@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.
- package/build/bundle-worker-image-decoder.js +1 -1
- package/build/bundle-worker-terrain.js +1 -1
- package/package.json +1 -1
- package/src/core/binary/BinaryBuffer.d.ts +11 -0
- package/src/core/binary/BinaryBuffer.d.ts.map +1 -1
- package/src/core/binary/BinaryBuffer.js +30 -0
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.d.ts.map +1 -1
- package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_aabb.js +28 -7
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts +15 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented.js +41 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts +12 -0
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.d.ts.map +1 -1
- package/src/core/geom/3d/aabb/aabb3_transform_oriented_inverse.js +27 -0
- package/src/core/geom/3d/gjk/gjk.js +3 -3
- package/src/core/geom/3d/gjk/gjk_distance.d.ts +94 -0
- package/src/core/geom/3d/gjk/gjk_distance.d.ts.map +1 -0
- package/src/core/geom/3d/gjk/gjk_distance.js +782 -0
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts +5 -4
- package/src/core/geom/3d/gjk/gjk_epa_penetration.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/gjk_epa_penetration.js +14 -9
- package/src/core/geom/3d/gjk/minkowski_support.d.ts +11 -7
- package/src/core/geom/3d/gjk/minkowski_support.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/minkowski_support.js +33 -9
- package/src/core/geom/3d/gjk/mpr.d.ts.map +1 -1
- package/src/core/geom/3d/gjk/mpr.js +26 -5
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts +15 -0
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.d.ts.map +1 -1
- package/src/core/geom/3d/line/line3_compute_segment_closest_point_to_aabb3_t.js +106 -33
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts +2 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale.js +4 -8
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts +32 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_array.js +85 -0
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts +3 -3
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.d.ts.map +1 -1
- package/src/core/geom/3d/mat4/m4_from_rotation_translation_scale_scalar.js +24 -34
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_integrate.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_integrate.js +45 -4
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts +16 -0
- package/src/core/geom/3d/quaternion/quat3_multiply.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_multiply.js +25 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts +18 -0
- package/src/core/geom/3d/quaternion/quat3_nlerp.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_nlerp.js +45 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts +17 -0
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_shortest_arc.js +155 -94
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts +12 -0
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.d.ts.map +1 -1
- package/src/core/geom/3d/quaternion/quat3_to_matrix3.js +31 -0
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts +20 -6
- package/src/core/geom/3d/shape/AbstractShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/AbstractShape3D.js +20 -6
- package/src/core/geom/3d/shape/BoxShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/BoxShape3D.js +5 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CapsuleShape3D.js +5 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts +25 -11
- package/src/core/geom/3d/shape/ConvexHullShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/ConvexHullShape3D.js +392 -22
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts +8 -7
- package/src/core/geom/3d/shape/CylinderShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/CylinderShape3D.js +12 -7
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts +51 -8
- package/src/core/geom/3d/shape/HeightMapShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/HeightMapShape3D.js +260 -14
- package/src/core/geom/3d/shape/MeshShape3D.d.ts +61 -7
- package/src/core/geom/3d/shape/MeshShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/MeshShape3D.js +111 -20
- package/src/core/geom/3d/shape/PointShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/PointShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PointShape3D.js +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +9 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +36 -6
- package/src/core/geom/3d/shape/SphereShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/SphereShape3D.js +5 -1
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +12 -10
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +53 -19
- package/src/core/geom/3d/shape/Triangle3D.d.ts +1 -1
- package/src/core/geom/3d/shape/Triangle3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/Triangle3D.js +5 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +19 -2
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_box.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_box.js +67 -5
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_capsule.js +61 -3
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts +14 -0
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_cylinder.js +63 -4
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +15 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +64 -2
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts +21 -0
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_sphere.js +66 -3
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts +2 -0
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.d.ts.map +1 -1
- package/src/core/geom/3d/shape/shape3_mesh_from_geometry.js +7 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts +41 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.d.ts.map +1 -0
- package/src/core/geom/3d/shape/util/mesh_compute_triangle_edge_flags.js +538 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts +31 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_basis_at.js +85 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts +18 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.d.ts.map +1 -0
- package/src/core/geom/3d/sphere/harmonics/sh_vmf_window.js +19 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts +49 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/TriangleEdgeFlags.js +55 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts +42 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.d.ts.map +1 -0
- package/src/core/geom/3d/triangle/tri3_classify_shared_edge.js +85 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts +13 -0
- package/src/core/geom/3d/triangle/tri3_closest_point.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point.js +36 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts +14 -0
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.d.ts.map +1 -1
- package/src/core/geom/3d/triangle/tri3_closest_point_barycentric.js +40 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply.js +32 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts +19 -0
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.d.ts.map +1 -1
- package/src/core/geom/vec3/v3_quaternion_apply_inverse.js +32 -0
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
- package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
- package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Ability.js +14 -5
- package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
- package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
- package/src/engine/control/first-person/abilities/Mantle.js +5 -1
- package/src/engine/control/first-person/abilities/Slide.js +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
- package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
- package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
- package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +27 -13
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +6 -0
- package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts +11 -0
- package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.d.ts.map +1 -0
- package/src/engine/ecs/transform/TRANSFORM64_EVENT_PLACED.js +10 -0
- package/src/engine/ecs/transform/Transform64.d.ts +4 -2
- package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
- package/src/engine/ecs/transform/Transform64.js +10 -16
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.d.ts.map +1 -1
- package/src/engine/ecs/transform-attachment/TransformAttachmentSystem.js +16 -0
- package/src/engine/graphics/ecs/water/Water.d.ts +26 -34
- package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/Water.js +42 -36
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -62
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +6 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
- package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
- package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
- package/src/engine/graphics3/WaterSystem.d.ts +58 -6
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +423 -293
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
- package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
- package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationLog.js +12 -6
- package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
- package/src/engine/interpolation/InterpolationSystem.js +39 -8
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
- package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
- package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
- package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
- package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
- package/src/engine/physics/body/SolverBodyState.js +4 -5
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
- package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
- package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
- package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
- package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
- package/src/engine/physics/ccd/linear_sweep.js +1131 -97
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +26 -14
- package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderIndex.js +221 -52
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts +30 -0
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +117 -24
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
- package/src/engine/physics/cloth/ecs/ClothColliderFlags.js +2 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts +10 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothColliderSystem.js +36 -14
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +15 -2
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +17 -2
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +78 -53
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts +18 -20
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +185 -128
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
- package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
- package/src/engine/physics/cloth/playground/garment_build.js +6 -6
- package/src/engine/physics/cloth/playground/garment_main.js +18 -14
- package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
- package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
- package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
- package/src/engine/physics/constraint/solve_constraints.js +703 -429
- package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
- package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
- package/src/engine/physics/contact/ManifoldStore.js +32 -0
- package/src/engine/physics/ecs/BodyKind.d.ts +16 -8
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- package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
- package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
- package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
- package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
- package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
- package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
- package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
- package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
- package/src/shade/renderer/water/shader_water.d.ts +15 -26
- package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
- package/src/shade/renderer/water/shader_water.js +373 -213
- package/src/shade/renderer/water/shader_water_avboit.d.ts +12 -0
- package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -0
- package/src/shade/renderer/water/shader_water_avboit.js +268 -0
- package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
- package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
- package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
- package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
- package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
- package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
- package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
- package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
- package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
- package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
- package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
- package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
- package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
- package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
- package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
- package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
- package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
- package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
- package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
- package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +61 -6
- package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
- package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
- package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
- package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
- package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
- package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
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import { MEDIUM_STRUCT } from "../../../medium/MEDIUM_STRUCT.js";
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import { chunk_scene_database_access } from "../../../scene/chunk_scene_database_access.js";
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import { chunk_offset_ray } from "../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
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import { chunk_ray_query_nearest } from "../../../shader/chunk/geometry/ray/chunk_ray_query_nearest.js";
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import { RAY_STRUCT } from "../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
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import { F32_MAX_DEFINITION } from "../../../shader/chunk/math/F32_MAX_DEFINITION.js";
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import { chunk_random } from "../../../shader/chunk/random/chunk_random.js";
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import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
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import { bool, u32, vec2f, vec3f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
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import {
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chunk_participating_media_volumes_iterate
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} from "../../../volumetrics/chunk_participating_media_volumes_iterate.js";
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import { chunk_ray_hit_to_opacity } from "../chunk_ray_hit_to_opacity.js";
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import { chunk_medium_stack, MEDIUM_STACK_STRUCT } from "./chunk_medium_stack.js";
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import { chunk_medium_transport } from "./chunk_medium_transport.js";
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/**
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* Surfaces a probe ray from a path's origin walks past while finding the media the origin is
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* inside. A medium further out than this many surfaces is missed.
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* @type {number}
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*/
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export const MEDIUM_PROBE_HIT_LIMIT = 8;
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/**
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* Surfaces a shadow ray from a surface may pass through — alpha holes, thin glass, boundaries with
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* no interface — before it counts as blocked; the bound `ray_shaded_query_occluded`, which it
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* replaced, has.
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* @type {number}
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*/
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export const MEDIUM_SHADOW_HIT_LIMIT = 32;
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/**
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* The same for a shadow ray from a scattering point in a medium, of which a path takes up to
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* `PATH_MEDIUM_SCATTER_LIMIT` where it takes one from a surface per bounce.
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* @type {number}
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*/
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export const MEDIUM_SCATTER_SHADOW_HIT_LIMIT = 8;
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/**
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* What a shadow ray found. `transmittance`: what of the light reaches its end, per channel; zero when
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* it was stopped. `refracting`: whether what stopped it was a refracting interface — the one manifold
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* next-event estimation can connect through — and then `instance`, `triangle`, `barycentrics` are
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* the hit on it, `material` its material, `entering` whether the ray crossed it into what it bounds,
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* and `stack` the media the ray was in there. When the ray got through, `stack` is the media at its
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* end.
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*/
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export const MEDIUM_SHADOW_STRUCT = WebGPUStruct.from({
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transmittance: vec3f,
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refracting: bool,
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stack: MEDIUM_STACK_STRUCT,
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instance: u32,
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triangle: u32,
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barycentrics: vec2f,
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material: u32,
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entering: bool,
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}, "MediumShadow");
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/**
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* What a path through media needs between its surfaces, for `render_trace_path`. The importing shader
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* binds the ray-tracing group (`scene_database` among it), `materials`, `media` and `light_data`.
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*
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* - `medium_host_of_stack(stack)`: the medium the path is in, the zero record (vacuum) when none.
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* - `medium_ior_of_material(material)`: the index of refraction on a side of an interface; 1 for
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* vacuum.
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* - `medium_stack_at(position)`: the media bounded by refracting surfaces that contain a path's
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* origin, found by walking a probe ray straight up past every surface on it: a mesh whose boundary
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* the probe leaves more often than it entered contains the origin — counted per mesh, as the path's
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* stack counts them, so two overlapping meshes of one medium are two entries. Media bounded by
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* closed meshes only; in the stack's priority order, the same stack a path walking in from outside
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* would carry. Free when no medium is resident (`media.count == 0`).
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* - `medium_shadow_transmittance(ray, stack, volumes_present, hit_limit)`: a {@link MEDIUM_SHADOW_STRUCT}
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* — what of a light reaches the end of a shadow ray, per channel, through media, thin glass and
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* alpha holes, passing at most `hit_limit` surfaces. A straight line cannot cross a refracting
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* interface, so the ray stops at one and says where, for manifold next-event estimation to connect
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* through. An interface between equal indices of refraction — a fog bounded by a mesh at
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* `ior_factor` 1 — refracts nothing and is crossed like any other surface.
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*
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* @type {CodeChunk}
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*/
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export const chunk_medium_path = CodeChunk.from(
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//language=WGSL
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`
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const MEDIUM_PROBE_HIT_LIMIT: u32 = ${MEDIUM_PROBE_HIT_LIMIT}u;
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const MEDIUM_SHADOW_HIT_LIMIT: u32 = ${MEDIUM_SHADOW_HIT_LIMIT}u;
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const MEDIUM_SCATTER_SHADOW_HIT_LIMIT: u32 = ${MEDIUM_SCATTER_SHADOW_HIT_LIMIT}u;
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fn medium_host_of_stack(stack: ${MEDIUM_STACK_STRUCT.wgsl_ref}) -> ${MEDIUM_STRUCT.wgsl_ref} {
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let medium = medium_of_material(medium_stack_top(stack));
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if (medium == MEDIUM_NONE) {
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return ${MEDIUM_STRUCT.wgsl_ref}();
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}
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return media.records[medium];
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}
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fn medium_ior_of_material(material: u32) -> f32 {
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if (material == MEDIUM_NONE) {
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return 1.0;
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}
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return materials[material].ior_factor;
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}
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fn medium_stack_at(position: vec3<f32>) -> ${MEDIUM_STACK_STRUCT.wgsl_ref} {
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var stack = ${MEDIUM_STACK_STRUCT.wgsl_ref}(vec3<u32>(MEDIUM_NONE), 0u);
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if (media.count == 0u) {
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return stack;
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}
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var probe: ${RAY_STRUCT.wgsl_ref};
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probe.origin = position;
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probe.direction = vec3<f32>(0.0, 1.0, 0.0);
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probe.tmax = F32_MAX;
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// as multisets, as the path's stack counts them: meshes whose boundary the probe has entered and
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// not yet left, and meshes found containing the origin, innermost first
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var entered = ${MEDIUM_STACK_STRUCT.wgsl_ref}(vec3<u32>(MEDIUM_NONE), 0u);
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var inside = ${MEDIUM_STACK_STRUCT.wgsl_ref}(vec3<u32>(MEDIUM_NONE), 0u);
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for (var i = 0u; i < MEDIUM_PROBE_HIT_LIMIT; i++) {
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let hit = ray_query_nearest(probe);
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if (hit.t <= 0.0) {
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break;
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}
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let material = scene_read_mesh(&scene_database, hit.instance).material;
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let surface = ray_hit_to_opacity(hit, probe.direction);
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let facing = dot(surface.geometric_normal, probe.direction);
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if (medium_of_material(material) != MEDIUM_NONE) {
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if (facing < 0.0) {
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entered = medium_stack_append(entered, material);
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} else if (medium_stack_contains(entered, material)) {
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// leaving a mesh the probe entered; one mesh of a material is as good as another
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entered = medium_stack_remove(entered, material);
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} else {
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// leaving a mesh it never entered: the origin is inside it
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inside = medium_stack_append(inside, material);
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}
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}
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probe.origin = offset_ray(surface.position, surface.geometric_normal * select(-1.0, 1.0, facing > 0.0));
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}
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// entered outermost first, so that among equal priorities the innermost ends on top
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for (var i = inside.depth; i > 0u; i--) {
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stack = medium_stack_push(stack, medium_stack_entry(inside, i - 1u));
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}
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return stack;
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}
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fn medium_shadow_transmittance(
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shadow_ray: ${RAY_STRUCT.wgsl_ref},
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path_stack: ${MEDIUM_STACK_STRUCT.wgsl_ref},
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volumes_present: bool,
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hit_limit: u32,
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) -> ${MEDIUM_SHADOW_STRUCT.wgsl_ref} {
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var result: ${MEDIUM_SHADOW_STRUCT.wgsl_ref};
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var ray = shadow_ray;
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var stack = path_stack;
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var transmittance = vec3<f32>(1.0);
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for (var i = 0u; i < hit_limit; i++) {
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let hit = ray_query_nearest(ray);
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let segment = select(ray.tmax, hit.t, hit.t > 0.0);
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if (stack.depth > 0u || volumes_present) {
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transmittance *= medium_transmittance(ray.origin, ray.direction, segment, medium_host_of_stack(stack));
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if (all(transmittance <= vec3<f32>(0.0))) {
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return result;
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}
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}
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if (hit.t <= 0.0) {
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result.transmittance = transmittance;
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result.stack = stack;
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return result;
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}
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let material = scene_read_mesh(&scene_database, hit.instance).material;
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let surface = ray_hit_to_opacity(hit, ray.direction);
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let facing = dot(surface.geometric_normal, ray.direction);
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if (medium_of_material(material) != MEDIUM_NONE) {
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let crossing = medium_crossing(stack, material, facing < 0.0);
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if (crossing.is_interface) {
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if (medium_ior_of_material(crossing.outside) != medium_ior_of_material(crossing.inside)) {
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// refraction bends the way to the light, so a straight shadow ray is not it: say
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// where, for a manifold connection
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result.refracting = true;
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result.stack = stack;
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result.instance = hit.instance;
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result.triangle = hit.triangle;
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result.barycentrics = hit.barycentrics;
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result.material = material;
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result.entering = facing < 0.0;
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return result;
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}
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// between equal indices nothing bends or reflects; the rest of the surface is
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// opaque, as the path sees it
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213
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+
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
|
+
);
|