattering.js";
22
- import { chunk_camera_ray_planar_depth_scale } from "./chunk_camera_ray_planar_depth_scale.js";
23
- import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
24
- import { SCENE_VOLUMETRICS_METADATA_STRUCT } from "./SCENE_VOLUMETRICS_METADATA_STRUCT.js";
25
-
26
- const resources = new ShaderResourceSetDescriptor();
27
-
28
- resources.createGroup()
29
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
30
- .addUniform("view", VIEW_UNIFORM_STRUCT)
31
- .addTexture("tSTBN_vec3", "unfilterable-float", "3d")
32
- .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
33
- .addTexture("tParticipatingMedia0", "float", "3d")
34
- .addTexture("tParticipatingMedia1", "float", "3d")
35
- .addTexture("tVolumeLighting", "float", "3d") // pre-integrated volumetric light scattering
36
- // RDR2-style far field: beyond froxel_far the pass ray-marches the scene volumes directly,
37
- // lit by the directional sun + atmosphere (single scattering, no self-shadow).
38
- .addUniform("scene_volumetrics_metadata", SCENE_VOLUMETRICS_METADATA_STRUCT)
39
- .addStorageBuffer("scene_volumes", WebGPUArray.from(PARTICIPATING_MEDIA_VOLUME_STRUCT))
40
- .addStorageBuffer("light_data", WebGPUArray.u32)
41
- .addTexture("tSunTransmittance", "float", "2d")
42
- .addSampler("sLinear")
43
- .addStorageTexture("tOutput", "rgba16float", "3d", "write-only");
44
-
45
-
46
- /**
47
- * see https://github.com/GPUOpen-Effects/Hybrid-Stochastic-Reflections/blob/b3eef4be70db3522c54d289766e6db797777163c/sample/src/Shaders/Atmosphere.h#L149
48
- * see https://github.com/AirGuanZ/AtmosphereRenderer/blob/94055f272814a850aafa072555a839311b3d2924/asset/aerial_lut.hlsl#L33
49
- * @type {CodeChunk}
50
- */
51
- const body = CodeChunk.from(
52
- //language=WGSL
53
- `
54
- struct FarVolumeSample {
55
- scattering: vec3<f32>,
56
- extinction: vec3<f32>,
57
- phase_g: f32,
58
- }
59
-
60
- // Point-sample the scene participating-media volumes (coarse: full density inside the box, no edge
61
- // fade — that is a near-field nicety). Used only beyond the froxel grid.
62
- fn far_sample_volumes(world_pos: vec3<f32>) -> FarVolumeSample {
63
- var scattering = vec3<f32>(0.0);
64
- var extinction = vec3<f32>(0.0);
65
- var g_weighted = 0.0;
66
- var scattering_luma = 0.0;
67
-
68
- let count = scene_volumetrics_metadata.instance_count;
69
- for (var i = 0u; i < count; i++) {
70
- let volume = scene_volumes[i];
71
- let local = (volume.transform_inverse * vec4<f32>(world_pos, 1.0)).xyz;
72
- if (any(abs(local) > vec3<f32>(0.5))) {
73
- continue;
74
- }
75
- let weight = volume.density;
76
- let vs = volume.particle_spec.scattering * weight;
77
- let ve = volume.particle_spec.extinction * weight;
78
- scattering += vs;
79
- extinction += ve;
80
- let luma = rgb_to_luminance(vs);
81
- g_weighted += volume.particle_spec.g * luma;
82
- scattering_luma += luma;
83
- }
84
- var g = 0.0;
85
- if (scattering_luma > 0.0) {
86
- g = g_weighted / scattering_luma;
87
- }
88
- return FarVolumeSample(scattering, extinction, g);
89
- }
90
-
91
- // In-scatter (.rgb) + mono extinction (.a) at a march point. Inside the froxel grid (depth <=
92
- // froxel_far) this is the pre-lit grid sample; beyond it we ray-march the volumes directly and light
93
- // them with the directional sun + atmospheric transmittance (single scattering, no self-shadow).
94
- fn far_sample_lighting(depth: f32, uvw_grid: vec3<f32>, world_pos: vec3<f32>, ray_dir: vec3<f32>) -> vec4<f32> {
95
- if (depth <= volumetrics_metadata.froxel_far) {
96
- // The froxel grid uses its own (tighter) depth curve, so map this LUT depth to the grid
97
- // slice before sampling (identity when froxel_far == camera.far).
98
- let res_z = f32(textureDimensions(tVolumeLighting).z);
99
- let grid_slice = cluster_depth_to_z_slice(depth, volumetrics_metadata.froxel_cluster_parameters, res_z);
100
- let vl = textureSampleLevel(tVolumeLighting, sLinear, vec3<f32>(uvw_grid.xy, grid_slice / res_z), 0.0);
101
- return vec4<f32>(vl.rgb, vl.a);
102
- }
103
-
104
- let s = far_sample_volumes(world_pos);
105
-
106
- var inscatter = vec3<f32>(0.0);
107
- var directional_bits = directional_lights_iteration_mask(&light_data);
108
- while (directional_bits != 0u) {
109
- let directional_index = countTrailingZeros(directional_bits);
110
- directional_bits &= ~(1u << directional_index);
111
-
112
- let sun = get_directional_light_info_by_index(&light_data, directional_index);
113
- let u = dot(sun.direction, ray_dir);
114
- let sun_lut_uv = sky_lut_compute_uv(world_pos, sun.direction, vec2<f32>(textureDimensions(tSunTransmittance)));
115
- let transmittance_atmospheric = textureSampleLevel(tSunTransmittance, sLinear, sun_lut_uv, 0.0).rgb;
116
-
117
- let ms = calculate_multiscattering(vec3<f32>(0.0), s.scattering, s.extinction, u, s.phase_g, volumetrics_metadata.ms_octave_count, volumetrics_metadata.ms_extinction_decay);
118
- inscatter += ms * transmittance_atmospheric * sun.color;
119
- }
120
-
121
- return vec4<f32>(inscatter, rgb_to_luminance(s.extinction));
122
- }
123
-
124
- @compute @workgroup_size(16, 16, 1)
125
- fn main(
126
- @builtin(global_invocation_id) voxel_coord: vec3<u32>
127
- ){
128
- let resolution = textureDimensions(tOutput);
129
-
130
- if (any(voxel_coord.xy >= resolution.xy)) {
131
- return;
132
- }
133
-
134
- let noise = stbn_sample_vec3(vec3(voxel_coord.xy, view.frame_index));
135
-
136
- let tile_uv = saturate(
137
- texel_coordinate_to_uv(vec2f(voxel_coord.xy) + vec2(noise.xy - 0.5), resolution.xy)
138
- );
139
-
140
- let camera_near_far = compute_near_far_from_projection(camera.projection_matrix);
141
- let camera_far = camera_near_far.y;
142
-
143
- // view ray for this froxel column, used to place far-field march samples in world space
144
- let view_ray = camera_ray_from_uv(tile_uv, camera);
145
-
146
- var inScatter = vec3<f32>(0.0);
147
- var throughput = vec3<f32>(1.0);
148
-
149
- // Every t below is a PLANAR view-space depth off the froxel curve, but the loop uses their
150
- // difference as a segment length in Beer's law and walks them along a unit ray to place world
151
- // positions. Both want arc length, which is longer by 1/cos(theta). Uncorrected, the optical
152
- // path is under-integrated by cos(theta) and fog thins toward the frame edges.
153
- //
154
- // Constant for the whole column, so this is one reciprocal per invocation rather than per slice.
155
- let depth_to_distance = camera_ray_planar_depth_scale(view_ray.direction, camera);
156
-
157
- // start at the near plane
158
- var t_prev = camera_near_far.x;
159
-
160
- // --- TRAPEZOIDAL SETUP ---
161
- // Prime the loop with the value at the start (Slice 0)
162
- let uvw_start = vec3<f32>(tile_uv, 0.0);
163
-
164
- // in-scatter (.rgb) and the TAA-accumulated mono extinction coefficient (.a) now share the
165
- // volume-lighting texture, so a single sample provides both.
166
- let vl_start = far_sample_lighting(camera_near_far.x, uvw_start, view_ray.origin + view_ray.direction * (camera_near_far.x * depth_to_distance), view_ray.direction);
167
- var light_prev = vl_start.rgb;
168
- var extinction_prev = vl_start.a;
169
-
170
- for (var z_index: u32 = 0u; z_index < resolution.z; z_index++ ) {
171
-
172
- // --- STORE BEFORE INTEGRATE ---
173
- // Texel z_index holds the cumulative in-scatter / transmittance integrated from the near
174
- // plane up to the NEAR face of this slab, i.e. up to depth from_z_slice(z_index). Storing
175
- // the running accumulator BEFORE integrating this slab's segment is what aligns texel
176
- // z_index with from_z_slice(z_index) -- the same convention the deferred read samples back
177
- // with (slice + 0.5) / resolution.z (see chunk_sample_volumetrics and
178
- // volumetrics_position_world_to_froxel_uvw). Storing after-integrate instead would shift
179
- // every texel one slab deeper, over-attenuating the read by a full froxel.
180
- let transmittance = rgb_to_luminance( throughput );
181
-
182
- textureStore(
183
- tOutput,
184
- vec3<u32>(voxel_coord.x, voxel_coord.y, z_index),
185
- vec4<f32>(inScatter, transmittance)
186
- );
187
-
188
- // We clamp the index to not sample outside the texture
189
- let next_index = min(z_index + 1u, resolution.z - 1u);
190
- let next_index_dithered = f32(next_index) + noise.z;
191
-
192
- // 1. Calculate Geometry
193
- let t_next = min(camera_far, cluster_depth_from_z_slice(
194
- next_index_dithered,
195
- volumetrics_metadata.cluster_parameters,
196
- f32(resolution.z)
197
- ));
198
-
199
- // planar depth difference -> arc length along the view ray (C-01b)
200
- let dt = max(0.0, t_next - t_prev) * depth_to_distance;
201
-
202
- // 2. Fetch "Next" Value (The end of this segment)
203
- let uvw_next = vec3<f32>(tile_uv, next_index_dithered / f32(resolution.z));
204
-
205
- let world_pos_next = view_ray.origin + view_ray.direction * (t_next * depth_to_distance);
206
- let vl_next = far_sample_lighting(t_next, uvw_next, world_pos_next, view_ray.direction);
207
- let media_extinction = vl_next.a;
208
- let light_next = vl_next.rgb;
209
-
210
- // TODO we should probably offset this to be linear in view-space distance
211
- const SAMPLE_CENTER_POINT = 0.5;
212
-
213
- // 3. Trapezoidal Average
214
- // Instead of taking just the center, we average start and end to form a slope
215
- let extinction_step = mix(extinction_prev, media_extinction, SAMPLE_CENTER_POINT);
216
- let light_step = mix(light_prev, light_next, SAMPLE_CENTER_POINT);
217
-
218
- // 4. Integration (Hillaire) using the averaged values. Extinction is a mono sigma_t scalar,
219
- // so transmittance is mono and broadcasts to weight the RGB throughput / in-scatter.
220
- let sample_extinction = dt * extinction_step;
221
- let sample_transmittance = exp(-sample_extinction);
222
-
223
- let media_extinction_safe = max(extinction_step, 1e-9);
224
-
225
- // "S - S * T" is the integral of constant L over the interval.
226
- // Since we trapezoid-averaged L (light_step), this is a much better approximation
227
- // for the interval than just using L_center.
228
- let light_scattering_integrated = (light_step - light_step * sample_transmittance) / media_extinction_safe;
229
-
230
- inScatter += throughput * light_scattering_integrated;
231
- throughput *= sample_transmittance;
232
-
233
- // Advance
234
- t_prev = t_next;
235
- extinction_prev = media_extinction;
236
- light_prev = light_next;
237
-
238
- }
239
- }
240
- `, [
241
- chunk_rgb_to_luminance,
242
- chunk_compute_near_far_from_projection,
243
- chunk_texel_coordinate_to_uv,
244
- chunk_uv_to_texel_coordinate,
245
- chunk_cluster_depth_from_z_slice,
246
- chunk_cluster_depth_to_z_slice,
247
- chunk_stbn_sample_vec3,
248
- chunk_camera_ray_from_uv,
249
- chunk_camera_ray_planar_depth_scale,
250
- chunk_directional_lights_iteration_mask,
251
- chunk_get_directional_light_info_by_index,
252
- chunk_sky_lut_compute_uv,
253
- chunk_calculate_multiscattering,
254
- ]
255
- )
256
-
257
- export const shader_volumetrics_build_scattering_lut = ComputeShader.from({
258
- label: "Volumetrics / build scattering lut",
259
- resources,
260
- body
1
+ import { CAMERA_UNIFORM_STRUCT } from "../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_stbn_sample_vec3 } from "../shader/chunk/noise/chunk_stbn_sample_vec3.js";
3
+ import {
4
+ chunk_compute_near_far_from_projection
5
+ } from "../shader/chunk/camera/chunk_compute_near_far_from_projection.js";
6
+ import { chunk_rgb_to_luminance } from "../shader/chunk/color/chunk_rgb_to_luminance.js";
7
+ import { chunk_texel_coordinate_to_uv } from "../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
8
+ import { chunk_uv_to_texel_coordinate } from "../shader/chunk/texture/chunk_uv_to_texel_coordinate.js";
9
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
10
+ import { ComputeShader } from "../shader/ComputeShader.js";
11
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
12
+ import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
13
+ import { chunk_cluster_depth_from_z_slice } from "../light/cluster/chunk_cluster_depth_from_z_slice.js";
14
+ import { chunk_cluster_depth_to_z_slice } from "../light/cluster/chunk_cluster_depth_to_z_slice.js";
15
+ import { VOLUMETRICS_METADATA_STRUCT } from "./VOLUMETRICS_METADATA_STRUCT.js";
16
+ import { WebGPUArray } from "../shader/type/WebGPUArray.js";
17
+ import { chunk_camera_ray_from_uv } from "../shader/chunk/geometry/ray/chunk_camera_ray_from_uv.js";
18
+ import { chunk_directional_lights_iteration_mask } from "../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
19
+ import { chunk_get_directional_light_info_by_index } from "../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
20
+ import { chunk_sky_lut_compute_uv } from "../atmosphere/chunk_sky_lut_compute_uv.js";
21
+ import { chunk_calculate_multiscattering } from "./chunk_calculate_multiscattering.js";
22
+ import { chunk_camera_ray_planar_depth_scale } from "./chunk_camera_ray_planar_depth_scale.js";
23
+ import { PARTICIPATING_MEDIA_VOLUME_STRUCT } from "./PARTICIPATING_MEDIA_VOLUME_STRUCT.js";
24
+ import { SCENE_VOLUMETRICS_METADATA_STRUCT } from "./SCENE_VOLUMETRICS_METADATA_STRUCT.js";
25
+
26
+ const resources = new ShaderResourceSetDescriptor();
27
+
28
+ resources.createGroup()
29
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
30
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
31
+ .addTexture("tSTBN_vec3", "unfilterable-float", "3d")
32
+ .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
33
+ .addTexture("tParticipatingMedia0", "float", "3d")
34
+ .addTexture("tParticipatingMedia1", "float", "3d")
35
+ .addTexture("tVolumeLighting", "float", "3d") // pre-integrated volumetric light scattering
36
+ // RDR2-style far field: beyond froxel_far the pass ray-marches the scene volumes directly,
37
+ // lit by the directional sun + atmosphere (single scattering, no self-shadow).
38
+ .addUniform("scene_volumetrics_metadata", SCENE_VOLUMETRICS_METADATA_STRUCT)
39
+ .addStorageBuffer("scene_volumes", WebGPUArray.from(PARTICIPATING_MEDIA_VOLUME_STRUCT))
40
+ .addStorageBuffer("light_data", WebGPUArray.u32)
41
+ .addTexture("tSunTransmittance", "float", "2d")
42
+ .addSampler("sLinear")
43
+ .addStorageTexture("tOutput", "rgba16float", "3d", "write-only");
44
+
45
+
46
+ /**
47
+ * see https://github.com/GPUOpen-Effects/Hybrid-Stochastic-Reflections/blob/b3eef4be70db3522c54d289766e6db797777163c/sample/src/Shaders/Atmosphere.h#L149
48
+ * see https://github.com/AirGuanZ/AtmosphereRenderer/blob/94055f272814a850aafa072555a839311b3d2924/asset/aerial_lut.hlsl#L33
49
+ * @type {CodeChunk}
50
+ */
51
+ const body = CodeChunk.from(
52
+ //language=WGSL
53
+ `
54
+ struct FarVolumeSample {
55
+ scattering: vec3<f32>,
56
+ extinction: vec3<f32>,
57
+ phase_g: f32,
58
+ }
59
+
60
+ // Point-sample the scene participating-media volumes (coarse: full density inside the box, no edge
61
+ // fade — that is a near-field nicety). Used only beyond the froxel grid.
62
+ fn far_sample_volumes(world_pos: vec3<f32>) -> FarVolumeSample {
63
+ var scattering = vec3<f32>(0.0);
64
+ var extinction = vec3<f32>(0.0);
65
+ var g_weighted = 0.0;
66
+ var scattering_luma = 0.0;
67
+
68
+ let count = scene_volumetrics_metadata.instance_count;
69
+ for (var i = 0u; i < count; i++) {
70
+ let volume = scene_volumes[i];
71
+ let local = (volume.transform_inverse * vec4<f32>(world_pos, 1.0)).xyz;
72
+ if (any(abs(local) > vec3<f32>(0.5))) {
73
+ continue;
74
+ }
75
+ let weight = volume.density;
76
+ let vs = volume.particle_spec.scattering * weight;
77
+ let ve = volume.particle_spec.extinction * weight;
78
+ scattering += vs;
79
+ extinction += ve;
80
+ let luma = rgb_to_luminance(vs);
81
+ g_weighted += volume.particle_spec.g * luma;
82
+ scattering_luma += luma;
83
+ }
84
+ var g = 0.0;
85
+ if (scattering_luma > 0.0) {
86
+ g = g_weighted / scattering_luma;
87
+ }
88
+ return FarVolumeSample(scattering, extinction, g);
89
+ }
90
+
91
+ // In-scatter (.rgb) + mono extinction (.a) at a march point. Inside the froxel grid (depth <=
92
+ // froxel_far) this is the pre-lit grid sample; beyond it we ray-march the volumes directly and light
93
+ // them with the directional sun + atmospheric transmittance (single scattering, no self-shadow).
94
+ fn far_sample_lighting(depth: f32, uvw_grid: vec3<f32>, world_pos: vec3<f32>, ray_dir: vec3<f32>) -> vec4<f32> {
95
+ if (depth <= volumetrics_metadata.froxel_far) {
96
+ // The froxel grid uses its own (tighter) depth curve, so map this LUT depth to the grid
97
+ // slice before sampling (identity when froxel_far == camera.far).
98
+ let res_z = f32(textureDimensions(tVolumeLighting).z);
99
+ let grid_slice = cluster_depth_to_z_slice(depth, volumetrics_metadata.froxel_cluster_parameters, res_z);
100
+ let vl = textureSampleLevel(tVolumeLighting, sLinear, vec3<f32>(uvw_grid.xy, grid_slice / res_z), 0.0);
101
+ return vec4<f32>(vl.rgb, vl.a);
102
+ }
103
+
104
+ let s = far_sample_volumes(world_pos);
105
+
106
+ var inscatter = vec3<f32>(0.0);
107
+ var directional_bits = directional_lights_iteration_mask(&light_data);
108
+ while (directional_bits != 0u) {
109
+ let directional_index = countTrailingZeros(directional_bits);
110
+ directional_bits &= ~(1u << directional_index);
111
+
112
+ let sun = get_directional_light_info_by_index(&light_data, directional_index);
113
+ let u = dot(sun.direction, ray_dir);
114
+ let sun_lut_uv = sky_lut_compute_uv(world_pos, sun.direction, vec2<f32>(textureDimensions(tSunTransmittance)));
115
+ let transmittance_atmospheric = textureSampleLevel(tSunTransmittance, sLinear, sun_lut_uv, 0.0).rgb;
116
+
117
+ let ms = calculate_multiscattering(vec3<f32>(0.0), s.scattering, s.extinction, u, s.phase_g, volumetrics_metadata.ms_octave_count, volumetrics_metadata.ms_extinction_decay);
118
+ inscatter += ms * transmittance_atmospheric * sun.color;
119
+ }
120
+
121
+ return vec4<f32>(inscatter, rgb_to_luminance(s.extinction));
122
+ }
123
+
124
+ @compute @workgroup_size(16, 16, 1)
125
+ fn main(
126
+ @builtin(global_invocation_id) voxel_coord: vec3<u32>
127
+ ){
128
+ let resolution = textureDimensions(tOutput);
129
+
130
+ if (any(voxel_coord.xy >= resolution.xy)) {
131
+ return;
132
+ }
133
+
134
+ let noise = stbn_sample_vec3(vec3(voxel_coord.xy, view.frame_index));
135
+
136
+ let tile_uv = saturate(
137
+ texel_coordinate_to_uv(vec2f(voxel_coord.xy) + vec2(noise.xy - 0.5), resolution.xy)
138
+ );
139
+
140
+ let camera_near_far = compute_near_far_from_projection(camera.projection_matrix);
141
+ let camera_far = camera_near_far.y;
142
+
143
+ // view ray for this froxel column, used to place far-field march samples in world space
144
+ let view_ray = camera_ray_from_uv(tile_uv, camera);
145
+
146
+ var inScatter = vec3<f32>(0.0);
147
+ var throughput = vec3<f32>(1.0);
148
+
149
+ // Every t below is a PLANAR view-space depth off the froxel curve, but the loop uses their
150
+ // difference as a segment length in Beer's law and walks them along a unit ray to place world
151
+ // positions. Both want arc length, which is longer by 1/cos(theta). Uncorrected, the optical
152
+ // path is under-integrated by cos(theta) and fog thins toward the frame edges.
153
+ //
154
+ // Constant for the whole column, so this is one reciprocal per invocation rather than per slice.
155
+ let depth_to_distance = camera_ray_planar_depth_scale(view_ray.direction, camera);
156
+
157
+ // start at the near plane
158
+ var t_prev = camera_near_far.x;
159
+
160
+ // --- TRAPEZOIDAL SETUP ---
161
+ // Prime the loop with the value at the start (Slice 0)
162
+ let uvw_start = vec3<f32>(tile_uv, 0.0);
163
+
164
+ // in-scatter (.rgb) and the TAA-accumulated mono extinction coefficient (.a) now share the
165
+ // volume-lighting texture, so a single sample provides both.
166
+ let vl_start = far_sample_lighting(camera_near_far.x, uvw_start, view_ray.origin + view_ray.direction * (camera_near_far.x * depth_to_distance), view_ray.direction);
167
+ var light_prev = vl_start.rgb;
168
+ var extinction_prev = vl_start.a;
169
+
170
+ for (var z_index: u32 = 0u; z_index < resolution.z; z_index++ ) {
171
+
172
+ // --- STORE BEFORE INTEGRATE ---
173
+ // Texel z_index holds the cumulative in-scatter / transmittance integrated from the near
174
+ // plane up to the NEAR face of this slab, i.e. up to depth from_z_slice(z_index). Storing
175
+ // the running accumulator BEFORE integrating this slab's segment is what aligns texel
176
+ // z_index with from_z_slice(z_index) -- the same convention the deferred read samples back
177
+ // with (slice + 0.5) / resolution.z (see chunk_sample_volumetrics and
178
+ // volumetrics_position_world_to_froxel_uvw). Storing after-integrate instead would shift
179
+ // every texel one slab deeper, over-attenuating the read by a full froxel.
180
+ let transmittance = rgb_to_luminance( throughput );
181
+
182
+ textureStore(
183
+ tOutput,
184
+ vec3<u32>(voxel_coord.x, voxel_coord.y, z_index),
185
+ vec4<f32>(inScatter, transmittance)
186
+ );
187
+
188
+ // We clamp the index to not sample outside the texture
189
+ let next_index = min(z_index + 1u, resolution.z - 1u);
190
+ /*
191
+ The dither is CENTRED, because the boundary it moves is what a texel index means.
192
+
193
+ This used to be a bare + noise.z, uniform on [0,1), and t_prev carries the boundary into
194
+ the next iteration — so texel k really covered [near, from_z_slice(k + noise.z)] while the
195
+ store-before-integrate comment above and the deferred read both say from_z_slice(k). Half a
196
+ slice too deep in expectation, on every interior texel, and no amount of temporal averaging
197
+ removes it: the bias is in E[noise.z], not in its variance. On the 64-slice log curve this
198
+ engine builds over 0.1..1000 that is about 7% of depth, which reads as fog that is
199
+ consistently a little too thick at every distance. The xy dither six lines up was already
200
+ centred; only this one was not.
201
+ */
202
+ let next_index_dithered = f32(next_index) + (noise.z - 0.5);
203
+
204
+ // 1. Calculate Geometry
205
+ let t_next = min(camera_far, cluster_depth_from_z_slice(
206
+ next_index_dithered,
207
+ volumetrics_metadata.cluster_parameters,
208
+ f32(resolution.z)
209
+ ));
210
+
211
+ // planar depth difference -> arc length along the view ray (C-01b)
212
+ let dt = max(0.0, t_next - t_prev) * depth_to_distance;
213
+
214
+ // 2. Fetch "Next" Value (The end of this segment)
215
+ let uvw_next = vec3<f32>(tile_uv, next_index_dithered / f32(resolution.z));
216
+
217
+ let world_pos_next = view_ray.origin + view_ray.direction * (t_next * depth_to_distance);
218
+ let vl_next = far_sample_lighting(t_next, uvw_next, world_pos_next, view_ray.direction);
219
+ let media_extinction = vl_next.a;
220
+ let light_next = vl_next.rgb;
221
+
222
+ // TODO we should probably offset this to be linear in view-space distance
223
+ const SAMPLE_CENTER_POINT = 0.5;
224
+
225
+ // 3. Trapezoidal Average
226
+ // Instead of taking just the center, we average start and end to form a slope
227
+ let extinction_step = mix(extinction_prev, media_extinction, SAMPLE_CENTER_POINT);
228
+ let light_step = mix(light_prev, light_next, SAMPLE_CENTER_POINT);
229
+
230
+ // 4. Integration (Hillaire) using the averaged values. Extinction is a mono sigma_t scalar,
231
+ // so transmittance is mono and broadcasts to weight the RGB throughput / in-scatter.
232
+ let sample_extinction = dt * extinction_step;
233
+ let sample_transmittance = exp(-sample_extinction);
234
+
235
+ let media_extinction_safe = max(extinction_step, 1e-9);
236
+
237
+ // "S - S * T" is the integral of constant L over the interval.
238
+ // Since we trapezoid-averaged L (light_step), this is a much better approximation
239
+ // for the interval than just using L_center.
240
+ let light_scattering_integrated = (light_step - light_step * sample_transmittance) / media_extinction_safe;
241
+
242
+ inScatter += throughput * light_scattering_integrated;
243
+ throughput *= sample_transmittance;
244
+
245
+ // Advance
246
+ t_prev = t_next;
247
+ extinction_prev = media_extinction;
248
+ light_prev = light_next;
249
+
250
+ }
251
+ }
252
+ `, [
253
+ chunk_rgb_to_luminance,
254
+ chunk_compute_near_far_from_projection,
255
+ chunk_texel_coordinate_to_uv,
256
+ chunk_uv_to_texel_coordinate,
257
+ chunk_cluster_depth_from_z_slice,
258
+ chunk_cluster_depth_to_z_slice,
259
+ chunk_stbn_sample_vec3,
260
+ chunk_camera_ray_from_uv,
261
+ chunk_camera_ray_planar_depth_scale,
262
+ chunk_directional_lights_iteration_mask,
263
+ chunk_get_directional_light_info_by_index,
264
+ chunk_sky_lut_compute_uv,
265
+ chunk_calculate_multiscattering,
266
+ ]
267
+ )
268
+
269
+ export const shader_volumetrics_build_scattering_lut = ComputeShader.from({
270
+ label: "Volumetrics / build scattering lut",
271
+ resources,
272
+ body
261
273
  });
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_taa.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js"],"names":[],"mappings":"AAkIA,mDAIG;8BAlI2B,+BAA+B"}
1
+ {"version":3,"file":"shader_volumetrics_taa.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/taa/shader_volumetrics_taa.js"],"names":[],"mappings":"AA4JA,mDAIG;8BA3J2B,+BAA+B"}