@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
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  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
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  951. package/src/shade/renderer/water/medium/chunk_water_medium_scattering.d.ts +8 -0
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  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
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  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
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  960. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
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  962. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
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  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
  987. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  988. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  989. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  990. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  991. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  992. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  993. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  994. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  995. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  996. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  997. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  998. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  999. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  1000. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  1001. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1002. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1003. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1004. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1005. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1006. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1007. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +61 -6
  1008. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts +0 -29
  1009. package/src/shade/renderer/animation/skinning/bounds_refresh/chunk_aabb_atomic_f32.d.ts.map +0 -1
  1010. package/src/shade/renderer/shader/chunk/geometry/plane/plane_ray_raycast.d.ts.map +0 -1
  1011. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1012. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1013. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1014. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1015. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1016. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Exact Fresnel reflectance of a smooth dielectric interface for unpolarized light: the mean of
3
+ * the s- and p-polarized reflectances, with total internal reflection.
4
+ *
5
+ * - `cos_theta_i` is the cosine between the incident direction (pointing away from the surface,
6
+ * towards where the light comes from) and the interface normal. A negative value means the
7
+ * incident side is the one the normal points away from, and the interface is then seen with the
8
+ * inverse ratio — so one normal and one `eta` describe both sides of the same interface.
9
+ * - `eta` is the ratio n_t / n_i of the refractive index on the side the normal points away from
10
+ * to the one it points towards. Relative, not absolute: water seen from air is 1.333, glass
11
+ * under water is 1.5 / 1.333.
12
+ *
13
+ * Returns 1 beyond the critical angle. Transmittance is `1 - F_dielectric(...)`; nothing is
14
+ * absorbed at the interface.
15
+ *
16
+ * At normal incidence this is `((eta - 1) / (eta + 1))^2`, the F0 that
17
+ * `dielectric_specular_color` gives for the same relative index — the two agree where both apply,
18
+ * and this one stays right at grazing angles and from the dense side, where Schlick's form does not.
19
+ *
20
+ * @see Pharr, Jakob, Humphreys, "Physically Based Rendering", 4th ed., §9.3 (`FrDielectric`)
21
+ */
22
+ export const chunk_F_dielectric: CodeChunk;
23
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_F_dielectric.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_F_dielectric.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_dielectric.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,2CA6BE;0BApDwB,gCAAgC"}
@@ -0,0 +1,53 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Exact Fresnel reflectance of a smooth dielectric interface for unpolarized light: the mean of
5
+ * the s- and p-polarized reflectances, with total internal reflection.
6
+ *
7
+ * - `cos_theta_i` is the cosine between the incident direction (pointing away from the surface,
8
+ * towards where the light comes from) and the interface normal. A negative value means the
9
+ * incident side is the one the normal points away from, and the interface is then seen with the
10
+ * inverse ratio — so one normal and one `eta` describe both sides of the same interface.
11
+ * - `eta` is the ratio n_t / n_i of the refractive index on the side the normal points away from
12
+ * to the one it points towards. Relative, not absolute: water seen from air is 1.333, glass
13
+ * under water is 1.5 / 1.333.
14
+ *
15
+ * Returns 1 beyond the critical angle. Transmittance is `1 - F_dielectric(...)`; nothing is
16
+ * absorbed at the interface.
17
+ *
18
+ * At normal incidence this is `((eta - 1) / (eta + 1))^2`, the F0 that
19
+ * `dielectric_specular_color` gives for the same relative index — the two agree where both apply,
20
+ * and this one stays right at grazing angles and from the dense side, where Schlick's form does not.
21
+ *
22
+ * @see Pharr, Jakob, Humphreys, "Physically Based Rendering", 4th ed., §9.3 (`FrDielectric`)
23
+ */
24
+ export const chunk_F_dielectric = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ fn F_dielectric(cos_theta_i: f32, eta: f32) -> f32 {
28
+ var cos_i = clamp(cos_theta_i, -1.0, 1.0);
29
+ var eta_i = eta;
30
+
31
+ if (cos_i < 0.0) {
32
+ // incident on the side the normal points away from: same interface, inverse ratio
33
+ eta_i = 1.0 / eta_i;
34
+ cos_i = -cos_i;
35
+ }
36
+
37
+ let sin2_theta_i = max(0.0, 1.0 - cos_i * cos_i);
38
+ let sin2_theta_t = sin2_theta_i / (eta_i * eta_i);
39
+
40
+ if (sin2_theta_t >= 1.0) {
41
+ // total internal reflection
42
+ return 1.0;
43
+ }
44
+
45
+ let cos_t = sqrt(max(0.0, 1.0 - sin2_theta_t));
46
+
47
+ let r_parallel = (eta_i * cos_i - cos_t) / (eta_i * cos_i + cos_t);
48
+ let r_perpendicular = (cos_i - eta_i * cos_t) / (cos_i + eta_i * cos_t);
49
+
50
+ return 0.5 * (r_parallel * r_parallel + r_perpendicular * r_perpendicular);
51
+ }
52
+ `
53
+ );
@@ -2,6 +2,6 @@
2
2
  * Ported from meep
3
3
  * @type {CodeChunk}
4
4
  */
5
- export const plane_ray_raycast: CodeChunk;
5
+ export const chunk_plane_ray_raycast: CodeChunk;
6
6
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
7
- //# sourceMappingURL=plane_ray_raycast.d.ts.map
7
+ //# sourceMappingURL=chunk_plane_ray_raycast.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_plane_ray_raycast.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/plane/chunk_plane_ray_raycast.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,sCAFU,SAAS,CA2Cf;0BA/CsB,gCAAgC"}
@@ -1,5 +1,11 @@
1
1
  /**
2
- * Checks whether a given point is inside any mesh
2
+ * Checks whether a given point is inside any mesh: {@link chunk_scene_point_query_volume_sign}'s
3
+ * vote, read as a yes or a no.
4
+ *
5
+ * Inside means more than 60% of 64 rays strike the back of a triangle first. From inside a closed
6
+ * mesh with nothing else around it every ray does, and from outside none, so the threshold only
7
+ * decides where meshes are open, one-sided or overlapping, or where a point is further inside one
8
+ * than `max_distance` reaches.
3
9
  */
4
10
  export const chunk_scene_point_query_is_inside_geometry: CodeChunk;
5
11
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_scene_point_query_is_inside_geometry.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js"],"names":[],"mappings":"AAOA;;GAEG;AACH,mEA0DO;0BApEmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_scene_point_query_is_inside_geometry.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,mEAQO;0BAnBmB,gCAAgC"}
@@ -1,69 +1,21 @@
1
+ import { chunk_scene_point_query_volume_sign } from "../../../../geometry/sdf/chunk_scene_point_query_volume_sign.js";
1
2
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
- import { chunk_geometry_read_triangle_vertices } from "../format/chunk_geometry_read_triangle_vertices.js";
3
- import { chunk_compute_triangle_face_normal } from "../normal/chunk_compute_triangle_face_normal.js";
4
- import { chunk_sphere_fibonacci_point } from "../sphere/chunk_sphere_fibonacci_point.js";
5
- import { chunk_ray_query_nearest } from "./chunk_ray_query_nearest.js";
6
- import { RAY_STRUCT } from "./RAY_STRUCT.js";
7
3
 
8
4
  /**
9
- * Checks whether a given point is inside any mesh
5
+ * Checks whether a given point is inside any mesh: {@link chunk_scene_point_query_volume_sign}'s
6
+ * vote, read as a yes or a no.
7
+ *
8
+ * Inside means more than 60% of 64 rays strike the back of a triangle first. From inside a closed
9
+ * mesh with nothing else around it every ray does, and from outside none, so the threshold only
10
+ * decides where meshes are open, one-sided or overlapping, or where a point is further inside one
11
+ * than `max_distance` reaches.
10
12
  */
11
13
  export const chunk_scene_point_query_is_inside_geometry = CodeChunk.from(
12
14
  //language=WGSL
13
15
  `
14
- fn scene_point_query_is_inside_geometry(postion_ws: vec3<f32>, max_distance:f32 ) -> bool{
15
- const POINT_COUNT = 64;
16
-
17
- var ray: ${RAY_STRUCT.wgsl_ref};
18
- ray.origin = postion_ws;
19
- ray.tmax = max_distance;
20
-
21
- var back_facing_hits = 0;
22
-
23
-
24
- for(var i=0; i<POINT_COUNT; i++){
25
-
26
- let direction = sphere_fibonacci_point(f32(i), POINT_COUNT);
27
-
28
- ray.direction = direction;
29
-
30
- let hit = ray_query_nearest(ray);
31
-
32
- if(hit.t < 0){
33
- // miss
34
- continue;
35
- }
36
-
37
- let geometry = geometries[hit.geometry];
38
-
39
- // construct normal
40
- let triangle = geometry_read_triangle_vertices(geometry, hit.triangle);
41
-
42
- let a = triangle.a.position;
43
- let b = triangle.b.position;
44
- let c = triangle.c.position;
45
-
46
- let normal = compute_triangle_face_normal(a,b,c);
47
-
48
-
49
- if(dot(normal, ray.direction) > 0.0){
50
- // back-facing
51
- back_facing_hits++;
52
- }
53
-
54
- }
55
-
56
- if(back_facing_hits >= (POINT_COUNT / 2) ){
57
- return true;
58
- }else{
59
- return false;
60
- }
61
-
16
+ fn scene_point_query_is_inside_geometry(position_ws: vec3<f32>, max_distance: f32) -> bool {
17
+ return scene_point_query_volume_sign(position_ws, max_distance) < 0.0;
62
18
  }
63
19
  `, [
64
- RAY_STRUCT.declaration_chunk,
65
- chunk_ray_query_nearest,
66
- chunk_geometry_read_triangle_vertices,
67
- chunk_compute_triangle_face_normal,
68
- chunk_sphere_fibonacci_point,
69
- ]);
20
+ chunk_scene_point_query_volume_sign,
21
+ ]);
@@ -1,10 +1,30 @@
1
1
  /**
2
- * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors.
3
- * https://en.wikipedia.org/wiki/Spherical_trigonometry#Area_and_spherical_excess
4
- * tan (e/2) = sinC/(cosC + coTan(0.5*a)*coTan(0.5*b))
5
- * cotan(0.5a) = sqrt((1+cosa)/(1-cosa))
6
- * coTan(0.5*a)*coTan(0.5*b) = sqrt((1+cosb)*(1+cosa)/((1-cosa)*((1-cosb)))
7
- * @see https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10
2
+ * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors, in
3
+ * either winding.
4
+ *
5
+ * Van Oosterom and Strackee, "The Solid Angle of a Plane Triangle", IEEE Transactions on Biomedical
6
+ * Engineering 30(2), 1983:
7
+ *
8
+ * tan(E / 2) = |A · (B × C)| / (1 + A·B + B·C + C·A)
9
+ *
10
+ * This replaced the half-angle-cotangent form taken from Dagor's `octahedral_solid_angle.hlsl`
11
+ * (https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10),
12
+ * which takes `sqrt(sin²AB sin²BC - cos²C)` and divides by `(1 - cos AB)(1 - cos BC)`. For the small
13
+ * triangles of a texel those are differences of numbers near 1, and in f32 the square root's argument
14
+ * goes negative: simulated texel by texel through `octahedral_solid_angle`, 4 texels of a 64² octahedral
15
+ * map came out non-finite, 56 of a 1024² map and 228 of a 2048², all along the octahedron's creases,
16
+ * and the finite rest summed to 12.549 sr at 2048² instead of 4π. On an RTX 4090 the 1024² Venice-sunset
17
+ * map gave 20 non-finite cells of 4096 in the SH-exponential encoder's integration, which turned every
18
+ * reflectance its fit reads into NaN. This form has no square root and no division by a small
19
+ * difference: the same simulation gives no non-finite texel at any of those sizes, and 4π to the
20
+ * fifth decimal. A degenerate triangle (a repeated vertex, three vertices within half of one great
21
+ * circle) is 0, where the old form was 0 / 0. Three vertices spread around a whole great circle are
22
+ * a hemisphere to this form, 2π: the denominator goes negative and `atan2` takes the far side, which is
23
+ * also how a triangle larger than a hemisphere comes out right.
24
+ *
25
+ * The old form's crease failure shows under the WGSL emulator as well, through every texel of a 16² and
26
+ * a 64² map — pinned in `chunk_octahedral_solid_angle.spec.js`.
27
+ *
8
28
  * @type {CodeChunk}
9
29
  */
10
30
  export const chunk_compute_spherical_excess: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_compute_spherical_excess.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/sphere/chunk_compute_spherical_excess.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH,6CAFU,SAAS,CAqBjB;0BA9BwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_compute_spherical_excess.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/sphere/chunk_compute_spherical_excess.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,6CAFU,SAAS,CAYjB;0BAzCwB,gCAAgC"}
@@ -1,32 +1,42 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
2
 
3
3
  /**
4
- * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors.
5
- * https://en.wikipedia.org/wiki/Spherical_trigonometry#Area_and_spherical_excess
6
- * tan (e/2) = sinC/(cosC + coTan(0.5*a)*coTan(0.5*b))
7
- * cotan(0.5a) = sqrt((1+cosa)/(1-cosa))
8
- * coTan(0.5*a)*coTan(0.5*b) = sqrt((1+cosb)*(1+cosa)/((1-cosa)*((1-cosb)))
9
- * @see https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10
4
+ * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors, in
5
+ * either winding.
6
+ *
7
+ * Van Oosterom and Strackee, "The Solid Angle of a Plane Triangle", IEEE Transactions on Biomedical
8
+ * Engineering 30(2), 1983:
9
+ *
10
+ * tan(E / 2) = |A · (B × C)| / (1 + A·B + B·C + C·A)
11
+ *
12
+ * This replaced the half-angle-cotangent form taken from Dagor's `octahedral_solid_angle.hlsl`
13
+ * (https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10),
14
+ * which takes `sqrt(sin²AB sin²BC - cos²C)` and divides by `(1 - cos AB)(1 - cos BC)`. For the small
15
+ * triangles of a texel those are differences of numbers near 1, and in f32 the square root's argument
16
+ * goes negative: simulated texel by texel through `octahedral_solid_angle`, 4 texels of a 64² octahedral
17
+ * map came out non-finite, 56 of a 1024² map and 228 of a 2048², all along the octahedron's creases,
18
+ * and the finite rest summed to 12.549 sr at 2048² instead of 4π. On an RTX 4090 the 1024² Venice-sunset
19
+ * map gave 20 non-finite cells of 4096 in the SH-exponential encoder's integration, which turned every
20
+ * reflectance its fit reads into NaN. This form has no square root and no division by a small
21
+ * difference: the same simulation gives no non-finite texel at any of those sizes, and 4π to the
22
+ * fifth decimal. A degenerate triangle (a repeated vertex, three vertices within half of one great
23
+ * circle) is 0, where the old form was 0 / 0. Three vertices spread around a whole great circle are
24
+ * a hemisphere to this form, 2π: the denominator goes negative and `atan2` takes the far side, which is
25
+ * also how a triangle larger than a hemisphere comes out right.
26
+ *
27
+ * The old form's crease failure shows under the WGSL emulator as well, through every texel of a 16² and
28
+ * a 64² map — pinned in `chunk_octahedral_solid_angle.spec.js`.
29
+ *
10
30
  * @type {CodeChunk}
11
31
  */
12
32
  export const chunk_compute_spherical_excess = CodeChunk.from(
13
33
  //language=WGSL
14
34
  `
15
35
  fn compute_spherical_excess(A: vec3<f32>, B: vec3<f32>, C: vec3<f32>) -> f32{
16
- let cosAB = dot(A, B);
17
- let cosBC = dot(B, C);
18
- let cosCA = dot(C, A);
19
-
20
- let sinAB = 1.0f - cosAB * cosAB;
21
- let sinBC = 1.0f - cosBC * cosBC;
22
-
23
- let cosC = cosCA - cosAB * cosBC;
24
- let sinC = sqrt(sinAB * sinBC - cosC * cosC);
25
-
26
- let norm = (1.0f - cosAB) * (1.0f - cosBC);
27
-
28
- return 2.0f * atan2(sinC, sqrt((sinAB * sinBC * (1.0f + cosBC) * (1.0f + cosAB)) / norm) + cosC);
36
+ let triple = dot(A, cross(B, C));
37
+ let denominator = 1.0 + dot(A, B) + dot(B, C) + dot(C, A);
38
+
39
+ return 2.0 * atan2(abs(triple), denominator);
29
40
  }
30
41
  `
31
42
  );
32
-
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_light_importance_directional.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_directional.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,iDAFU,SAAS,CAgBjB;0BAzBwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_light_importance_directional.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_directional.js"],"names":[],"mappings":"AAKA;;;;;;GAMG;AACH,iDAFU,SAAS,CAiBjB;0BA3BwB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_light_receiver_cosine } from "./chunk_light_receiver_cosine.js";
2
3
  import { chunk_rgb_to_luminance } from "../../color/chunk_rgb_to_luminance.js";
3
4
  import { DIRECTIONAL_LIGHT_STRUCT } from "../DIRECTIONAL_LIGHT_STRUCT.js";
4
5
 
@@ -17,10 +18,11 @@ fn light_importance_directional(
17
18
  position: vec3<f32>,
18
19
  normal: vec3<f32>
19
20
  ) -> f32 {
20
- let cos_factor = max(0.0, dot(normal, -light.direction));
21
+ let cos_factor = light_receiver_cosine(normal, -light.direction);
21
22
  return rgb_to_luminance(light.color) * cos_factor;
22
23
  }
23
24
  `, [
24
25
  chunk_rgb_to_luminance,
26
+ chunk_light_receiver_cosine,
25
27
  ]
26
28
  );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_light_importance_point.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_point.js"],"names":[],"mappings":"AAKA;;;;;;;;GAQG;AACH,2CAFU,SAAS,CAmCjB;0BA/CwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_light_importance_point.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_point.js"],"names":[],"mappings":"AAMA;;;;;;;;GAQG;AACH,2CAFU,SAAS,CAoCjB;0BAjDwB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_light_receiver_cosine } from "./chunk_light_receiver_cosine.js";
2
3
  import { chunk_rgb_to_luminance } from "../../color/chunk_rgb_to_luminance.js";
3
4
  import { chunk_light_sphere_distance_attenuation } from "../io/chunk_light_sphere_distance_attenuation.js";
4
5
  import { POINT_LIGHT_STRUCT } from "../POINT_LIGHT_STRUCT.js";
@@ -31,7 +32,7 @@ fn light_importance_point(
31
32
  }
32
33
 
33
34
  let dir_to_center = to_light / max(distance_to_center, 1e-7);
34
- let cos_factor = max(0.0, dot(normal, dir_to_center));
35
+ let cos_factor = light_receiver_cosine(normal, dir_to_center);
35
36
  if (cos_factor <= 0.0) {
36
37
  return 0.0;
37
38
  }
@@ -44,5 +45,6 @@ fn light_importance_point(
44
45
  POINT_LIGHT_STRUCT.declaration_chunk,
45
46
  chunk_light_sphere_distance_attenuation,
46
47
  chunk_rgb_to_luminance,
48
+ chunk_light_receiver_cosine,
47
49
  ]
48
50
  );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_light_importance_spot.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_spot.js"],"names":[],"mappings":"AAMA;;;;;;;GAOG;AACH,0CAFU,SAAS,CAyCjB;0BArDwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_light_importance_spot.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_spot.js"],"names":[],"mappings":"AAOA;;;;;;;GAOG;AACH,0CAFU,SAAS,CA0CjB;0BAvDwB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_light_receiver_cosine } from "./chunk_light_receiver_cosine.js";
2
3
  import { chunk_rgb_to_luminance } from "../../color/chunk_rgb_to_luminance.js";
3
4
  import { chunk_light_get_spot_attenuation } from "../io/chunk_light_get_spot_attenuation.js";
4
5
  import { chunk_light_sphere_distance_attenuation } from "../io/chunk_light_sphere_distance_attenuation.js";
@@ -30,7 +31,7 @@ fn light_importance_spot(
30
31
  }
31
32
 
32
33
  let dir_to_center = to_origin / max(distance_to_center, 1e-7);
33
- let cos_factor = max(0.0, dot(normal, dir_to_center));
34
+ let cos_factor = light_receiver_cosine(normal, dir_to_center);
34
35
  if (cos_factor <= 0.0) {
35
36
  return 0.0;
36
37
  }
@@ -50,5 +51,6 @@ fn light_importance_spot(
50
51
  chunk_light_sphere_distance_attenuation,
51
52
  chunk_light_get_spot_attenuation,
52
53
  chunk_rgb_to_luminance,
54
+ chunk_light_receiver_cosine,
53
55
  ]
54
56
  );
@@ -0,0 +1,14 @@
1
+ /**
2
+ * How much a receiver at a point weighs light arriving from `direction` (unit, towards the light),
3
+ * for choosing which light to sample: the clamped cosine against the surface `normal`, so lights
4
+ * below a surface's horizon are never chosen — or 1 for every direction when `normal` is the zero
5
+ * vector, which is how a point with no surface says so: a scattering point inside a medium, which
6
+ * receives light from all around.
7
+ *
8
+ * The one place the light importance functions read the normal through.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_light_receiver_cosine: CodeChunk;
13
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_light_receiver_cosine.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_light_receiver_cosine.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_receiver_cosine.js"],"names":[],"mappings":"AAEA;;;;;;;;;;GAUG;AACH,0CAFU,SAAS,CAajB;0BAxBwB,gCAAgC"}
@@ -0,0 +1,25 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * How much a receiver at a point weighs light arriving from `direction` (unit, towards the light),
5
+ * for choosing which light to sample: the clamped cosine against the surface `normal`, so lights
6
+ * below a surface's horizon are never chosen — or 1 for every direction when `normal` is the zero
7
+ * vector, which is how a point with no surface says so: a scattering point inside a medium, which
8
+ * receives light from all around.
9
+ *
10
+ * The one place the light importance functions read the normal through.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_light_receiver_cosine = CodeChunk.from(
15
+ //language=WGSL
16
+ `
17
+ fn light_receiver_cosine(normal: vec3<f32>, direction: vec3<f32>) -> f32 {
18
+ if (all(normal == vec3<f32>(0.0))) {
19
+ return 1.0;
20
+ }
21
+
22
+ return max(0.0, dot(normal, direction));
23
+ }
24
+ `
25
+ );
@@ -7,12 +7,19 @@
7
7
  * shadow ray that follows. Lights returning 0 importance (out of range,
8
8
  * outside spot cone, etc.) are never selected.
9
9
  *
10
- * Iteration is per-thread, no workgroup memory: point/spot walk every
11
- * page in the table (no cap, suits clustered scenes); directional uses
10
+ * Iteration is per-thread, no workgroup memory: point/spot walk the pages
11
+ * their lights occupy — `GPULightCollection` packs them into rows
12
+ * [0, count), so the walk ends at the first missing or empty page and reads
13
+ * a page's bitmap only as far as its live count, never the table's page
14
+ * capacity (which it used to read whole, every call); directional uses
12
15
  * the 32-cap iteration mask. The path tracer's main shader is
13
16
  * register-pressure-sensitive, so workgroup-shared iteration would cost
14
17
  * occupancy.
15
18
  *
19
+ * `normal` is the receiving surface's; the zero vector is a point with no surface, inside a
20
+ * medium, which weighs every light by its unshadowed irradiance alone (see
21
+ * `light_receiver_cosine`).
22
+ *
16
23
  * The returned pdf is the true discrete selection probability w_i / sum_w,
17
24
  * so the Monte Carlo estimator divides by (selection.pdf * record.pdf)
18
25
  * rather than by the uniform 1/N approximation.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_select_light_importance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_select_light_importance.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,4CAFU,SAAS,CA+IZ;0BA3KmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_select_light_importance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_select_light_importance.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,4CAFU,SAAS,CA+JZ;0BAlMmB,gCAAgC"}
@@ -16,12 +16,19 @@ import { LIGHT_SELECTION_STRUCT, LIGHT_SELECTION_TYPE } from "./LIGHT_SELECTION_
16
16
  * shadow ray that follows. Lights returning 0 importance (out of range,
17
17
  * outside spot cone, etc.) are never selected.
18
18
  *
19
- * Iteration is per-thread, no workgroup memory: point/spot walk every
20
- * page in the table (no cap, suits clustered scenes); directional uses
19
+ * Iteration is per-thread, no workgroup memory: point/spot walk the pages
20
+ * their lights occupy — `GPULightCollection` packs them into rows
21
+ * [0, count), so the walk ends at the first missing or empty page and reads
22
+ * a page's bitmap only as far as its live count, never the table's page
23
+ * capacity (which it used to read whole, every call); directional uses
21
24
  * the 32-cap iteration mask. The path tracer's main shader is
22
25
  * register-pressure-sensitive, so workgroup-shared iteration would cost
23
26
  * occupancy.
24
27
  *
28
+ * `normal` is the receiving surface's; the zero vector is a point with no surface, inside a
29
+ * medium, which weighs every light by its unshadowed irradiance alone (see
30
+ * `light_receiver_cosine`).
31
+ *
25
32
  * The returned pdf is the true discrete selection probability w_i / sum_w,
26
33
  * so the Monte Carlo estimator divides by (selection.pdf * record.pdf)
27
34
  * rather than by the uniform 1/N approximation.
@@ -43,8 +50,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
43
50
 
44
51
  for (var p = 0u; p < POINT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
45
52
  let page_addr = point_lights_page_address(&light_data, p);
46
- if (page_addr == ~0u) { continue; }
47
- for (var w = 0u; w < POINT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
53
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
54
+ // page's live rows are its first slots
55
+ if (page_addr == ~0u) { break; }
56
+ let live = light_data[page_addr];
57
+ if (live == 0u) { break; }
58
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
48
59
  var bits = point_lights_page_bitmap_word(&light_data, page_addr, w);
49
60
  while (bits != 0u) {
50
61
  let bit = countTrailingZeros(bits);
@@ -56,8 +67,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
56
67
  }
57
68
  for (var p = 0u; p < SPOT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
58
69
  let page_addr = spot_lights_page_address(&light_data, p);
59
- if (page_addr == ~0u) { continue; }
60
- for (var w = 0u; w < SPOT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
70
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
71
+ // page's live rows are its first slots
72
+ if (page_addr == ~0u) { break; }
73
+ let live = light_data[page_addr];
74
+ if (live == 0u) { break; }
75
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
61
76
  var bits = spot_lights_page_bitmap_word(&light_data, page_addr, w);
62
77
  while (bits != 0u) {
63
78
  let bit = countTrailingZeros(bits);
@@ -88,8 +103,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
88
103
 
89
104
  for (var p = 0u; p < POINT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
90
105
  let page_addr = point_lights_page_address(&light_data, p);
91
- if (page_addr == ~0u) { continue; }
92
- for (var w = 0u; w < POINT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
106
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
107
+ // page's live rows are its first slots
108
+ if (page_addr == ~0u) { break; }
109
+ let live = light_data[page_addr];
110
+ if (live == 0u) { break; }
111
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
93
112
  var bits = point_lights_page_bitmap_word(&light_data, page_addr, w);
94
113
  while (bits != 0u) {
95
114
  let bit = countTrailingZeros(bits);
@@ -113,8 +132,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
113
132
  }
114
133
  for (var p = 0u; p < SPOT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
115
134
  let page_addr = spot_lights_page_address(&light_data, p);
116
- if (page_addr == ~0u) { continue; }
117
- for (var w = 0u; w < SPOT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
135
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
136
+ // page's live rows are its first slots
137
+ if (page_addr == ~0u) { break; }
138
+ let live = light_data[page_addr];
139
+ if (live == 0u) { break; }
140
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
118
141
  var bits = spot_lights_page_bitmap_word(&light_data, page_addr, w);
119
142
  while (bits != 0u) {
120
143
  let bit = countTrailingZeros(bits);
@@ -0,0 +1,4 @@
1
+ /** Mayer et al. 2026 tangent-plane refinement. All arithmetic is in matrix view space. */
2
+ export const chunk_screen_space_newton_ray: CodeChunk;
3
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
4
+ //# sourceMappingURL=chunk_screen_space_newton_ray.d.ts.map
@@ -0,0 +1 @@
1
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