@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
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  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
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  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
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  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
@@ -0,0 +1,245 @@
1
+ import { MEDIUM_STRUCT } from "../../../medium/MEDIUM_STRUCT.js";
2
+ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
3
+ import { chunk_offset_ray } from "../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
4
+ import { chunk_ray_query_nearest } from "../../../shader/chunk/geometry/ray/chunk_ray_query_nearest.js";
5
+ import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
6
+ import { F32_MAX_DEFINITION } from "../../../shader/chunk/math/F32_MAX_DEFINITION.js";
7
+ import { chunk_random } from "../../../shader/chunk/random/chunk_random.js";
8
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
9
+ import { bool, u32, vec2f, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
10
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
11
+ import {
12
+ chunk_participating_media_volumes_iterate
13
+ } from "../../../volumetrics/chunk_participating_media_volumes_iterate.js";
14
+ import { chunk_ray_hit_to_opacity } from "../chunk_ray_hit_to_opacity.js";
15
+ import { chunk_medium_stack, MEDIUM_STACK_STRUCT } from "./chunk_medium_stack.js";
16
+ import { chunk_medium_transport } from "./chunk_medium_transport.js";
17
+
18
+ /**
19
+ * Surfaces a probe ray from a path's origin walks past while finding the media the origin is
20
+ * inside. A medium further out than this many surfaces is missed.
21
+ * @type {number}
22
+ */
23
+ export const MEDIUM_PROBE_HIT_LIMIT = 8;
24
+
25
+ /**
26
+ * Surfaces a shadow ray from a surface may pass through — alpha holes, thin glass, boundaries with
27
+ * no interface — before it counts as blocked; the bound `ray_shaded_query_occluded`, which it
28
+ * replaced, has.
29
+ * @type {number}
30
+ */
31
+ export const MEDIUM_SHADOW_HIT_LIMIT = 32;
32
+
33
+ /**
34
+ * The same for a shadow ray from a scattering point in a medium, of which a path takes up to
35
+ * `PATH_MEDIUM_SCATTER_LIMIT` where it takes one from a surface per bounce.
36
+ * @type {number}
37
+ */
38
+ export const MEDIUM_SCATTER_SHADOW_HIT_LIMIT = 8;
39
+
40
+ /**
41
+ * What a shadow ray found. `transmittance`: what of the light reaches its end, per channel; zero when
42
+ * it was stopped. `refracting`: whether what stopped it was a refracting interface — the one manifold
43
+ * next-event estimation can connect through — and then `instance`, `triangle`, `barycentrics` are
44
+ * the hit on it, `material` its material, `entering` whether the ray crossed it into what it bounds,
45
+ * and `stack` the media the ray was in there. When the ray got through, `stack` is the media at its
46
+ * end.
47
+ */
48
+ export const MEDIUM_SHADOW_STRUCT = WebGPUStruct.from({
49
+ transmittance: vec3f,
50
+ refracting: bool,
51
+ stack: MEDIUM_STACK_STRUCT,
52
+ instance: u32,
53
+ triangle: u32,
54
+ barycentrics: vec2f,
55
+ material: u32,
56
+ entering: bool,
57
+ }, "MediumShadow");
58
+
59
+ /**
60
+ * What a path through media needs between its surfaces, for `render_trace_path`. The importing shader
61
+ * binds the ray-tracing group (`scene_database` among it), `materials`, `media` and `light_data`.
62
+ *
63
+ * - `medium_host_of_stack(stack)`: the medium the path is in, the zero record (vacuum) when none.
64
+ * - `medium_ior_of_material(material)`: the index of refraction on a side of an interface; 1 for
65
+ * vacuum.
66
+ * - `medium_stack_at(position)`: the media bounded by refracting surfaces that contain a path's
67
+ * origin, found by walking a probe ray straight up past every surface on it: a mesh whose boundary
68
+ * the probe leaves more often than it entered contains the origin — counted per mesh, as the path's
69
+ * stack counts them, so two overlapping meshes of one medium are two entries. Media bounded by
70
+ * closed meshes only; in the stack's priority order, the same stack a path walking in from outside
71
+ * would carry. Free when no medium is resident (`media.count == 0`).
72
+ * - `medium_shadow_transmittance(ray, stack, volumes_present, hit_limit)`: a {@link MEDIUM_SHADOW_STRUCT}
73
+ * — what of a light reaches the end of a shadow ray, per channel, through media, thin glass and
74
+ * alpha holes, passing at most `hit_limit` surfaces. A straight line cannot cross a refracting
75
+ * interface, so the ray stops at one and says where, for manifold next-event estimation to connect
76
+ * through. An interface between equal indices of refraction — a fog bounded by a mesh at
77
+ * `ior_factor` 1 — refracts nothing and is crossed like any other surface.
78
+ *
79
+ * @type {CodeChunk}
80
+ */
81
+ export const chunk_medium_path = CodeChunk.from(
82
+ //language=WGSL
83
+ `
84
+ const MEDIUM_PROBE_HIT_LIMIT: u32 = ${MEDIUM_PROBE_HIT_LIMIT}u;
85
+ const MEDIUM_SHADOW_HIT_LIMIT: u32 = ${MEDIUM_SHADOW_HIT_LIMIT}u;
86
+ const MEDIUM_SCATTER_SHADOW_HIT_LIMIT: u32 = ${MEDIUM_SCATTER_SHADOW_HIT_LIMIT}u;
87
+
88
+ fn medium_host_of_stack(stack: ${MEDIUM_STACK_STRUCT.wgsl_ref}) -> ${MEDIUM_STRUCT.wgsl_ref} {
89
+ let medium = medium_of_material(medium_stack_top(stack));
90
+
91
+ if (medium == MEDIUM_NONE) {
92
+ return ${MEDIUM_STRUCT.wgsl_ref}();
93
+ }
94
+
95
+ return media.records[medium];
96
+ }
97
+
98
+ fn medium_ior_of_material(material: u32) -> f32 {
99
+ if (material == MEDIUM_NONE) {
100
+ return 1.0;
101
+ }
102
+
103
+ return materials[material].ior_factor;
104
+ }
105
+
106
+ fn medium_stack_at(position: vec3<f32>) -> ${MEDIUM_STACK_STRUCT.wgsl_ref} {
107
+ var stack = ${MEDIUM_STACK_STRUCT.wgsl_ref}(vec3<u32>(MEDIUM_NONE), 0u);
108
+
109
+ if (media.count == 0u) {
110
+ return stack;
111
+ }
112
+
113
+ var probe: ${RAY_STRUCT.wgsl_ref};
114
+ probe.origin = position;
115
+ probe.direction = vec3<f32>(0.0, 1.0, 0.0);
116
+ probe.tmax = F32_MAX;
117
+
118
+ // as multisets, as the path's stack counts them: meshes whose boundary the probe has entered and
119
+ // not yet left, and meshes found containing the origin, innermost first
120
+ var entered = ${MEDIUM_STACK_STRUCT.wgsl_ref}(vec3<u32>(MEDIUM_NONE), 0u);
121
+ var inside = ${MEDIUM_STACK_STRUCT.wgsl_ref}(vec3<u32>(MEDIUM_NONE), 0u);
122
+
123
+ for (var i = 0u; i < MEDIUM_PROBE_HIT_LIMIT; i++) {
124
+ let hit = ray_query_nearest(probe);
125
+
126
+ if (hit.t <= 0.0) {
127
+ break;
128
+ }
129
+
130
+ let material = scene_read_mesh(&scene_database, hit.instance).material;
131
+ let surface = ray_hit_to_opacity(hit, probe.direction);
132
+ let facing = dot(surface.geometric_normal, probe.direction);
133
+
134
+ if (medium_of_material(material) != MEDIUM_NONE) {
135
+ if (facing < 0.0) {
136
+ entered = medium_stack_append(entered, material);
137
+ } else if (medium_stack_contains(entered, material)) {
138
+ // leaving a mesh the probe entered; one mesh of a material is as good as another
139
+ entered = medium_stack_remove(entered, material);
140
+ } else {
141
+ // leaving a mesh it never entered: the origin is inside it
142
+ inside = medium_stack_append(inside, material);
143
+ }
144
+ }
145
+
146
+ probe.origin = offset_ray(surface.position, surface.geometric_normal * select(-1.0, 1.0, facing > 0.0));
147
+ }
148
+
149
+ // entered outermost first, so that among equal priorities the innermost ends on top
150
+ for (var i = inside.depth; i > 0u; i--) {
151
+ stack = medium_stack_push(stack, medium_stack_entry(inside, i - 1u));
152
+ }
153
+
154
+ return stack;
155
+ }
156
+
157
+ fn medium_shadow_transmittance(
158
+ shadow_ray: ${RAY_STRUCT.wgsl_ref},
159
+ path_stack: ${MEDIUM_STACK_STRUCT.wgsl_ref},
160
+ volumes_present: bool,
161
+ hit_limit: u32,
162
+ ) -> ${MEDIUM_SHADOW_STRUCT.wgsl_ref} {
163
+ var result: ${MEDIUM_SHADOW_STRUCT.wgsl_ref};
164
+
165
+ var ray = shadow_ray;
166
+ var stack = path_stack;
167
+ var transmittance = vec3<f32>(1.0);
168
+
169
+ for (var i = 0u; i < hit_limit; i++) {
170
+ let hit = ray_query_nearest(ray);
171
+
172
+ let segment = select(ray.tmax, hit.t, hit.t > 0.0);
173
+
174
+ if (stack.depth > 0u || volumes_present) {
175
+ transmittance *= medium_transmittance(ray.origin, ray.direction, segment, medium_host_of_stack(stack));
176
+
177
+ if (all(transmittance <= vec3<f32>(0.0))) {
178
+ return result;
179
+ }
180
+ }
181
+
182
+ if (hit.t <= 0.0) {
183
+ result.transmittance = transmittance;
184
+ result.stack = stack;
185
+
186
+ return result;
187
+ }
188
+
189
+ let material = scene_read_mesh(&scene_database, hit.instance).material;
190
+ let surface = ray_hit_to_opacity(hit, ray.direction);
191
+ let facing = dot(surface.geometric_normal, ray.direction);
192
+
193
+ if (medium_of_material(material) != MEDIUM_NONE) {
194
+ let crossing = medium_crossing(stack, material, facing < 0.0);
195
+
196
+ if (crossing.is_interface) {
197
+ if (medium_ior_of_material(crossing.outside) != medium_ior_of_material(crossing.inside)) {
198
+ // refraction bends the way to the light, so a straight shadow ray is not it: say
199
+ // where, for a manifold connection
200
+ result.refracting = true;
201
+ result.stack = stack;
202
+ result.instance = hit.instance;
203
+ result.triangle = hit.triangle;
204
+ result.barycentrics = hit.barycentrics;
205
+ result.material = material;
206
+ result.entering = facing < 0.0;
207
+
208
+ return result;
209
+ }
210
+
211
+ // between equal indices nothing bends or reflects; the rest of the surface is
212
+ // opaque, as the path sees it
213
+ if (random() >= materials[material].transmission_factor) {
214
+ return result;
215
+ }
216
+ }
217
+
218
+ stack = crossing.stack;
219
+ } else if (random() < surface.opacity) {
220
+ return result;
221
+ }
222
+
223
+ ray.origin = offset_ray(surface.position, surface.geometric_normal * select(-1.0, 1.0, facing > 0.0));
224
+ ray.tmax = ray.tmax - hit.t;
225
+ }
226
+
227
+ return result;
228
+ }
229
+ `,
230
+ [
231
+ RAY_STRUCT.declaration_chunk,
232
+ MEDIUM_STRUCT.declaration_chunk,
233
+ MEDIUM_STACK_STRUCT.declaration_chunk,
234
+ F32_MAX_DEFINITION,
235
+ chunk_random,
236
+ chunk_offset_ray,
237
+ chunk_ray_query_nearest,
238
+ chunk_ray_hit_to_opacity,
239
+ chunk_scene_database_access,
240
+ chunk_participating_media_volumes_iterate,
241
+ chunk_medium_stack,
242
+ chunk_medium_transport,
243
+ MEDIUM_SHADOW_STRUCT.declaration_chunk,
244
+ ]
245
+ );
@@ -0,0 +1,42 @@
1
+ /**
2
+ * The phase function of a medium at a point, for one pair of directions:
3
+ *
4
+ * - `phase`: per channel, the scattering-weighted mixture of every component's phase function,
5
+ * normalized over the sphere — what scatters into the direction, per unit of scattered light.
6
+ * - `pdf`: the density with which {@link chunk_medium_phase}'s sampler produces the direction. The
7
+ * same for every channel: the component it samples is chosen in proportion to the component's
8
+ * scattering averaged over channels.
9
+ */
10
+ export const MEDIUM_PHASE_VALUE_STRUCT: WebGPUStruct;
11
+ /**
12
+ * A sampled scattering direction and the weight a path's throughput takes for it, per channel:
13
+ * phase over pdf.
14
+ */
15
+ export const MEDIUM_PHASE_SAMPLE_STRUCT: WebGPUStruct;
16
+ /**
17
+ * Phase functions inside media, for the path tracer.
18
+ *
19
+ * A medium at a point is a mixture of components: the lobes of the medium the point is inside
20
+ * (`host`, a {@link MEDIUM_STRUCT}; the zero record is vacuum) and one Henyey-Greenstein lobe per
21
+ * participating-media volume containing the point, scattering `density_at * particle_spec.scattering`
22
+ * with the volume's `g` — read from the scene database the importing shader binds as
23
+ * `scene_database`. A component's phase is evaluated from both the cosine of the deflection and
24
+ * `sin2_half` = sin²(psi / 2): Draine lobes read the first, Fournier-Forand the second, which it needs
25
+ * to resolve its forward peak. From two unit directions, `sin2_half` is |a - b|² / 4.
26
+ *
27
+ * - `medium_lobe_phase(lobe, cos_theta, sin2_half)` and `medium_lobe_sample(lobe)` (returns
28
+ * `(cos_theta, sin2_half)`, drawing from `random()`) for one GPU lobe.
29
+ * - `medium_phase_value(position, host, cos_theta, sin2_half)`: the mixture's phase per channel and
30
+ * the sampler's pdf.
31
+ * - `medium_phase_sample(position, host, incident)`: a direction scattered from the propagation
32
+ * direction `incident`, with weight phase / pdf per channel. One component is picked in proportion
33
+ * to its channel-averaged scattering and sampled exactly; the weight is the whole mixture's
34
+ * (one-sample MIS, balance heuristic, over components). The pick does not depend on any one
35
+ * channel, so a hero-channel path's MIS state is untouched by it.
36
+ *
37
+ * @type {CodeChunk}
38
+ */
39
+ export const chunk_medium_phase: CodeChunk;
40
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
41
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
42
+ //# sourceMappingURL=chunk_medium_phase.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_medium_phase.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/media/chunk_medium_phase.js"],"names":[],"mappings":"AAoBA;;;;;;;;GAQG;AACH,qDAGuB;AAEvB;;;GAGG;AACH,sDAGwB;AAExB;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,iCAFU,SAAS,CA2KjB;6BAhO2B,sCAAsC;0BACzC,uCAAuC"}
@@ -0,0 +1,236 @@
1
+ import { chunk_medium_lobe_phase } from "../../../medium/chunk_medium_lobe_phase.js";
2
+ import { MEDIUM_PHASE_LOBE_KIND } from "../../../medium/MEDIUM_PHASE_LOBE_KIND.js";
3
+ import { MEDIUM_PHASE_LOBE_STRUCT, MEDIUM_STRUCT } from "../../../medium/MEDIUM_STRUCT.js";
4
+ import { chunk_phase_fournier_forand } from "../../../shader/chunk/atmosphere/phase/ff/chunk_phase_fournier_forand.js";
5
+ import { chunk_sample_fournier_forand } from "../../../shader/chunk/atmosphere/phase/ff/chunk_sample_fournier_forand.js";
6
+ import { chunk_phase_draine } from "../../../shader/chunk/atmosphere/phase/jd/chunk_phase_draine.js";
7
+ import { chunk_sample_draine } from "../../../shader/chunk/atmosphere/phase/jd/chunk_sample_draine.js";
8
+ import { chunk_build_orthonormal_matrix_n } from "../../../shader/chunk/geometry/normal/chunk_build_orthonormal_matrix_n.js";
9
+ import { PI_DECLARATION } from "../../../shader/chunk/math/PI_DECLARATION.js";
10
+ import { chunk_random } from "../../../shader/chunk/random/chunk_random.js";
11
+ import { f32, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
12
+ import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
13
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
14
+ import {
15
+ chunk_participating_media_volume_sample
16
+ } from "../../../volumetrics/chunk_participating_media_volume_sample.js";
17
+ import {
18
+ chunk_participating_media_volumes_iterate
19
+ } from "../../../volumetrics/chunk_participating_media_volumes_iterate.js";
20
+
21
+ /**
22
+ * The phase function of a medium at a point, for one pair of directions:
23
+ *
24
+ * - `phase`: per channel, the scattering-weighted mixture of every component's phase function,
25
+ * normalized over the sphere — what scatters into the direction, per unit of scattered light.
26
+ * - `pdf`: the density with which {@link chunk_medium_phase}'s sampler produces the direction. The
27
+ * same for every channel: the component it samples is chosen in proportion to the component's
28
+ * scattering averaged over channels.
29
+ */
30
+ export const MEDIUM_PHASE_VALUE_STRUCT = WebGPUStruct.from({
31
+ phase: vec3f,
32
+ pdf: f32,
33
+ }, "MediumPhaseValue");
34
+
35
+ /**
36
+ * A sampled scattering direction and the weight a path's throughput takes for it, per channel:
37
+ * phase over pdf.
38
+ */
39
+ export const MEDIUM_PHASE_SAMPLE_STRUCT = WebGPUStruct.from({
40
+ direction: vec3f,
41
+ weight: vec3f,
42
+ }, "MediumPhaseSample");
43
+
44
+ /**
45
+ * Phase functions inside media, for the path tracer.
46
+ *
47
+ * A medium at a point is a mixture of components: the lobes of the medium the point is inside
48
+ * (`host`, a {@link MEDIUM_STRUCT}; the zero record is vacuum) and one Henyey-Greenstein lobe per
49
+ * participating-media volume containing the point, scattering `density_at * particle_spec.scattering`
50
+ * with the volume's `g` — read from the scene database the importing shader binds as
51
+ * `scene_database`. A component's phase is evaluated from both the cosine of the deflection and
52
+ * `sin2_half` = sin²(psi / 2): Draine lobes read the first, Fournier-Forand the second, which it needs
53
+ * to resolve its forward peak. From two unit directions, `sin2_half` is |a - b|² / 4.
54
+ *
55
+ * - `medium_lobe_phase(lobe, cos_theta, sin2_half)` and `medium_lobe_sample(lobe)` (returns
56
+ * `(cos_theta, sin2_half)`, drawing from `random()`) for one GPU lobe.
57
+ * - `medium_phase_value(position, host, cos_theta, sin2_half)`: the mixture's phase per channel and
58
+ * the sampler's pdf.
59
+ * - `medium_phase_sample(position, host, incident)`: a direction scattered from the propagation
60
+ * direction `incident`, with weight phase / pdf per channel. One component is picked in proportion
61
+ * to its channel-averaged scattering and sampled exactly; the weight is the whole mixture's
62
+ * (one-sample MIS, balance heuristic, over components). The pick does not depend on any one
63
+ * channel, so a hero-channel path's MIS state is untouched by it.
64
+ *
65
+ * @type {CodeChunk}
66
+ */
67
+ export const chunk_medium_phase = CodeChunk.from(
68
+ //language=WGSL
69
+ `
70
+ fn medium_lobe_sample(lobe: ${MEDIUM_PHASE_LOBE_STRUCT.wgsl_ref}) -> vec2<f32> {
71
+ if (lobe.kind == ${MEDIUM_PHASE_LOBE_KIND.FournierForand}u) {
72
+ let u = sample_fournier_forand_sin2_half(random(), lobe.p0, lobe.p1);
73
+
74
+ return vec2<f32>(1.0 - 2.0 * u, u);
75
+ }
76
+
77
+ let mu = sample_draine(lobe.p0, lobe.p1);
78
+
79
+ return vec2<f32>(mu, 0.5 * (1.0 - mu));
80
+ }
81
+
82
+ fn medium_channel_mean(v: vec3<f32>) -> f32 {
83
+ return (v.x + v.y + v.z) * (1.0 / 3.0);
84
+ }
85
+
86
+ fn medium_phase_value(
87
+ position: vec3<f32>,
88
+ host: ${MEDIUM_STRUCT.wgsl_ref},
89
+ cos_theta: f32,
90
+ sin2_half: f32,
91
+ ) -> ${MEDIUM_PHASE_VALUE_STRUCT.wgsl_ref} {
92
+ var scattering = vec3<f32>(0.0);
93
+ // sum over components of sigma_s,i * p_i, per channel
94
+ var weighted = vec3<f32>(0.0);
95
+ // sum over components of q_i * p_i, and of q_i, q_i the channel-averaged sigma_s,i
96
+ var pdf_weighted = 0.0;
97
+ var q_total = 0.0;
98
+
99
+ var medium = host;
100
+
101
+ for (var l = 0u; l < medium.lobe_count; l++) {
102
+ let lobe = medium.lobes[l];
103
+ let p = medium_lobe_phase(lobe, cos_theta, sin2_half);
104
+ let q = medium_channel_mean(lobe.scattering);
105
+
106
+ scattering += lobe.scattering;
107
+ weighted += lobe.scattering * p;
108
+ pdf_weighted += q * p;
109
+ q_total += q;
110
+ }
111
+
112
+ let volume_count = participating_media_volumes_count(&scene_database);
113
+
114
+ for (var v = 0u; v < volume_count; v++) {
115
+ let volume = participating_media_volume_read(&scene_database, v);
116
+
117
+ let density = participating_media_volume_density_at(volume, position);
118
+
119
+ if (density <= 0.0) {
120
+ continue;
121
+ }
122
+
123
+ let s = density * volume.particle_spec.scattering;
124
+ let p = phase_draine(cos_theta, volume.particle_spec.g, 0.0);
125
+ let q = medium_channel_mean(s);
126
+
127
+ scattering += s;
128
+ weighted += s * p;
129
+ pdf_weighted += q * p;
130
+ q_total += q;
131
+ }
132
+
133
+ let phase = select(weighted / scattering, vec3<f32>(0.0), scattering <= vec3<f32>(0.0));
134
+ let pdf = select(pdf_weighted / q_total, 0.0, q_total <= 0.0);
135
+
136
+ return ${MEDIUM_PHASE_VALUE_STRUCT.wgsl_ref}(phase, pdf);
137
+ }
138
+
139
+ fn medium_phase_sample(
140
+ position: vec3<f32>,
141
+ host: ${MEDIUM_STRUCT.wgsl_ref},
142
+ incident: vec3<f32>,
143
+ ) -> ${MEDIUM_PHASE_SAMPLE_STRUCT.wgsl_ref} {
144
+ var medium = host;
145
+
146
+ // pass 1: the total of the components' channel-averaged scattering
147
+ var q_total = 0.0;
148
+
149
+ for (var l = 0u; l < medium.lobe_count; l++) {
150
+ q_total += medium_channel_mean(medium.lobes[l].scattering);
151
+ }
152
+
153
+ let volume_count = participating_media_volumes_count(&scene_database);
154
+
155
+ for (var v = 0u; v < volume_count; v++) {
156
+ let volume = participating_media_volume_read(&scene_database, v);
157
+
158
+ q_total += medium_channel_mean(
159
+ participating_media_volume_density_at(volume, position) * volume.particle_spec.scattering
160
+ );
161
+ }
162
+
163
+ if (q_total <= 0.0) {
164
+ // nothing here scatters
165
+ return ${MEDIUM_PHASE_SAMPLE_STRUCT.wgsl_ref}(incident, vec3<f32>(0.0));
166
+ }
167
+
168
+ // pass 2: pick a component in proportion and sample it
169
+ let pick = random() * q_total;
170
+
171
+ var accumulated = 0.0;
172
+ var chosen = false;
173
+ var deflection = vec2<f32>(1.0, 0.0);
174
+
175
+ for (var l = 0u; l < medium.lobe_count; l++) {
176
+ accumulated += medium_channel_mean(medium.lobes[l].scattering);
177
+
178
+ if (!chosen && pick < accumulated) {
179
+ deflection = medium_lobe_sample(medium.lobes[l]);
180
+ chosen = true;
181
+ }
182
+ }
183
+
184
+ for (var v = 0u; v < volume_count && !chosen; v++) {
185
+ let volume = participating_media_volume_read(&scene_database, v);
186
+
187
+ accumulated += medium_channel_mean(
188
+ participating_media_volume_density_at(volume, position) * volume.particle_spec.scattering
189
+ );
190
+
191
+ if (!chosen && pick < accumulated) {
192
+ // Henyey-Greenstein is Draine at alpha = 0, accepted at the first proposal
193
+ let mu = sample_draine(volume.particle_spec.g, 0.0);
194
+
195
+ deflection = vec2<f32>(mu, 0.5 * (1.0 - mu));
196
+ chosen = true;
197
+ }
198
+ }
199
+
200
+ if (!chosen) {
201
+ // the running sum fell short of the total by rounding; the last sliver goes isotropic
202
+ let mu = 2.0 * random() - 1.0;
203
+
204
+ deflection = vec2<f32>(mu, 0.5 * (1.0 - mu));
205
+ }
206
+
207
+ let cos_theta = deflection.x;
208
+ let sin2_half = deflection.y;
209
+ let sin_theta = 2.0 * sqrt(max(0.0, sin2_half * (1.0 - sin2_half)));
210
+ let phi = 2.0 * PI * random();
211
+
212
+ let local = vec3<f32>(sin_theta * cos(phi), sin_theta * sin(phi), cos_theta);
213
+ let direction = normalize(build_orthonormal_matrix_n(incident) * local);
214
+
215
+ let value = medium_phase_value(position, host, cos_theta, sin2_half);
216
+ let weight = select(value.phase / value.pdf, vec3<f32>(0.0), value.pdf <= 0.0);
217
+
218
+ return ${MEDIUM_PHASE_SAMPLE_STRUCT.wgsl_ref}(direction, weight);
219
+ }
220
+ `,
221
+ [
222
+ MEDIUM_STRUCT.declaration_chunk,
223
+ MEDIUM_PHASE_VALUE_STRUCT.declaration_chunk,
224
+ MEDIUM_PHASE_SAMPLE_STRUCT.declaration_chunk,
225
+ chunk_medium_lobe_phase,
226
+ PI_DECLARATION,
227
+ chunk_random,
228
+ chunk_phase_draine,
229
+ chunk_sample_draine,
230
+ chunk_phase_fournier_forand,
231
+ chunk_sample_fournier_forand,
232
+ chunk_build_orthonormal_matrix_n,
233
+ chunk_participating_media_volumes_iterate,
234
+ chunk_participating_media_volume_sample,
235
+ ]
236
+ );
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Manifold connections one path may make — through a refracting interface to a light its straight
3
+ * shadow ray could not reach, at a surface or at a scattering point. Each is up to
4
+ * `MANIFOLD_ITERATION_LIMIT` ray casts and two shadow rays. Past the limit, light behind such an
5
+ * interface is lost to the rest of the path: every light is reached only by next-event estimation,
6
+ * none by sampling a direction. In a scattering medium behind an interface, that is the direct light
7
+ * of every scattering past the fourth — estimated, without Fresnel or refraction, at 18–22% of the
8
+ * sunlight scattered in the playground's milky sphere, 31% in deep water of albedo 0.9 and 55% at
9
+ * 0.99. As many connections as scattering events would cost about six shadow rays a scattering.
10
+ * @type {number}
11
+ */
12
+ export const PATH_MANIFOLD_LIMIT: number;
13
+ /**
14
+ * `medium_scatter_nee(position, incident, host, stack, volumes_present, connections)`: one light
15
+ * sample at a scattering point in a medium — light chosen for a point with no surface, phase function
16
+ * of the medium there, transmittance to the light — per unit of path weight. Where the shadow ray
17
+ * stops at a refracting interface, the light is connected through it (`manifold_connect`) while the
18
+ * path has connections left (`connections`, counted against {@link PATH_MANIFOLD_LIMIT}).
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_medium_scatter_nee: CodeChunk;
23
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_medium_scatter_nee.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_medium_scatter_nee.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/path_tracer/shader/media/chunk_medium_scatter_nee.js"],"names":[],"mappings":"AAWA;;;;;;;;;;GAUG;AACH,kCAFU,MAAM,CAEqB;AAErC;;;;;;;;GAQG;AACH,uCAFU,SAAS,CAiEjB;0BA3FwB,uCAAuC"}
@@ -0,0 +1,97 @@
1
+ import { MEDIUM_STRUCT } from "../../../medium/MEDIUM_STRUCT.js";
2
+ import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
3
+ import { chunk_sample_light_record } from "../../../shader/chunk/light/sample/chunk_sample_light_record.js";
4
+ import { chunk_select_light_importance } from "../../../shader/chunk/light/sample/chunk_select_light_importance.js";
5
+ import { chunk_random } from "../../../shader/chunk/random/chunk_random.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { chunk_manifold_connect } from "../manifold/chunk_manifold_connect.js";
8
+ import { chunk_medium_path } from "./chunk_medium_path.js";
9
+ import { chunk_medium_phase } from "./chunk_medium_phase.js";
10
+ import { MEDIUM_STACK_STRUCT } from "./chunk_medium_stack.js";
11
+
12
+ /**
13
+ * Manifold connections one path may make — through a refracting interface to a light its straight
14
+ * shadow ray could not reach, at a surface or at a scattering point. Each is up to
15
+ * `MANIFOLD_ITERATION_LIMIT` ray casts and two shadow rays. Past the limit, light behind such an
16
+ * interface is lost to the rest of the path: every light is reached only by next-event estimation,
17
+ * none by sampling a direction. In a scattering medium behind an interface, that is the direct light
18
+ * of every scattering past the fourth — estimated, without Fresnel or refraction, at 18–22% of the
19
+ * sunlight scattered in the playground's milky sphere, 31% in deep water of albedo 0.9 and 55% at
20
+ * 0.99. As many connections as scattering events would cost about six shadow rays a scattering.
21
+ * @type {number}
22
+ */
23
+ export const PATH_MANIFOLD_LIMIT = 4;
24
+
25
+ /**
26
+ * `medium_scatter_nee(position, incident, host, stack, volumes_present, connections)`: one light
27
+ * sample at a scattering point in a medium — light chosen for a point with no surface, phase function
28
+ * of the medium there, transmittance to the light — per unit of path weight. Where the shadow ray
29
+ * stops at a refracting interface, the light is connected through it (`manifold_connect`) while the
30
+ * path has connections left (`connections`, counted against {@link PATH_MANIFOLD_LIMIT}).
31
+ *
32
+ * @type {CodeChunk}
33
+ */
34
+ export const chunk_medium_scatter_nee = CodeChunk.from(
35
+ //language=WGSL
36
+ `
37
+ const PATH_MANIFOLD_LIMIT: u32 = ${PATH_MANIFOLD_LIMIT}u;
38
+
39
+ fn medium_scatter_nee(
40
+ position: vec3<f32>,
41
+ incident: vec3<f32>,
42
+ host: ${MEDIUM_STRUCT.wgsl_ref},
43
+ stack: ${MEDIUM_STACK_STRUCT.wgsl_ref},
44
+ volumes_present: bool,
45
+ connections: ptr<function, u32>,
46
+ ) -> vec3<f32> {
47
+ // a point with no surface: the zero normal weighs every light by its irradiance alone
48
+ let selection = select_light_importance(position, vec3<f32>(0.0), random());
49
+
50
+ if (selection.pdf <= 0.0) {
51
+ return vec3<f32>(0.0);
52
+ }
53
+
54
+ let jitter = vec2<f32>(random(), random());
55
+ let light = sample_light_record(&light_data, selection.light_type, selection.index, position, jitter);
56
+
57
+ var shadow_ray: ${RAY_STRUCT.wgsl_ref};
58
+ shadow_ray.origin = position;
59
+ shadow_ray.direction = light.direction;
60
+ shadow_ray.tmax = light.distance;
61
+
62
+ let shadow = medium_shadow_transmittance(shadow_ray, stack, volumes_present, MEDIUM_SCATTER_SHADOW_HIT_LIMIT);
63
+
64
+ var to_light = light.direction;
65
+ var arriving = light.emission * shadow.transmittance / light.pdf;
66
+
67
+ if (shadow.refracting && *connections < PATH_MANIFOLD_LIMIT) {
68
+ *connections += 1u;
69
+
70
+ let connection = manifold_connect(position, stack, volumes_present, shadow, selection.light_type, selection.index, jitter);
71
+
72
+ to_light = connection.direction;
73
+ arriving = connection.irradiance;
74
+ }
75
+
76
+ if (all(arriving <= vec3<f32>(0.0))) {
77
+ return vec3<f32>(0.0);
78
+ }
79
+
80
+ let deflection = incident - to_light;
81
+ let value = medium_phase_value(position, host, dot(incident, to_light), 0.25 * dot(deflection, deflection));
82
+
83
+ return value.phase * arriving / selection.pdf;
84
+ }
85
+ `,
86
+ [
87
+ RAY_STRUCT.declaration_chunk,
88
+ MEDIUM_STRUCT.declaration_chunk,
89
+ MEDIUM_STACK_STRUCT.declaration_chunk,
90
+ chunk_random,
91
+ chunk_select_light_importance,
92
+ chunk_sample_light_record,
93
+ chunk_medium_path,
94
+ chunk_medium_phase,
95
+ chunk_manifold_connect,
96
+ ]
97
+ );