@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
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  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
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  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
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  932. package/src/shade/renderer/volumetrics/shader_volumetrics_build_scattering_lut.js +7 -7
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  948. package/src/shade/renderer/water/medium/chunk_water_medium_derived.d.ts +9 -0
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  981. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
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  985. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
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@@ -0,0 +1,41 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { f32, u32, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * The light end of a manifold connection: a point on a local light (`position`), or the direction
7
+ * toward a distant one (`distant` 1, `direction`). `centre` is a local light's own position, which
8
+ * its intensity falls off from, as `sample_light_record` has it; the sampled point only spreads its
9
+ * shadows. `near_clip` is how far short of a local light a shadow ray stops; `light_type` and
10
+ * `index` name the light's row, for its intensity.
11
+ */
12
+ export const MANIFOLD_LIGHT_STRUCT = WebGPUStruct.from({
13
+ position: vec3f,
14
+ distant: u32,
15
+ direction: vec3f,
16
+ near_clip: f32,
17
+ centre: vec3f,
18
+ light_type: u32,
19
+ index: u32,
20
+ }, "ManifoldLight");
21
+
22
+ /**
23
+ * `manifold_light_direction(light, x)`: the unit direction from `x` toward the light.
24
+ *
25
+ * @type {CodeChunk}
26
+ */
27
+ export const chunk_manifold_light = CodeChunk.from(
28
+ //language=WGSL
29
+ `
30
+ fn manifold_light_direction(light: ${MANIFOLD_LIGHT_STRUCT.wgsl_ref}, x: vec3<f32>) -> vec3<f32> {
31
+ if (light.distant != 0u) {
32
+ return light.direction;
33
+ }
34
+
35
+ return normalize(light.position - x);
36
+ }
37
+ `,
38
+ [
39
+ MANIFOLD_LIGHT_STRUCT.declaration_chunk,
40
+ ]
41
+ );
@@ -0,0 +1,20 @@
1
+ /**
2
+ * A light as a manifold connection needs it, read from the light database the importing shader binds
3
+ * as `light_data`. The same lights `sample_light_record` samples, by the same rules:
4
+ *
5
+ * - `manifold_light_sample(light_type, index, jitter)`: a point within a point or spot light's
6
+ * radius, with its centre, or a direction within a directional light's disk, as
7
+ * {@link MANIFOLD_LIGHT_STRUCT}.
8
+ * - `manifold_light_intensity(light, x1, path_length)`: for a point or spot light, its intensity
9
+ * toward `x1` (the spot's cone there) with the light's distance window at `path_length`, the length
10
+ * of the whole refracted path from the light's centre — the light's attenuation is 1 / d² times
11
+ * that window, and the 1 / d² is the beam's to give (\`manifold_beam_area\`), from the centre too.
12
+ * For a directional light, its irradiance.
13
+ * - `manifold_light_shadow_length(light, x1)`: how far a shadow ray from `x1` runs toward it, stopping
14
+ * short of a local light by its near clip.
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_manifold_light_sample: CodeChunk;
19
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
20
+ //# sourceMappingURL=chunk_manifold_light_sample.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_light_sample.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_light_sample.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;GAgBG;AACH,0CAFU,SAAS,CAwEjB;0BA9FwB,uCAAuC"}
@@ -0,0 +1,105 @@
1
+ import { LIGHT_DATABASE_SPEC } from "../../../light/LIGHT_DATABASE_SPEC.js";
2
+ import { chunk_cone_sample_direction } from "../../../shader/chunk/geometry/cone/chunk_cone_sample_direction.js";
3
+ import { chunk_sphere_sample_volume } from "../../../shader/chunk/geometry/sphere/chunk_sphere_sample_volume.js";
4
+ import { chunk_light_get_spot_attenuation } from "../../../shader/chunk/light/io/chunk_light_get_spot_attenuation.js";
5
+ import {
6
+ chunk_light_sphere_distance_attenuation
7
+ } from "../../../shader/chunk/light/io/chunk_light_sphere_distance_attenuation.js";
8
+ import { LIGHT_SELECTION_TYPE } from "../../../shader/chunk/light/sample/LIGHT_SELECTION_STRUCT.js";
9
+ import { F32_MAX_DEFINITION } from "../../../shader/chunk/math/F32_MAX_DEFINITION.js";
10
+ import { chunk_hash_vec2f_to_vec3f } from "../../../shader/chunk/random/chunk_hash_vec2f_to_vec3f.js";
11
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
12
+ import { chunk_manifold_light, MANIFOLD_LIGHT_STRUCT } from "./chunk_manifold_light.js";
13
+
14
+ const POINT = LIGHT_DATABASE_SPEC.get('light_point');
15
+ const SPOT = LIGHT_DATABASE_SPEC.get('light_spot');
16
+ const DIRECTIONAL = LIGHT_DATABASE_SPEC.get('light_directional');
17
+
18
+ /**
19
+ * A light as a manifold connection needs it, read from the light database the importing shader binds
20
+ * as `light_data`. The same lights `sample_light_record` samples, by the same rules:
21
+ *
22
+ * - `manifold_light_sample(light_type, index, jitter)`: a point within a point or spot light's
23
+ * radius, with its centre, or a direction within a directional light's disk, as
24
+ * {@link MANIFOLD_LIGHT_STRUCT}.
25
+ * - `manifold_light_intensity(light, x1, path_length)`: for a point or spot light, its intensity
26
+ * toward `x1` (the spot's cone there) with the light's distance window at `path_length`, the length
27
+ * of the whole refracted path from the light's centre — the light's attenuation is 1 / d² times
28
+ * that window, and the 1 / d² is the beam's to give (\`manifold_beam_area\`), from the centre too.
29
+ * For a directional light, its irradiance.
30
+ * - `manifold_light_shadow_length(light, x1)`: how far a shadow ray from `x1` runs toward it, stopping
31
+ * short of a local light by its near clip.
32
+ *
33
+ * @type {CodeChunk}
34
+ */
35
+ export const chunk_manifold_light_sample = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ fn manifold_light_sample(light_type: u32, index: u32, jitter: vec2<f32>) -> ${MANIFOLD_LIGHT_STRUCT.wgsl_ref} {
39
+ var light: ${MANIFOLD_LIGHT_STRUCT.wgsl_ref};
40
+
41
+ light.light_type = light_type;
42
+ light.index = index;
43
+
44
+ if (light_type == ${LIGHT_SELECTION_TYPE.Point}u) {
45
+ let record = ${POINT.marshalling_method_read}(&light_data, index);
46
+
47
+ light.position = record.position + sphere_sample_volume(hash_vec2f_to_vec3f(jitter)) * record.radius;
48
+ light.centre = record.position;
49
+ light.near_clip = record.near_clip_distance;
50
+ } else if (light_type == ${LIGHT_SELECTION_TYPE.Spot}u) {
51
+ let record = ${SPOT.marshalling_method_read}(&light_data, index);
52
+
53
+ light.position = record.position + sphere_sample_volume(hash_vec2f_to_vec3f(jitter)) * record.radius;
54
+ light.centre = record.position;
55
+ light.near_clip = record.near_clip_distance;
56
+ } else {
57
+ let record = ${DIRECTIONAL.marshalling_method_read}(&light_data, index);
58
+
59
+ light.distant = 1u;
60
+ light.direction = cone_sample_direction(-record.direction, record.disk_radius, jitter);
61
+ }
62
+
63
+ return light;
64
+ }
65
+
66
+ fn manifold_light_intensity(light: ${MANIFOLD_LIGHT_STRUCT.wgsl_ref}, x1: vec3<f32>, path_length: f32) -> vec3<f32> {
67
+ if (light.light_type == ${LIGHT_SELECTION_TYPE.Point}u) {
68
+ let record = ${POINT.marshalling_method_read}(&light_data, light.index);
69
+
70
+ return record.color * light_sphere_distance_attenuation(path_length, record.radius, record.distance) * path_length * path_length;
71
+ }
72
+
73
+ if (light.light_type == ${LIGHT_SELECTION_TYPE.Spot}u) {
74
+ let record = ${SPOT.marshalling_method_read}(&light_data, light.index);
75
+
76
+ let cone = light_get_spot_attenuation(record.coneCos, record.penumbraCos, dot(normalize(x1 - record.position), record.direction));
77
+
78
+ return record.color * cone * light_sphere_distance_attenuation(path_length, record.radius, record.distance) * path_length * path_length;
79
+ }
80
+
81
+ return ${DIRECTIONAL.marshalling_method_read}(&light_data, light.index).color;
82
+ }
83
+
84
+ fn manifold_light_shadow_length(light: ${MANIFOLD_LIGHT_STRUCT.wgsl_ref}, x1: vec3<f32>) -> f32 {
85
+ if (light.distant != 0u) {
86
+ return F32_MAX;
87
+ }
88
+
89
+ return max(0.0, length(light.position - x1) - light.near_clip);
90
+ }
91
+ `,
92
+ [
93
+ MANIFOLD_LIGHT_STRUCT.declaration_chunk,
94
+ chunk_manifold_light,
95
+ POINT.chunk_read,
96
+ SPOT.chunk_read,
97
+ DIRECTIONAL.chunk_read,
98
+ chunk_sphere_sample_volume,
99
+ chunk_hash_vec2f_to_vec3f,
100
+ chunk_cone_sample_direction,
101
+ chunk_light_sphere_distance_attenuation,
102
+ chunk_light_get_spot_attenuation,
103
+ F32_MAX_DEFINITION,
104
+ ]
105
+ );
@@ -0,0 +1,28 @@
1
+ /**
2
+ * One triangle of a smooth interface in world space: its corners, and its vertex normals carried by
3
+ * the instance's normal matrix and left unnormalized, so that interpolating them and normalizing
4
+ * gives exactly the normal the path tracer shades with (before any normal map).
5
+ */
6
+ export const MANIFOLD_TRIANGLE_STRUCT: WebGPUStruct;
7
+ /**
8
+ * The local model of a smooth interface that manifold next-event estimation walks on: a flat
9
+ * triangle carrying the normals interpolated across it. Pure functions of the triangle:
10
+ *
11
+ * - `manifold_triangle_barycentric(tri, p)`: barycentric coordinates `(b1, b2)` of a point of the
12
+ * triangle's plane — or of its projection onto the plane — affine, so meaningful outside the
13
+ * triangle too.
14
+ * - `manifold_triangle_point(tri, b)`: the point at barycentric coordinates `(b1, b2)`.
15
+ * - `manifold_triangle_normal(tri, p)`: the interpolated unit normal at a point of the plane,
16
+ * oriented as the vertex normals are (outward for a closed mesh).
17
+ * - `manifold_triangle_normal_derivative(tri, p, dp)`: how that unit normal turns for a
18
+ * displacement `dp` in the plane — the interface's curvature as the shading sees it, which is
19
+ * what focuses light into caustics.
20
+ * - `manifold_triangle_geometric_normal(tri)`: the plane's unit normal, oriented by the winding.
21
+ * - `manifold_triangle_frame(tri)`: two orthonormal directions spanning the plane.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_manifold_triangle: CodeChunk;
26
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
27
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
28
+ //# sourceMappingURL=chunk_manifold_triangle.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_triangle.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_triangle.js"],"names":[],"mappings":"AAIA;;;;GAIG;AACH,oDAOuB;AAEvB;;;;;;;;;;;;;;;;;GAiBG;AACH,sCAFU,SAAS,CA8DjB;6BA9F2B,sCAAsC;0BAFzC,uCAAuC"}
@@ -0,0 +1,97 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * One triangle of a smooth interface in world space: its corners, and its vertex normals carried by
7
+ * the instance's normal matrix and left unnormalized, so that interpolating them and normalizing
8
+ * gives exactly the normal the path tracer shades with (before any normal map).
9
+ */
10
+ export const MANIFOLD_TRIANGLE_STRUCT = WebGPUStruct.from({
11
+ p0: vec3f,
12
+ p1: vec3f,
13
+ p2: vec3f,
14
+ n0: vec3f,
15
+ n1: vec3f,
16
+ n2: vec3f,
17
+ }, "ManifoldTriangle");
18
+
19
+ /**
20
+ * The local model of a smooth interface that manifold next-event estimation walks on: a flat
21
+ * triangle carrying the normals interpolated across it. Pure functions of the triangle:
22
+ *
23
+ * - `manifold_triangle_barycentric(tri, p)`: barycentric coordinates `(b1, b2)` of a point of the
24
+ * triangle's plane — or of its projection onto the plane — affine, so meaningful outside the
25
+ * triangle too.
26
+ * - `manifold_triangle_point(tri, b)`: the point at barycentric coordinates `(b1, b2)`.
27
+ * - `manifold_triangle_normal(tri, p)`: the interpolated unit normal at a point of the plane,
28
+ * oriented as the vertex normals are (outward for a closed mesh).
29
+ * - `manifold_triangle_normal_derivative(tri, p, dp)`: how that unit normal turns for a
30
+ * displacement `dp` in the plane — the interface's curvature as the shading sees it, which is
31
+ * what focuses light into caustics.
32
+ * - `manifold_triangle_geometric_normal(tri)`: the plane's unit normal, oriented by the winding.
33
+ * - `manifold_triangle_frame(tri)`: two orthonormal directions spanning the plane.
34
+ *
35
+ * @type {CodeChunk}
36
+ */
37
+ export const chunk_manifold_triangle = CodeChunk.from(
38
+ //language=WGSL
39
+ `
40
+ fn manifold_triangle_barycentric(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}, p: vec3<f32>) -> vec2<f32> {
41
+ let e1 = tri.p1 - tri.p0;
42
+ let e2 = tri.p2 - tri.p0;
43
+ let d = p - tri.p0;
44
+
45
+ let a = dot(e1, e1);
46
+ let b = dot(e1, e2);
47
+ let c = dot(e2, e2);
48
+ let d1 = dot(d, e1);
49
+ let d2 = dot(d, e2);
50
+
51
+ let determinant = a * c - b * b;
52
+
53
+ return vec2<f32>(c * d1 - b * d2, a * d2 - b * d1) / determinant;
54
+ }
55
+
56
+ fn manifold_triangle_point(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}, b: vec2<f32>) -> vec3<f32> {
57
+ return tri.p0 + (tri.p1 - tri.p0) * b.x + (tri.p2 - tri.p0) * b.y;
58
+ }
59
+
60
+ fn manifold_triangle_normal_unnormalized(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}, p: vec3<f32>) -> vec3<f32> {
61
+ let b = manifold_triangle_barycentric(tri, p);
62
+
63
+ return tri.n0 * (1.0 - b.x - b.y) + tri.n1 * b.x + tri.n2 * b.y;
64
+ }
65
+
66
+ fn manifold_triangle_normal(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}, p: vec3<f32>) -> vec3<f32> {
67
+ return normalize(manifold_triangle_normal_unnormalized(tri, p));
68
+ }
69
+
70
+ fn manifold_triangle_normal_derivative(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}, p: vec3<f32>, dp: vec3<f32>) -> vec3<f32> {
71
+ let raw = manifold_triangle_normal_unnormalized(tri, p);
72
+ let length_raw = length(raw);
73
+ let n = raw / length_raw;
74
+
75
+ // barycentrics are affine in position: their change along dp is the coordinates of p0 + dp
76
+ let db = manifold_triangle_barycentric(tri, tri.p0 + dp);
77
+ let d_raw = (tri.n1 - tri.n0) * db.x + (tri.n2 - tri.n0) * db.y;
78
+
79
+ // the derivative of normalize(raw): the part of d_raw across n, over |raw|
80
+ return (d_raw - n * dot(n, d_raw)) / length_raw;
81
+ }
82
+
83
+ fn manifold_triangle_geometric_normal(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}) -> vec3<f32> {
84
+ return normalize(cross(tri.p1 - tri.p0, tri.p2 - tri.p0));
85
+ }
86
+
87
+ fn manifold_triangle_frame(tri: ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}) -> mat2x3<f32> {
88
+ let s = normalize(tri.p1 - tri.p0);
89
+ let t = normalize(cross(manifold_triangle_geometric_normal(tri), s));
90
+
91
+ return mat2x3<f32>(s, t);
92
+ }
93
+ `,
94
+ [
95
+ MANIFOLD_TRIANGLE_STRUCT.declaration_chunk,
96
+ ]
97
+ );
@@ -0,0 +1,12 @@
1
+ /**
2
+ * `manifold_triangle_of_hit(instance, triangle)`: one triangle of a mesh instance as a
3
+ * {@link MANIFOLD_TRIANGLE_STRUCT}, read from the scene database and the geometries the importing
4
+ * shader binds (`scene_database`, `geometries` and the meshlet buffers, as for ray queries): corners
5
+ * by the instance's transform, vertex normals by its normal matrix — what `sample_material_data`
6
+ * shades with.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_manifold_triangle_of_hit: CodeChunk;
11
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
12
+ //# sourceMappingURL=chunk_manifold_triangle_of_hit.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_manifold_triangle_of_hit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/manifold/chunk_manifold_triangle_of_hit.js"],"names":[],"mappings":"AASA;;;;;;;;GAQG;AACH,6CAFU,SAAS,CA6BjB;0BAvCwB,uCAAuC"}
@@ -0,0 +1,46 @@
1
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
2
+ import {
3
+ chunk_geometry_read_triangle_vertices
4
+ } from "../../../shader/chunk/geometry/format/chunk_geometry_read_triangle_vertices.js";
5
+ import { chunk_compute_normal_matrix_from_m4 } from "../../../shader/chunk/geometry/mat4/chunk_compute_normal_matrix_from_m4.js";
6
+ import { chunk_v3_matrix4_project } from "../../../shader/chunk/geometry/vec3/chunk_v3_matrix4_project.js";
7
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
8
+ import { MANIFOLD_TRIANGLE_STRUCT } from "./chunk_manifold_triangle.js";
9
+
10
+ /**
11
+ * `manifold_triangle_of_hit(instance, triangle)`: one triangle of a mesh instance as a
12
+ * {@link MANIFOLD_TRIANGLE_STRUCT}, read from the scene database and the geometries the importing
13
+ * shader binds (`scene_database`, `geometries` and the meshlet buffers, as for ray queries): corners
14
+ * by the instance's transform, vertex normals by its normal matrix — what `sample_material_data`
15
+ * shades with.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_manifold_triangle_of_hit = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn manifold_triangle_of_hit(instance: u32, triangle: u32) -> ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref} {
23
+ let mesh = scene_read_mesh(&scene_database, instance);
24
+ let node = scene_read_node(&scene_database, mesh.node);
25
+
26
+ let vertices = geometry_read_triangle_vertices(geometries[mesh.geometry], triangle);
27
+ let normal_matrix = compute_normal_matrix_from_m4(node.global);
28
+
29
+ return ${MANIFOLD_TRIANGLE_STRUCT.wgsl_ref}(
30
+ v3_matrix4_project(vertices.a.position, node.global),
31
+ v3_matrix4_project(vertices.b.position, node.global),
32
+ v3_matrix4_project(vertices.c.position, node.global),
33
+ normal_matrix * vertices.a.normal,
34
+ normal_matrix * vertices.b.normal,
35
+ normal_matrix * vertices.c.normal,
36
+ );
37
+ }
38
+ `,
39
+ [
40
+ MANIFOLD_TRIANGLE_STRUCT.declaration_chunk,
41
+ chunk_scene_database_access,
42
+ chunk_geometry_read_triangle_vertices,
43
+ chunk_compute_normal_matrix_from_m4,
44
+ chunk_v3_matrix4_project,
45
+ ]
46
+ );
@@ -0,0 +1,25 @@
1
+ /**
2
+ * Where light goes at a smooth refracting interface: the new direction, and whether it crossed.
3
+ */
4
+ export const MEDIUM_INTERFACE_EVENT_STRUCT: WebGPUStruct;
5
+ /**
6
+ * One event at a smooth dielectric interface: reflection with the exact Fresnel probability, or
7
+ * refraction by Snell's law — `medium_interface_event(incident, shading_normal, geometric_normal,
8
+ * eta)`, both normals facing the side `incident` arrives from, `eta` the index across the interface
9
+ * over the index it arrives in. Draws from `random()`.
10
+ *
11
+ * The event is taken about the shading normal, so a tessellated sphere refracts as a sphere. A
12
+ * shading normal is interpolated across flat triangles, though, and near an outline it can disagree
13
+ * with the triangle it lies on: the ray arrives behind it, or the direction it gives turns back
14
+ * into the surface after a reflection, or out of it after a refraction. Such light lands on the same
15
+ * triangle again and bounces there until the path's interface limit drops it — a dark band just
16
+ * inside the outline of a glass sphere, on the side the tessellation tilts the normals away. There
17
+ * the event is taken about the geometric normal instead, which always leaves on the right side.
18
+ * Either way light is reflected or transmitted whole, so no energy is lost or made.
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_medium_interface: CodeChunk;
23
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
24
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
25
+ //# sourceMappingURL=chunk_medium_interface.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_medium_interface.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/media/chunk_medium_interface.js"],"names":[],"mappings":"AAMA;;GAEG;AACH,yDAG2B;AAE3B;;;;;;;;;;;;;;;;GAgBG;AACH,qCAFU,SAAS,CA6CjB;6BAtE2B,sCAAsC;0BAFzC,uCAAuC"}
@@ -0,0 +1,75 @@
1
+ import { chunk_F_dielectric } from "../../../shader/chunk/brdf/fresnel/chunk_F_dielectric.js";
2
+ import { chunk_random } from "../../../shader/chunk/random/chunk_random.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { bool, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
6
+
7
+ /**
8
+ * Where light goes at a smooth refracting interface: the new direction, and whether it crossed.
9
+ */
10
+ export const MEDIUM_INTERFACE_EVENT_STRUCT = WebGPUStruct.from({
11
+ direction: vec3f,
12
+ refracted: bool,
13
+ }, "MediumInterfaceEvent");
14
+
15
+ /**
16
+ * One event at a smooth dielectric interface: reflection with the exact Fresnel probability, or
17
+ * refraction by Snell's law — `medium_interface_event(incident, shading_normal, geometric_normal,
18
+ * eta)`, both normals facing the side `incident` arrives from, `eta` the index across the interface
19
+ * over the index it arrives in. Draws from `random()`.
20
+ *
21
+ * The event is taken about the shading normal, so a tessellated sphere refracts as a sphere. A
22
+ * shading normal is interpolated across flat triangles, though, and near an outline it can disagree
23
+ * with the triangle it lies on: the ray arrives behind it, or the direction it gives turns back
24
+ * into the surface after a reflection, or out of it after a refraction. Such light lands on the same
25
+ * triangle again and bounces there until the path's interface limit drops it — a dark band just
26
+ * inside the outline of a glass sphere, on the side the tessellation tilts the normals away. There
27
+ * the event is taken about the geometric normal instead, which always leaves on the right side.
28
+ * Either way light is reflected or transmitted whole, so no energy is lost or made.
29
+ *
30
+ * @type {CodeChunk}
31
+ */
32
+ export const chunk_medium_interface = CodeChunk.from(
33
+ //language=WGSL
34
+ `
35
+ fn medium_interface_sample(incident: vec3<f32>, normal: vec3<f32>, eta: f32) -> ${MEDIUM_INTERFACE_EVENT_STRUCT.wgsl_ref} {
36
+ let reflectance = F_dielectric(dot(-incident, normal), eta);
37
+
38
+ if (random() >= reflectance) {
39
+ let transmitted = refract(incident, normal, 1.0 / eta);
40
+
41
+ // refract() gives the zero vector past the critical angle, which the reflectance has already
42
+ // made certain; rounding can still leave it a hair inside, where reflection is the answer
43
+ if (dot(transmitted, transmitted) > 0.0) {
44
+ return ${MEDIUM_INTERFACE_EVENT_STRUCT.wgsl_ref}(normalize(transmitted), true);
45
+ }
46
+ }
47
+
48
+ return ${MEDIUM_INTERFACE_EVENT_STRUCT.wgsl_ref}(reflect(incident, normal), false);
49
+ }
50
+
51
+ fn medium_interface_event(
52
+ incident: vec3<f32>,
53
+ shading_normal: vec3<f32>,
54
+ geometric_normal: vec3<f32>,
55
+ eta: f32,
56
+ ) -> ${MEDIUM_INTERFACE_EVENT_STRUCT.wgsl_ref} {
57
+ if (dot(-incident, shading_normal) > 0.0) {
58
+ let event = medium_interface_sample(incident, shading_normal, eta);
59
+
60
+ let side = dot(event.direction, geometric_normal);
61
+
62
+ if (select(side > 0.0, side < 0.0, event.refracted)) {
63
+ return event;
64
+ }
65
+ }
66
+
67
+ return medium_interface_sample(incident, geometric_normal, eta);
68
+ }
69
+ `,
70
+ [
71
+ MEDIUM_INTERFACE_EVENT_STRUCT.declaration_chunk,
72
+ chunk_F_dielectric,
73
+ chunk_random,
74
+ ]
75
+ );
@@ -0,0 +1,54 @@
1
+ /**
2
+ * Surfaces a probe ray from a path's origin walks past while finding the media the origin is
3
+ * inside. A medium further out than this many surfaces is missed.
4
+ * @type {number}
5
+ */
6
+ export const MEDIUM_PROBE_HIT_LIMIT: number;
7
+ /**
8
+ * Surfaces a shadow ray from a surface may pass through — alpha holes, thin glass, boundaries with
9
+ * no interface — before it counts as blocked; the bound `ray_shaded_query_occluded`, which it
10
+ * replaced, has.
11
+ * @type {number}
12
+ */
13
+ export const MEDIUM_SHADOW_HIT_LIMIT: number;
14
+ /**
15
+ * The same for a shadow ray from a scattering point in a medium, of which a path takes up to
16
+ * `PATH_MEDIUM_SCATTER_LIMIT` where it takes one from a surface per bounce.
17
+ * @type {number}
18
+ */
19
+ export const MEDIUM_SCATTER_SHADOW_HIT_LIMIT: number;
20
+ /**
21
+ * What a shadow ray found. `transmittance`: what of the light reaches its end, per channel; zero when
22
+ * it was stopped. `refracting`: whether what stopped it was a refracting interface — the one manifold
23
+ * next-event estimation can connect through — and then `instance`, `triangle`, `barycentrics` are
24
+ * the hit on it, `material` its material, `entering` whether the ray crossed it into what it bounds,
25
+ * and `stack` the media the ray was in there. When the ray got through, `stack` is the media at its
26
+ * end.
27
+ */
28
+ export const MEDIUM_SHADOW_STRUCT: WebGPUStruct;
29
+ /**
30
+ * What a path through media needs between its surfaces, for `render_trace_path`. The importing shader
31
+ * binds the ray-tracing group (`scene_database` among it), `materials`, `media` and `light_data`.
32
+ *
33
+ * - `medium_host_of_stack(stack)`: the medium the path is in, the zero record (vacuum) when none.
34
+ * - `medium_ior_of_material(material)`: the index of refraction on a side of an interface; 1 for
35
+ * vacuum.
36
+ * - `medium_stack_at(position)`: the media bounded by refracting surfaces that contain a path's
37
+ * origin, found by walking a probe ray straight up past every surface on it: a mesh whose boundary
38
+ * the probe leaves more often than it entered contains the origin — counted per mesh, as the path's
39
+ * stack counts them, so two overlapping meshes of one medium are two entries. Media bounded by
40
+ * closed meshes only; in the stack's priority order, the same stack a path walking in from outside
41
+ * would carry. Free when no medium is resident (`media.count == 0`).
42
+ * - `medium_shadow_transmittance(ray, stack, volumes_present, hit_limit)`: a {@link MEDIUM_SHADOW_STRUCT}
43
+ * — what of a light reaches the end of a shadow ray, per channel, through media, thin glass and
44
+ * alpha holes, passing at most `hit_limit` surfaces. A straight line cannot cross a refracting
45
+ * interface, so the ray stops at one and says where, for manifold next-event estimation to connect
46
+ * through. An interface between equal indices of refraction — a fog bounded by a mesh at
47
+ * `ior_factor` 1 — refracts nothing and is crossed like any other surface.
48
+ *
49
+ * @type {CodeChunk}
50
+ */
51
+ export const chunk_medium_path: CodeChunk;
52
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
53
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
54
+ //# sourceMappingURL=chunk_medium_path.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_medium_path.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/media/chunk_medium_path.js"],"names":[],"mappings":"AAiBA;;;;GAIG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;;GAKG;AACH,sCAFU,MAAM,CAE0B;AAE1C;;;;GAIG;AACH,8CAFU,MAAM,CAEiC;AAEjD;;;;;;;GAOG;AACH,gDASmB;AAEnB;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,gCAFU,SAAS,CAsKjB;6BA3O2B,sCAAsC;0BAFzC,uCAAuC"}