@woosh/meep-engine 3.37.0 → 3.39.0

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 (1016) 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 +1 -1
  4. package/src/core/binary/BinaryBuffer.d.ts +11 -0
  5. package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
  6. package/src/core/binary/BinaryBuffer.js +30 -0
  7. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
  8. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
  9. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
  10. package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
  11. package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
  12. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
  13. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
  14. package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
  15. package/src/core/geom/3d/gjk/gjk.js +3 -3
  16. package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
  17. package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
  18. package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
  19. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
  20. package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
  21. package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
  22. package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
  23. package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
  24. package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
  25. package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
  26. package/src/core/geom/3d/gjk/mpr.js +26 -5
  27. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
  28. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
  29. package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
  30. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
  31. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
  32. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
  33. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
  34. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
  35. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
  36. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
  37. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
  38. package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
  39. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
  40. package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
  41. package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
  42. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
  43. package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
  44. package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
  45. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
  46. package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
  47. package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
  48. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
  49. package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
  50. package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
  51. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
  52. package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
  53. package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
  54. package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
  55. package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
  56. package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
  57. package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
  58. package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
  59. package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
  60. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
  61. package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
  62. package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
  63. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
  64. package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
  65. package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
  66. package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
  67. package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
  68. package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
  69. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
  70. package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
  71. package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
  72. package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
  73. package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
  74. package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
  75. package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
  76. package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
  77. package/src/core/geom/3d/shape/PointShape3D.js +1 -1
  78. package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
  79. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  80. package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
  81. package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
  82. package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
  83. package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
  84. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
  85. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  86. package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
  87. package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
  88. package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
  89. package/src/core/geom/3d/shape/Triangle3D.js +5 -1
  90. package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
  91. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  92. package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
  93. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
  94. package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
  95. package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
  96. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
  97. package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
  98. package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
  99. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
  100. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
  101. package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
  102. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
  103. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  104. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
  105. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
  106. package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
  107. package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
  108. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
  109. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
  110. package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
  111. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
  112. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
  113. package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
  114. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
  115. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
  116. package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
  117. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
  118. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
  119. package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
  120. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
  121. package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
  122. package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
  123. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
  124. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
  125. package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
  126. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
  127. package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
  128. package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
  129. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
  130. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
  131. package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
  132. package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
  133. package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
  134. package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
  135. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
  136. package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
  137. package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
  138. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  139. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  140. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  141. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  142. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  143. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  144. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  145. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  146. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  147. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  148. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  149. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  150. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  151. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  152. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  153. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  154. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  155. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  156. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  157. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  158. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +6 -0
  159. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
  160. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
  161. package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
  166. package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
  167. package/src/engine/graphics/ecs/water/Water.d.ts +26 -34
  168. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/Water.js +42 -36
  170. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -62
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  178. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  181. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  184. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  187. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  189. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  190. package/src/engine/graphics3/WaterSystem.d.ts +58 -6
  191. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  192. package/src/engine/graphics3/WaterSystem.js +423 -293
  193. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  194. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  195. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  196. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  197. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  198. package/src/engine/interpolation/InterpolationLog.js +12 -6
  199. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  200. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  201. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  204. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  205. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  206. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  207. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  209. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  213. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  214. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  215. package/src/engine/physics/body/SolverBodyState.js +4 -5
  216. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  217. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  218. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  219. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  220. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  221. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  222. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +26 -14
  223. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  224. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +221 -52
  225. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
  226. package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +117 -24
  228. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  231. package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
  232. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
  233. package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
  234. package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
  235. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
  236. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
  238. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/ClothWorld.js +78 -53
  240. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
  241. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +185 -128
  243. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  244. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  245. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  246. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  247. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
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  899. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +15 -23
  900. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +1 -1
  901. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +6 -9
  902. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +1 -1
  903. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +19 -9
  904. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +1 -1
  905. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +18 -6
  906. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts +1 -1
  907. package/src/shade/renderer/texture/util/BLACK_PIXEL_TEXTURE.d.ts.map +1 -1
  908. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts +18 -1
  909. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.d.ts.map +1 -1
  910. package/src/shade/renderer/texture/util/PIXEL_TEXTURE_NORMAL.js +24 -3
  911. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts +1 -1
  912. package/src/shade/renderer/texture/util/WHITE_PIXEL_TEXTURE.d.ts.map +1 -1
  913. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts +0 -1
  914. package/src/shade/renderer/texture/util/get_single_pixel_texture.d.ts.map +1 -1
  915. package/src/shade/renderer/texture/util/get_single_pixel_texture.js +2 -23
  916. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts +11 -0
  917. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.d.ts.map +1 -0
  918. package/src/shade/renderer/texture/util/single_pixel_texture_from_sampler.js +34 -0
  919. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts +17 -8
  920. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.d.ts.map +1 -1
  921. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +35 -64
  922. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts +21 -0
  923. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.d.ts.map +1 -0
  924. package/src/shade/renderer/volumetrics/chunk_participating_media_volume_sample.js +70 -0
  925. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts +31 -0
  926. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.d.ts.map +1 -0
  927. package/src/shade/renderer/volumetrics/chunk_participating_media_volumes_iterate.js +86 -0
  928. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts.map +1 -1
  929. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +2 -4
  930. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map +1 -1
  931. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +6 -7
  932. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +7 -7
  933. package/src/shade/renderer/water/GPUWaterRenderer.d.ts +72 -27
  934. package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
  935. package/src/shade/renderer/water/GPUWaterRenderer.js +275 -138
  936. package/src/shade/renderer/water/chunk_water_gi.d.ts +14 -0
  937. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -0
  938. package/src/shade/renderer/water/chunk_water_gi.js +56 -0
  939. package/src/shade/renderer/water/chunk_water_transport.d.ts +7 -0
  940. package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -0
  941. package/src/shade/renderer/water/chunk_water_transport.js +105 -0
  942. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts +29 -0
  943. package/src/shade/renderer/water/medium/GPUWaterBodies.d.ts.map +1 -0
  944. package/src/shade/renderer/water/medium/GPUWaterBodies.js +116 -0
  945. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts +23 -0
  946. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.d.ts.map +1 -0
  947. package/src/shade/renderer/water/medium/WATER_BODIES_STRUCT.js +42 -0
  948. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts +9 -0
  949. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts.map +1 -0
  950. package/src/shade/renderer/water/medium/chunk_water_medium_derived.js +55 -0
  951. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts +8 -0
  952. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts.map +1 -0
  953. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.js +17 -0
  954. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  955. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  956. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  957. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  958. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  959. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  960. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  961. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  962. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  963. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  964. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  965. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  966. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  967. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  968. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  969. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  970. package/src/shade/renderer/water/shader_water.d.ts +15 -26
  971. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  972. package/src/shade/renderer/water/shader_water.js +373 -213
  973. package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
  974. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -0
  975. package/src/shade/renderer/water/shader_water_avboit.js +268 -0
  976. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  977. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  978. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  979. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  980. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  981. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  982. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  983. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  984. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  985. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  986. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  987. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  988. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  989. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  990. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  991. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  992. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  993. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  994. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  995. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  996. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  997. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  998. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  999. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  1000. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  1001. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1002. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1003. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1004. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1005. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1006. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1007. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +61 -6
  1008. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
  1009. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
  1010. package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
  1011. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1012. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1013. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1014. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1015. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -27,10 +27,19 @@ import { MATERIAL_SHADING_INFO_STRUCT } from "../../shader/chunk/material/MATERI
27
27
  import { RECIPROCAL_PI_DECLARATION } from "../../shader/chunk/math/RECIPROCAL_PI_DECLARATION.js";
28
28
  import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
29
29
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
30
- import { chunk_ray_shaded_query_occluded } from "./chunk_ray_shaded_query_occluded.js";
30
+ import {
31
+ chunk_participating_media_volumes_iterate
32
+ } from "../../volumetrics/chunk_participating_media_volumes_iterate.js";
31
33
  import { chunk_russian_roulette } from "./chunk_russian_roulette.js";
32
34
  import { chunk_sample_material_data } from "./chunk_sample_material_data.js";
33
35
  import { chunk_shading_closure_from_material_data } from "./chunk_shading_closure_from_material_data.js";
36
+ import { chunk_medium_interface } from "./media/chunk_medium_interface.js";
37
+ import { chunk_manifold_connect } from "./manifold/chunk_manifold_connect.js";
38
+ import { chunk_medium_path } from "./media/chunk_medium_path.js";
39
+ import { chunk_medium_scatter_nee } from "./media/chunk_medium_scatter_nee.js";
40
+ import { chunk_medium_phase } from "./media/chunk_medium_phase.js";
41
+ import { chunk_medium_stack, MEDIUM_CROSSING_STRUCT } from "./media/chunk_medium_stack.js";
42
+ import { chunk_medium_transport, MEDIUM_PATH_STATE_STRUCT } from "./media/chunk_medium_transport.js";
34
43
 
35
44
  export const PATH_TRACE_RESULT_STRUCT = WebGPUStruct.from({
36
45
  irradiance: vec3f,
@@ -38,10 +47,104 @@ export const PATH_TRACE_RESULT_STRUCT = WebGPUStruct.from({
38
47
  bounces: u32,
39
48
  });
40
49
 
41
-
50
+ /**
51
+ * Scattering events in media one path may take. Each costs a ray to the next surface and a shadow
52
+ * ray, and every thread of a group waits for its longest path, so this bounds the work a thread can
53
+ * hold its group for rather than leaving it to Russian roulette, which a medium that scatters much
54
+ * and absorbs little barely ends. Light still in such a medium after this many events is dropped.
55
+ * @type {number}
56
+ */
57
+ export const PATH_MEDIUM_SCATTER_LIMIT = 32;
58
+
59
+ /**
60
+ * Reflections and refractions at interfaces into media one path may take: entering and leaving a
61
+ * glass costs two, water in a glass four, total internal reflection one each. Not counted against
62
+ * the caller's bounce limit, which is for diffuse and glossy bounces. Light still bouncing between
63
+ * interfaces after this many is dropped: 0.3% of a white furnace built to trap it (a scattering
64
+ * n = 1.333 sphere), where 64 events dropped none measurable.
65
+ * @type {number}
66
+ */
67
+ export const PATH_INTERFACE_EVENT_LIMIT = 16;
68
+
69
+ /**
70
+ * Interface events a path takes about the interpolated shading normal; after them, about the
71
+ * triangle's own. A tessellated curved interface traps light the smooth one it stands for would
72
+ * not: a ray entering a sphere near its outline refracts to just under the critical angle, the
73
+ * normals interpolated across flat triangles tip it over at the far side, and from there the
74
+ * interpolated normals keep its angle from triangle to triangle, so it circles by total internal
75
+ * reflection until {@link PATH_INTERFACE_EVENT_LIMIT} drops it — a dark band inside the outline. The
76
+ * triangles' own normals break that symmetry and let it out. Every event still reflects or
77
+ * transmits the light whole.
78
+ *
79
+ * Measured on a white furnace with an n = 1.5 sphere of 5,000 triangles, at its left outline, the
80
+ * side the tessellation tilts: with 64 interface events, 4.4% low always smooth, 1.1% with 8 smooth
81
+ * events, 0.66% with 2 (and loss appearing on the other sides); with 16, 2.8% with 8 smooth events
82
+ * and 1.4% with 4. What remains is light the faceted surface itself holds past the limit.
83
+ * @type {number}
84
+ */
85
+ export const PATH_INTERFACE_SMOOTH_EVENT_LIMIT = 4;
86
+
87
+ /**
88
+ * Medium-bounding surfaces one path may pass straight through, where no interface is: a second
89
+ * mesh of the medium it is in, or a medium of lower priority.
90
+ * @type {number}
91
+ */
92
+ export const PATH_MEDIUM_PASS_LIMIT = 8;
93
+
94
+ /**
95
+ * How far above a surface's horizon, as the cosine to its geometric normal, the shadow ray toward a
96
+ * light behind the surface goes, inside a medium, to find the interface its light may bend through.
97
+ * @type {number}
98
+ */
99
+ export const PATH_HORIZON_LIFT = 0.05;
100
+
101
+ /**
102
+ * Traces one path and returns the radiance it carries back along `inRay`.
103
+ *
104
+ * Between surfaces the path crosses participating media: the medium the surfaces it entered through
105
+ * enclose (`StandardShadeMaterial.medium`, on the material's surface) and the scene's
106
+ * participating-media volumes. In them it may scatter (light sampled from the scattering point, then
107
+ * the medium's phase function sampled) or be absorbed — see chunk_medium_transport for the
108
+ * estimators, which track RGB with hero-channel MIS: every contribution is the path's throughput over
109
+ * the mean of its MIS state `r_u`, and `r_u` stays 1 where there are no media, leaving such paths
110
+ * exactly as they were.
111
+ *
112
+ * Light from a light behind one refracting interface — the sun under water, a lamp behind glass —
113
+ * reaches surfaces and scattering points by manifold next-event estimation (`manifold_connect`), up to
114
+ * `PATH_MANIFOLD_LIMIT` connections a path. A surface inside a medium chooses its light with no
115
+ * receiver cosine and traces its shadow ray whichever side of it the light is on, since the
116
+ * interface may bend the light round to its front. Two things still judge by the straight line to
117
+ * the light: a spot's cone, which can rule out a receiver its refracted beam reaches, and a surface
118
+ * outside every medium lit through an interface by a light inside one — a pool light on a ceiling.
119
+ *
120
+ * A surface inside a medium reflects by the ratio of its index to the medium's (its specular F0).
121
+ *
122
+ * A surface whose material has a medium is a refracting interface into it — exact Fresnel at the
123
+ * ratio of the two sides' `ior_factor`, total internal reflection, the radiance weight
124
+ * (n_from / n_to)² refraction carries — with probability `transmission_factor`, and the rest of its
125
+ * material otherwise. Without a medium, transmission is thin-walled, as it always was.
126
+ *
127
+ * `bounce_limit` counts diffuse and glossy surface bounces, as it always did; interface events and
128
+ * medium scattering have their own limits ({@link PATH_INTERFACE_EVENT_LIMIT},
129
+ * {@link PATH_MEDIUM_SCATTER_LIMIT}).
130
+ *
131
+ * The importing shader binds the ray-tracing group, `materials`, `textures`, `media`, `light_data`
132
+ * and `tEnvironment`.
133
+ */
42
134
  export const chunk_render_trace_path = CodeChunk.from(
43
135
  //language=WGSL
44
136
  `
137
+ const PATH_MEDIUM_SCATTER_LIMIT: u32 = ${PATH_MEDIUM_SCATTER_LIMIT}u;
138
+ const PATH_INTERFACE_EVENT_LIMIT: u32 = ${PATH_INTERFACE_EVENT_LIMIT}u;
139
+ const PATH_INTERFACE_SMOOTH_EVENT_LIMIT: u32 = ${PATH_INTERFACE_SMOOTH_EVENT_LIMIT}u;
140
+ const PATH_MEDIUM_PASS_LIMIT: u32 = ${PATH_MEDIUM_PASS_LIMIT}u;
141
+ const PATH_HORIZON_LIFT: f32 = ${PATH_HORIZON_LIFT};
142
+
143
+ // a path's throughput as a contribution: over the mean of its MIS state
144
+ fn path_contribution_weight(state: ${MEDIUM_PATH_STATE_STRUCT.wgsl_ref}) -> vec3<f32> {
145
+ return state.beta / ((state.r_u.x + state.r_u.y + state.r_u.z) * (1.0 / 3.0));
146
+ }
147
+
45
148
  fn render_trace_path(
46
149
  inRay: ${RAY_STRUCT.wgsl_ref},
47
150
  bounce_limit: u32
@@ -52,23 +155,84 @@ fn render_trace_path(
52
155
 
53
156
  var irradiance: vec3<f32>;
54
157
 
55
- var throughput = vec3(1.0);
158
+ var state: ${MEDIUM_PATH_STATE_STRUCT.wgsl_ref};
159
+ state.beta = vec3<f32>(1.0);
160
+ state.r_u = vec3<f32>(1.0);
161
+ state.hero = min(u32(random() * 3.0), 2u);
162
+ state.capped = 0u;
56
163
 
57
164
  var ray = inRay;
58
165
 
166
+ // the media bounded by refracting surfaces the path is inside, and whether there are volumes
167
+ var stack = medium_stack_at(ray.origin);
168
+ let volumes_present = participating_media_volumes_count(&scene_database) > 0u;
169
+
59
170
  var bounce_index = 0u;
171
+ var interface_events = 0u;
172
+ var scatter_events = 0u;
173
+ var passes = 0u;
174
+ var manifold_connections = 0u;
175
+ var first_segment = true;
60
176
 
61
177
  const ENVIRONMENT_FIREFLY_CLAMP = 10.0; // miximum luninance of the environment
62
178
 
63
- for(; bounce_index < bounce_limit; bounce_index++){
179
+ loop {
180
+ if (bounce_index >= bounce_limit) {
181
+ break;
182
+ }
64
183
 
65
184
  let hit = ray_query_nearest(ray);
66
185
 
67
- if(bounce_index == 0){
186
+ if (first_segment) {
68
187
  // record distance to first intersection
69
188
  result.distance = hit.t;
189
+ first_segment = false;
70
190
  }
71
191
 
192
+ if (stack.depth > 0u || volumes_present) {
193
+ // through the medium to the surface, or to wherever the medium stops the path
194
+ let host = medium_host_of_stack(stack);
195
+ let collision = medium_free_flight(ray.origin, ray.direction, select(F32_MAX, hit.t, hit.t > 0.0), host, &state);
196
+
197
+ if (collision.event == MEDIUM_EVENT_ABSORBED) {
198
+ break;
199
+ }
200
+
201
+ if (collision.event == MEDIUM_EVENT_SCATTERED) {
202
+ scatter_events++;
203
+
204
+ if (scatter_events > PATH_MEDIUM_SCATTER_LIMIT) {
205
+ break;
206
+ }
207
+
208
+ let position = ray.origin + ray.direction * collision.t;
209
+
210
+ irradiance += path_contribution_weight(state) * medium_scatter_nee(position, ray.direction, host, stack, volumes_present, &manifold_connections);
211
+
212
+ let scattered = medium_phase_sample(position, host, ray.direction);
213
+
214
+ state.beta *= scattered.weight;
215
+
216
+ ray.origin = position;
217
+ ray.direction = scattered.direction;
218
+ ray.tmax = F32_MAX;
219
+
220
+ // Russian roulette on what the path still carries, after a few events
221
+ let carried = path_contribution_weight(state);
222
+ let survival = saturate(max(carried.x, max(carried.y, carried.z)));
223
+
224
+ if (scatter_events > 3u) {
225
+ if (random() > survival) {
226
+ break;
227
+ }
228
+
229
+ state.beta /= survival;
230
+ }
231
+
232
+ continue;
233
+ }
234
+ }
235
+
72
236
  if(hit.t <= 0.0){
73
237
  // didn't hit anything
74
238
 
@@ -81,7 +245,7 @@ fn render_trace_path(
81
245
  environment_sample *= ENVIRONMENT_FIREFLY_CLAMP / env_luma;
82
246
  }
83
247
 
84
- irradiance += throughput * environment_sample;
248
+ irradiance += path_contribution_weight(state) * environment_sample;
85
249
 
86
250
  break;
87
251
  }
@@ -122,15 +286,38 @@ fn render_trace_path(
122
286
  // following suggestion from "Triangle Intersection Offset: A Fast and Robust Method for Avoiding Self-Intersection" from Ray-Tracing Gems
123
287
  let hit_position = shading_geometry.position;
124
288
 
289
+ // a surface that bounds a medium is an interface into it, or not there at all
290
+ var at_interface = false;
291
+ var crossing: ${MEDIUM_CROSSING_STRUCT.wgsl_ref};
125
292
 
126
- if(
127
- shading_material.opacity < 1.0
293
+ if (material_info.medium != MEDIUM_NONE) {
294
+ crossing = medium_crossing(stack, mesh.material, material_data.front_facing);
295
+
296
+ if (!crossing.is_interface) {
297
+ // the same medium on both sides, or one of lower priority: straight on
298
+ stack = crossing.stack;
299
+ passes++;
300
+
301
+ if (passes > PATH_MEDIUM_PASS_LIMIT) {
302
+ break;
303
+ }
304
+
305
+ ray.origin = offset_ray(hit_position, -shading_geometry.geometric_normal);
306
+ ray.tmax = F32_MAX;
307
+
308
+ continue;
309
+ }
310
+
311
+ at_interface = true;
312
+ }
313
+
314
+ if (
315
+ !at_interface
316
+ && shading_material.opacity < 1.0
128
317
  && random() > shading_material.opacity // roll for transmission
129
318
  ){
130
319
  // transmission
131
320
 
132
- // TODO accummulate scattering
133
-
134
321
  // hit a transparent surface, let's adjust the ray and resume
135
322
  let NoD = dot(shading_geometry.geometric_normal, ray.direction);
136
323
 
@@ -140,15 +327,81 @@ fn render_trace_path(
140
327
  // offset in the direction of the normal, along the ray, effectivelly pushing through the surface
141
328
  ray.origin = offset_ray(hit_position , offset_direction );
142
329
 
330
+ bounce_index++;
331
+
143
332
  continue;
144
333
  }
145
334
 
146
- let incoming_throughput = throughput;
335
+ let incoming_weight = path_contribution_weight(state);
147
336
 
148
337
  // accummulate emissive component of the material
149
- irradiance += incoming_throughput * shading_material.emissive;
338
+ irradiance += incoming_weight * shading_material.emissive;
150
339
 
340
+ if (at_interface && random() < material_data.transmission) {
341
+ // the interface itself: a smooth dielectric between the two sides' indices of refraction
342
+ interface_events++;
151
343
 
344
+ if (interface_events > PATH_INTERFACE_EVENT_LIMIT) {
345
+ break;
346
+ }
347
+
348
+ let n_outside = medium_ior_of_material(crossing.outside);
349
+ let n_inside = medium_ior_of_material(crossing.inside);
350
+ let n_from = select(n_inside, n_outside, material_data.front_facing);
351
+ let n_to = select(n_outside, n_inside, material_data.front_facing);
352
+
353
+ // both normals face the side the ray arrives from; a path still bouncing between interfaces
354
+ // after a few events is trapped by the tessellation, and the triangle's normal lets it out
355
+ let event = medium_interface_event(
356
+ ray.direction,
357
+ select(
358
+ shading_geometry.shading_normal,
359
+ shading_geometry.geometric_normal,
360
+ interface_events > PATH_INTERFACE_SMOOTH_EVENT_LIMIT
361
+ ),
362
+ shading_geometry.geometric_normal,
363
+ n_to / n_from
364
+ );
365
+
366
+ ray.direction = event.direction;
367
+
368
+ if (!event.refracted) {
369
+ ray.origin = offset_ray(hit_position, shading_geometry.geometric_normal);
370
+ } else {
371
+ ray.origin = offset_ray(hit_position, -shading_geometry.geometric_normal);
372
+
373
+ // radiance over n² is what crosses an interface unchanged
374
+ let ratio = n_from / n_to;
375
+ state.beta *= ratio * ratio;
376
+
377
+ stack = crossing.stack;
378
+ }
379
+
380
+ ray.tmax = F32_MAX;
381
+
382
+ continue;
383
+ }
384
+
385
+ // MaterialX/OpenPBR substrate split: the (1 - F) energy that doesn't
386
+ // reflect feeds a substrate that mixes diffuse and transmission. The
387
+ // transmission scalar is read straight off material_data — it isn't
388
+ // carried in MATERIAL_SHADING_INFO_STRUCT because that struct is
389
+ // shared with non-path-tracer code paths that don't need it.
390
+ var transmission_weight = material_data.transmission;
391
+
392
+ if (at_interface) {
393
+ // the rest of a medium-bounding surface, picked with probability (1 - transmission): its
394
+ // diffuse undivided by it, and its transmission is the interface's, not a thin wall
395
+ shading_material.diffuse = material_data.albedo * (1.0 - material_data.metalness);
396
+ transmission_weight = 0.0;
397
+ } else if (stack.depth > 0u) {
398
+ // a surface reflects by the ratio of its index to the medium's it is seen from: a stone
399
+ // (1.5) under water (1.333) reflects 0.0035 head-on, not the 0.04 it does in air
400
+ let n_host = medium_ior_of_material(medium_stack_top(stack));
401
+
402
+ shading_material.specularF0 = dielectric_specular_color(material_data.ior / n_host, material_data.metalness, material_data.albedo);
403
+ }
404
+
152
405
  let incoming_ray_origin = ray.origin;
153
406
  let incoming_ray_direction = ray.direction;
154
407
 
@@ -172,76 +425,96 @@ fn render_trace_path(
172
425
  // probability. Folding the cosine into the proxy reduces the dynamic
173
426
  // range of selection PDFs and tames firefly amplification on grazing
174
427
  // and back-facing geometry.
175
- let selection = select_light_importance(hit_position, N, random());
428
+ //
429
+ // Inside a medium, light can arrive bent by an interface the straight line to it crosses — the
430
+ // sun on an underwater slope that faces away from it in air — so there the selection takes no
431
+ // receiver cosine, and the shadow ray goes out whichever side of the surface the light is on.
432
+ let inside_medium = stack.depth > 0u;
433
+ let selection = select_light_importance(hit_position, select(N, vec3<f32>(0.0), inside_medium), random());
176
434
 
177
435
  if (selection.pdf > 0.0) {
178
436
 
179
437
  let jitter = vec2(random(), random());
180
438
  let light_record = sample_light_record(&light_data, selection.light_type, selection.index, hit_position, jitter);
181
439
 
182
- let L = light_record.direction;
183
- let NoL = dot( N, L );
440
+ // straight to the light, or — where a refracting interface is in the way — through it
441
+ var L = light_record.direction;
442
+ var arriving = vec3<f32>(0.0);
443
+
444
+ if (dot(N, L) > 0.0 || inside_medium) {
445
+ // a light behind the surface can only reach it bent by an interface, and the straight
446
+ // line toward it runs into the surface itself: the shadow ray goes along the surface's
447
+ // horizon toward it instead, a little above, to find that interface. Nothing reaches
448
+ // the surface along it straight.
449
+ let ng = shading_geometry.geometric_normal;
450
+ let below = inside_medium && dot(ng, L) <= 0.0;
184
451
 
185
- if ( NoL > 0.0 ){
186
452
  var shadow_ray: ${RAY_STRUCT.wgsl_ref};
187
453
  shadow_ray.origin = ray.origin;
188
- shadow_ray.direction = light_record.direction;
454
+ shadow_ray.direction = select(L, normalize(L - ng * (dot(ng, L) - PATH_HORIZON_LIFT)), below);
189
455
  shadow_ray.tmax = light_record.distance;
190
456
 
191
- // TODO make sure we sample opacity of the surface for the shadow ray, currently it only samples geometry and treats it as fully opaque
192
-
193
- if(!ray_shaded_query_occluded(shadow_ray)){
194
-
195
- let H = normalize(L + V);
196
- let NoH = saturate( dot( N, H ) );
197
- let VoH = saturate( dot( V, H ) );
198
- let LoV = saturate( dot( L, V ) );
199
-
200
- // selection.pdf is the discrete selection probability;
201
- // light_record.pdf is the within-light density (1.0 for our analytical local lights today).
202
- let inv_pdf = 1.0 / (selection.pdf * light_record.pdf);
203
- let light_irradiance = light_record.emission * NoL * inv_pdf;
204
-
205
- var diffuse_brdf = oren_nayar_compensated_diffuse(
206
- NoV,
207
- NoL,
208
- LoV,
209
- roughness,
210
- shading_material.diffuse
211
- );
212
-
213
- var specular_brdf = BRDF_GGX(
214
- NoL,
215
- NoV,
216
- NoH*NoH,
217
- VoH,
218
- shading_material.specularF0,
219
- shading_material.specularF90,
220
- alpha
221
- );
222
-
223
- // Calculate the terminator term for the light direction [cite: 72]
224
- let G_terminator = shadow_terminator_term(L, shading_geometry.geometric_normal, shading_geometry.shading_normal);
225
-
226
- // Use the BRDF evaluated for the light direction, NOT the bounce direction.
227
- // oren_nayar_compensated_diffuse is unnormalized (see EON.js), the 1/PI
228
- // normalization is applied here, matching the deferred consumers and the
229
- // albedo/PI convention assumed by the cosine-weighted bounce below.
230
- irradiance += incoming_throughput * (diffuse_brdf * RECIPROCAL_PI + specular_brdf) * light_irradiance * G_terminator;
457
+ // what reaches the surface through media, thin glass and alpha holes;
458
+ // light_record.pdf is the within-light density (1.0 for our analytical local lights today)
459
+ let shadow = medium_shadow_transmittance(shadow_ray, stack, volumes_present, MEDIUM_SHADOW_HIT_LIMIT);
460
+
461
+ arriving = select(light_record.emission * shadow.transmittance / light_record.pdf, vec3<f32>(0.0), below);
462
+
463
+ if (shadow.refracting && manifold_connections < PATH_MANIFOLD_LIMIT) {
464
+ manifold_connections += 1u;
465
+
466
+ let connection = manifold_connect(ray.origin, stack, volumes_present, shadow, selection.light_type, selection.index, jitter);
467
+
468
+ L = connection.direction;
469
+ arriving = connection.irradiance;
231
470
  }
232
471
  }
472
+
473
+ let NoL = dot( N, L );
474
+
475
+ if ( NoL > 0.0 && any(arriving > vec3<f32>(0.0)) ){
476
+
477
+ let H = normalize(L + V);
478
+ let NoH = saturate( dot( N, H ) );
479
+ let VoH = saturate( dot( V, H ) );
480
+ let LoV = saturate( dot( L, V ) );
481
+
482
+ // selection.pdf is the discrete selection probability
483
+ let light_irradiance = arriving * NoL / selection.pdf;
484
+
485
+ var diffuse_brdf = oren_nayar_compensated_diffuse(
486
+ NoV,
487
+ NoL,
488
+ LoV,
489
+ roughness,
490
+ shading_material.diffuse
491
+ );
492
+
493
+ var specular_brdf = BRDF_GGX(
494
+ NoL,
495
+ NoV,
496
+ NoH*NoH,
497
+ VoH,
498
+ shading_material.specularF0,
499
+ shading_material.specularF90,
500
+ alpha
501
+ );
502
+
503
+ // Calculate the terminator term for the light direction [cite: 72]
504
+ let G_terminator = shadow_terminator_term(L, shading_geometry.geometric_normal, shading_geometry.shading_normal);
505
+
506
+ // Use the BRDF evaluated for the light direction, NOT the bounce direction.
507
+ // oren_nayar_compensated_diffuse is unnormalized (see EON.js), the 1/PI
508
+ // normalization is applied here, matching the deferred consumers and the
509
+ // albedo/PI convention assumed by the cosine-weighted bounce below.
510
+ irradiance += incoming_weight * (diffuse_brdf * RECIPROCAL_PI + specular_brdf) * light_irradiance * G_terminator;
511
+ }
233
512
  }
234
513
 
235
514
  let fresnel = F_Hauber(shading_material.specularF0, shading_material.specularF90, NoV);
236
515
  let specular_weight = rgb_to_luminance(fresnel);
237
516
  let diffuse_weight = rgb_to_luminance(shading_material.diffuse);
238
517
 
239
- // MaterialX/OpenPBR substrate split: the (1 - F) energy that doesn't
240
- // reflect feeds a substrate that mixes diffuse and transmission. The
241
- // transmission scalar is read straight off material_data — it isn't
242
- // carried in MATERIAL_SHADING_INFO_STRUCT because that struct is
243
- // shared with non-path-tracer code paths that don't need it.
244
- let transmission_weight = material_data.transmission;
245
518
  let substrate_weight = diffuse_weight + transmission_weight;
246
519
 
247
520
  let specular_probability = clamp(
@@ -275,8 +548,9 @@ fn render_trace_path(
275
548
  let termV = NoL * sqrt(fma(NoV * NoV, (1.0 - a2), a2));
276
549
  let termL = NoV * sqrt(fma(NoL * NoL, (1.0 - a2), a2));
277
550
 
278
- // The specular weight simplifies to this:
279
- let spec_weight = F * (termV / (termV + termL));
551
+ // The specular weight F G2 / G1(V) simplifies to this: G2 = 2 NoL NoV / (termV + termL),
552
+ // G1(V) = 2 NoV / (NoV + sqrt(a2 + (1 - a2) NoV²)) — one for a smooth lobe
553
+ let spec_weight = F * ((NoL * NoV + termV) / (termV + termL));
280
554
 
281
555
  weight = spec_weight / specular_probability;
282
556
  } else {
@@ -326,22 +600,29 @@ fn render_trace_path(
326
600
  weight *= G_terminator;
327
601
  }
328
602
 
329
- throughput *= weight;
603
+ state.beta *= weight;
330
604
 
331
605
 
332
606
  ray.tmax = F32_MAX;
333
607
 
334
608
 
335
- // termination logic
609
+ // termination logic, on what the path carries
610
+ let mean_r_u = (state.r_u.x + state.r_u.y + state.r_u.z) * (1.0 / 3.0);
611
+ var carried = state.beta / mean_r_u;
612
+
336
613
  let killed = russian_roulette(
337
614
  bounce_index,
338
615
  bounce_limit,
339
- &throughput
616
+ &carried
340
617
  );
341
618
 
342
619
  if(killed){
343
620
  break;
344
621
  }
622
+
623
+ state.beta = carried * mean_r_u;
624
+
625
+ bounce_index++;
345
626
  }
346
627
 
347
628
  result.bounces = bounce_index;
@@ -355,6 +636,8 @@ fn render_trace_path(
355
636
  GEOMETRIC_SHADING_INFO_STRUCT.declaration_chunk,
356
637
  MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
357
638
  PATH_TRACE_RESULT_STRUCT.declaration_chunk,
639
+ MEDIUM_PATH_STATE_STRUCT.declaration_chunk,
640
+ MEDIUM_CROSSING_STRUCT.declaration_chunk,
358
641
  RECIPROCAL_PI_DECLARATION,
359
642
  chunk_rgb_to_luminance,
360
643
  chunk_geometry_read_triangle_vertices,
@@ -374,7 +657,14 @@ fn render_trace_path(
374
657
  chunk_russian_roulette,
375
658
  chunk_F_Hauber,
376
659
  chunk_shadow_terminator_term_Dreamworks2020,
377
- chunk_ray_shaded_query_occluded,
378
660
  chunk_scene_database_access,
661
+ chunk_participating_media_volumes_iterate,
662
+ chunk_medium_stack,
663
+ chunk_medium_transport,
664
+ chunk_medium_phase,
665
+ chunk_medium_interface,
666
+ chunk_medium_path,
667
+ chunk_medium_scatter_nee,
668
+ chunk_manifold_connect,
379
669
  ]
380
- );
670
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_material_data.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js"],"names":[],"mappings":"AAkCA;;;GAGG;AACH,0CAFU,SAAS,CA+FlB;AAED,mDAuIC;0BAjPyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_sample_material_data.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js"],"names":[],"mappings":"AAkCA;;;GAGG;AACH,0CAFU,SAAS,CA+FlB;AAED,mDAwIC;0BAnPyB,oCAAoC"}
@@ -2,7 +2,6 @@ import { chunk_compute_normal_matrix_from_m4 } from "../../shader/chunk/geometry
2
2
  import {
3
3
  chunk_mat4_linear_determinant
4
4
  } from "../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
5
- import { chunk_decode_tangent_normal } from "../../shader/chunk/geometry/normal/chunk_decode_tangent_normal.js";
6
5
  import { chunk_F_Hauber } from "../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
7
6
  import { chunk_albedo_unpremultiply } from "../../shader/chunk/material/chunk_albedo_unpremultiply.js";
8
7
  import {
@@ -27,6 +26,7 @@ import { chunk_v3_matrix4_project } from "../../shader/chunk/geometry/vec3/chunk
27
26
  import { chunk_random_vec3 } from "../../shader/chunk/random/chunk_random_vec3.js";
28
27
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
29
28
  import { INDIRECT_MATERIAL_STRUCT } from "../../material/resident/INDIRECT_MATERIAL_STRUCT.js";
29
+ import { chunk_indirect_sample_tangent_normal } from "./chunk_indirect_sample_tangent_normal.js";
30
30
  import { chunk_indirect_sample_texture } from "./chunk_indirect_sample_texture.js";
31
31
 
32
32
  import { RAY_HIT_TRANSPARENT_SURFACE_DESCRIPTION_STRUCT } from "./RAY_HIT_TRANSPARENT_SURFACE_DESCRIPTION_STRUCT.js";
@@ -216,7 +216,7 @@ fn sample_material_data(
216
216
 
217
217
  let world_tangent_frame = build_orthonormal_matrix_nt(world_vertex_normal, vec4(world_tangent, tangent_handedness));
218
218
 
219
- var normal_sample = decode_tangent_normal(indirect_sample_texture(material.texture_normal, material.sampler_normal, uv));
219
+ var normal_sample = indirect_sample_tangent_normal(material.texture_normal, material.sampler_normal, uv);
220
220
 
221
221
  var output: ${STANDARD_MATERIAL_DATA_STRUCT.wgsl_ref};
222
222
 
@@ -225,6 +225,7 @@ fn sample_material_data(
225
225
  output.opacity = texture_sample_diffuse.a * material.color_albedo.a;
226
226
  output.normal_shading = shading_normal;
227
227
  output.normal_geometric = world_face_normal;
228
+ output.front_facing = !is_back_facing;
228
229
 
229
230
  const bit_step = 1.0 / 255.0;
230
231
 
@@ -260,9 +261,9 @@ fn sample_material_data(
260
261
  chunk_compute_normal_matrix_from_m4,
261
262
  chunk_mat4_linear_determinant,
262
263
  chunk_build_orthonormal_matrix_nt,
263
- chunk_decode_tangent_normal,
264
264
  chunk_compute_triangle_face_normal,
265
265
  chunk_indirect_sample_texture,
266
+ chunk_indirect_sample_tangent_normal,
266
267
  chunk_albedo_unpremultiply,
267
268
  chunk_random_vec3,
268
269
  ]
@@ -0,0 +1,24 @@
1
+ /**
2
+ * How wide a beam of light arrives at the receiver after refracting once through a smooth interface:
3
+ * the generalized geometric term of manifold next-event estimation (Hanika, Droske & Fascione 2015),
4
+ * computed by carrying the beam's first-order shape — ray differentials (Igehy 1999) — from the light,
5
+ * across the interface with the curvature its interpolated normals have, to the receiver.
6
+ *
7
+ * `manifold_beam_area(source, distant, x1, tri, x0, eta)`, the beam leaving `source` toward `x1` on
8
+ * `tri` and refracting there toward `x0`, `eta` the index of the light's side over the receiver's:
9
+ *
10
+ * - from a point light (`distant` false, `source` the light's position), the area across the beam at
11
+ * `x0` per unit of solid angle leaving the light: irradiance across the beam is intensity over it.
12
+ * With no interface between them it is the squared distance.
13
+ * - from a distant light (`distant` true, `source` any point on the incoming ray before `x1`), the
14
+ * area across the beam at `x0` per unit area across it before the interface: irradiance across the
15
+ * beam is the light's over it. Through a flat interface it is cos(transmitted) / cos(incident).
16
+ *
17
+ * Zero where the light cannot refract toward the receiver (total internal reflection), and where the
18
+ * beam focuses to a point.
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_manifold_beam: CodeChunk;
23
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_manifold_beam.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_beam.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_beam.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,kCAFU,SAAS,CA2EjB;0BAjGwB,uCAAuC"}