@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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export const CSM_CASTER_RANGE_WORKGROUP_SIZE: number;
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/**
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* What one directional shadow map's accumulate pass runs with
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*
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* What one directional shadow map's accumulate pass runs with, besides its cascades' planes: the
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* light's axis, and where in the scratch buffer the map's cascades accumulate.
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*
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* @type {WebGPUStruct}
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*/
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export const CSM_CASTER_RANGE_SETTINGS_STRUCT: WebGPUStruct;
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/**
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* What the publish pass runs with.
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* What the publish pass runs with: the map's cascades, as the `shadow_directional` range names them.
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* Its scratch words are the same rows' — see {@link CSM_CASTER_RANGE_SETTINGS_STRUCT#base}.
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*
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* @type {WebGPUStruct}
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*/
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@@ -43,10 +44,11 @@ export const CSM_CASTER_RANGE_PUBLISH_STRUCT: WebGPUStruct;
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*/
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export const shader_csm_caster_range_accumulate: ComputeShader;
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/**
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* Copy one map's accumulated ranges into its
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* table —
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* Copy one map's accumulated ranges into its cascades' rows of the light database's
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* `shadow_cascade` table — the `caster_near` field and nothing else, which the readback reads — and
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* reset the scratch for the next frame.
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*
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* One workgroup, one thread:
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* One workgroup, one thread: a map has a handful of cascades.
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*
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* @type {ComputeShader}
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*/
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@@ -1 +1 @@
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{"version":3,"file":"shader_csm_caster_range.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_csm_caster_range.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/map/csm/shader/shader_csm_caster_range.js"],"names":[],"mappings":"AAaA,qDAAiF;AAEjF;;;;;GAKG;AACH,+CAFU,YAAY,CAgBc;AAEpC;;;;;GAKG;AACH,8CAFU,YAAY,CAKa;AAyFnC;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,iDAFU,aAAa,CAMpB;AAUH;;;;;;;;GAQG;AACH,8CAFU,aAAa,CA2BpB;6BAjN0B,yCAAyC;8BAGxC,qCAAqC"}
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@@ -9,14 +9,13 @@ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderR
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import { chunk_atomic_min_f32_storage } from "../../../../shader/chunk/atomic/chunk_atomic_min_f32_storage.js";
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import { LIGHT_DATABASE_SPEC } from "../../../../light/LIGHT_DATABASE_SPEC.js";
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import { MESHES_TABLE } from "../../../../scene/chunk_scene_database_access.js";
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import { CSM_CASTER_RANGE_UNKNOWN } from "../
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import { SHADOWMAP_CSM_CASCADE_COUNT } from "../SHADOWMAP_CSM_CASCADE_COUNT.js";
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import { CSM_CASTER_RANGE_UNKNOWN } from "../CSM_CASCADE_STRUCT.js";
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export const CSM_CASTER_RANGE_WORKGROUP_SIZE = COMPUTE_SHADER_DEFAULT_GROUP_SIZE;
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/**
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* What one directional shadow map's accumulate pass runs with
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*
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* What one directional shadow map's accumulate pass runs with, besides its cascades' planes: the
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* light's axis, and where in the scratch buffer the map's cascades accumulate.
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*
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* @type {WebGPUStruct}
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*/
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@@ -28,41 +27,40 @@ export const CSM_CASTER_RANGE_SETTINGS_STRUCT = WebGPUStruct.from({
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*/
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z_axis: vec4f,
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/**
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*
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*
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planes: WebGPUArray.from(vec4f, SHADOWMAP_CSM_CASCADE_COUNT * 4),
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/**
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* First scratch word of this map's cascades: cascade `c` accumulates into `base + c`.
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* First scratch word of this map's cascades: cascade `c` accumulates into `base + c`. The
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* scratch has a word per row of the `shadow_cascade` table, so this is the map's first cascade
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* row.
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*/
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base: u32,
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cascade_count: u32,
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}, "CSMCasterRangeSettings").pack();
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/**
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* What the publish pass runs with.
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* What the publish pass runs with: the map's cascades, as the `shadow_directional` range names them.
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* Its scratch words are the same rows' — see {@link CSM_CASTER_RANGE_SETTINGS_STRUCT#base}.
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*
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* @type {WebGPUStruct}
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*/
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export const CSM_CASTER_RANGE_PUBLISH_STRUCT = WebGPUStruct.from({
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row: u32,
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/** see {@link CSM_CASTER_RANGE_SETTINGS_STRUCT#base} */
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base: u32,
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first_cascade: u32,
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cascade_count: u32,
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}, "CSMCasterRangePublish").pack();
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const WG = CSM_CASTER_RANGE_WORKGROUP_SIZE;
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const PG = MESHES_TABLE.page_iterator_symbol_prefix(WG);
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const
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const CASCADE_TABLE = LIGHT_DATABASE_SPEC.get('shadow_cascade');
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const accumulate_resources = new ShaderResourceSetDescriptor();
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accumulate_resources.createGroup()
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.addStorageBuffer('scene_database', WebGPUArray.from(u32), false)
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.addUniform('settings', CSM_CASTER_RANGE_SETTINGS_STRUCT)
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//
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//
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// The four side planes of each cascade's light frustum, four per cascade in cascade order,
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// inward: `dot(n, p) + w >= 0` is inside. Not normalized, and they need not be. As many as the
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// map has cascades, which is why they are not in the uniform.
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.addStorageBuffer('planes', WebGPUArray.from(vec4f), false)
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// one word per cascade row, holding plain f32 bit patterns, seeded to the largest finite f32
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// and reset to it by the publish
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.addStorageBuffer('ranges', WebGPUArray.from(atomic_u32), true);
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const accumulate_body = CodeChunk.from(
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@@ -110,7 +108,7 @@ fn main(
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var inside = live;
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for (var p = 0u; p < 4u; p += 1u) {
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let plane =
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let plane = planes[c * 4u + p];
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// the corner furthest along the normal decides whether any of the box is inside
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let furthest = select(low, high, plane.xyz >= vec3<f32>(0.0));
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@@ -179,10 +177,11 @@ publish_resources.createGroup()
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.addStorageBuffer('light_database', WebGPUArray.from(u32), true);
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/**
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* Copy one map's accumulated ranges into its
|
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* table —
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* Copy one map's accumulated ranges into its cascades' rows of the light database's
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* `shadow_cascade` table — the `caster_near` field and nothing else, which the readback reads — and
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* reset the scratch for the next frame.
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*
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* One workgroup, one thread:
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* One workgroup, one thread: a map has a handful of cascades.
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*
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187
186
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* @type {ComputeShader}
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187
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*/
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@@ -196,24 +195,19 @@ const RANGE_UNKNOWN = ${CSM_CASTER_RANGE_UNKNOWN};
|
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195
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196
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@compute @workgroup_size(1,1,1)
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197
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fn main() {
|
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-
var
|
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198
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+
for (var c = 0u; c < publish.cascade_count; c += 1u) {
|
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// a cascade's scratch word is its row
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+
let row = publish.first_cascade + c;
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-
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if c < publish.cascade_count {
|
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203
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let word = publish.base + c;
|
|
202
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+
let near = bitcast<f32>(atomicLoad(&ranges[row]));
|
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204
203
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205
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-
|
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204
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+
atomicStore(&ranges[row], bitcast<u32>(RANGE_UNKNOWN));
|
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205
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207
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-
|
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208
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} else {
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209
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-
near[c] = RANGE_UNKNOWN;
|
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210
|
-
}
|
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206
|
+
${CASCADE_TABLE.marshalling_method_write_field('caster_near')}(&light_database, row, near);
|
|
211
207
|
}
|
|
212
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-
|
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213
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-
${RANGE_TABLE.marshalling_method_write_field('near')}(&light_database, publish.row, near);
|
|
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208
|
}
|
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215
209
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`, [
|
|
216
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-
|
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210
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+
CASCADE_TABLE.wgsl_gen_write_field_code('caster_near'),
|
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211
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]),
|
|
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212
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resources: publish_resources,
|
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});
|
package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_csm_compute_cascade_blended.d.ts
CHANGED
|
@@ -1,8 +1,9 @@
|
|
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1
1
|
/**
|
|
2
2
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* 'view_direction' is used to figure out the direction of the blend.
|
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3
3
|
*
|
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4
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-
*
|
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5
|
-
*
|
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4
|
+
* Walks a map's cascades — `cascade_count` rows of the `shadow_cascade` table from `first_cascade`,
|
|
5
|
+
* nearest first, as its `shadow_directional` record names them — and reads each one as it gets to
|
|
6
|
+
* it: the first that holds the position is the one, so the cascades past it are never read.
|
|
6
7
|
*
|
|
7
8
|
* @see https://github.com/TheRealMJP/Shadows/blob/338290a57e7c65d493783fd48f39a28321e84e81/Shadows/Mesh.hlsl#L740
|
|
8
9
|
* @type {CodeChunk}
|
package/src/shade/renderer/shadow/map/shader/chunk_shadowmap_csm_compute_cascade_blended.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_shadowmap_csm_compute_cascade_blended.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_csm_compute_cascade_blended.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_shadowmap_csm_compute_cascade_blended.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_csm_compute_cascade_blended.js"],"names":[],"mappings":"AAuBA;;;;;;;;;GASG;AACH,0DAFU,SAAS,CAkHlB;0BA9IyB,uCAAuC"}
|
|
@@ -1,17 +1,18 @@
|
|
|
1
|
+
import { LIGHT_DATABASE_SPEC } from "../../../light/LIGHT_DATABASE_SPEC.js";
|
|
1
2
|
import { f32, u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
|
|
2
3
|
import { WebGPUStruct } from "../../../shader/type/WebGPUStruct.js";
|
|
3
4
|
import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
|
|
4
|
-
import { SHADOWMAP_CSM_CASCADE_COUNT } from "../csm/SHADOWMAP_CSM_CASCADE_COUNT.js";
|
|
5
5
|
import { SHADOWMAP_FILTER_SIZE } from "../SHADOWMAP_FILTER_SIZE.js";
|
|
6
|
-
|
|
6
|
+
|
|
7
|
+
const CASCADE_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_cascade');
|
|
7
8
|
|
|
8
9
|
const CASCADE_BLEND_INFO = WebGPUStruct.from({
|
|
9
10
|
/**
|
|
10
|
-
* First cascade to blend
|
|
11
|
+
* First cascade to blend, as its `shadow_cascade` row
|
|
11
12
|
*/
|
|
12
13
|
index_0: u32,
|
|
13
14
|
/**
|
|
14
|
-
* Second cascade to blend
|
|
15
|
+
* Second cascade to blend, as its `shadow_cascade` row
|
|
15
16
|
*/
|
|
16
17
|
index_1: u32,
|
|
17
18
|
/**
|
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@@ -23,8 +24,9 @@ const CASCADE_BLEND_INFO = WebGPUStruct.from({
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/**
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* 'view_direction' is used to figure out the direction of the blend.
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*
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-
*
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*
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* Walks a map's cascades — `cascade_count` rows of the `shadow_cascade` table from `first_cascade`,
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* nearest first, as its `shadow_directional` record names them — and reads each one as it gets to
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* it: the first that holds the position is the one, so the cascades past it are never read.
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*
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* @see https://github.com/TheRealMJP/Shadows/blob/338290a57e7c65d493783fd48f39a28321e84e81/Shadows/Mesh.hlsl#L740
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* @type {CodeChunk}
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@@ -33,15 +35,18 @@ export const chunk_shadowmap_csm_compute_cascade_blended = CodeChunk.from(
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//language=WGSL
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`
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fn shadowmap_csm_compute_cascade_blended(
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database: ptr<storage, array<u32>>,
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first_cascade: u32,
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cascade_count: u32,
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position_ws: vec3f,
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view_direction_ws: vec3f,
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-
cascades: array<${SHADOWMAP_VIEW_METADATA_STRUCT.wgsl_ref}, ${SHADOWMAP_CSM_CASCADE_COUNT}>,
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) -> ${CASCADE_BLEND_INFO.wgsl_ref} {
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const BLEND_BORDER_FRACTION: f32 = 0.07;
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-
for(var i = 0u; i <
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let
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for(var i = 0u; i < cascade_count; i++){
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let row = first_cascade + i;
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let m = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, row);
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// Select based on whether or not the pixel is inside the projection
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// used for rendering to the cascade
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@@ -55,15 +60,15 @@ fn shadowmap_csm_compute_cascade_blended(
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let valid_extents = vec3(projection_bias, 1.0);
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if(all(abs(cascade_position) < valid_extents)){
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-
var info = ${CASCADE_BLEND_INFO.make({index_0:"
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var info = ${CASCADE_BLEND_INFO.make({index_0:"row", index_1:"row", blend:"0.0"})};
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// If this is not the last cascade, check if we need to blend
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-
if (i
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if (i + 1u < cascade_count) {
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-
let next_index =
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let next_index = row + 1u;
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// check if next cascade covers this position
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-
let m1 =
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let m1 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, next_index);
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// Select based on whether or not the pixel is inside the projection
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// used for rendering to the cascade
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@@ -135,7 +140,7 @@ fn shadowmap_csm_compute_cascade_blended(
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})};
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}
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`, [
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-
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+
CASCADE_DESCRIPTOR.chunk_read,
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CASCADE_BLEND_INFO.declaration_chunk,
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]
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)
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@@ -1,7 +1,8 @@
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1
1
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/**
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2
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-
* Directional-light shadow sampling with CSM cascade blending. The
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-
*
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*
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2
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* Directional-light shadow sampling with CSM cascade blending. The light's `shadow_directional`
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3
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* record names its cascades as a range of `shadow_cascade` rows (atlas + view-projection each);
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* {@link shadowmap_csm_compute_cascade_blended} picks among them, and the one or two it picks are
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* read again here to sample.
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* @type {CodeChunk}
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*/
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export const chunk_shadowmap_sample_directional: CodeChunk;
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"chunk_shadowmap_sample_directional.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js"],"names":[],"mappings":"
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1
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{"version":3,"file":"chunk_shadowmap_sample_directional.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_directional.js"],"names":[],"mappings":"AASA;;;;;;GAMG;AACH,iDAFU,SAAS,CA4DjB;0BAxEwB,uCAAuC"}
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@@ -5,11 +5,13 @@ import { chunk_sample_shadowmap_atlas_for_light } from "./chunk_sample_shadowmap
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import { chunk_shadowmap_csm_compute_cascade_blended } from "./chunk_shadowmap_csm_compute_cascade_blended.js";
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const SHADOW_DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_directional');
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const CASCADE_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_cascade');
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/**
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* Directional-light shadow sampling with CSM cascade blending. The
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-
*
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-
*
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* Directional-light shadow sampling with CSM cascade blending. The light's `shadow_directional`
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+
* record names its cascades as a range of `shadow_cascade` rows (atlas + view-projection each);
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* {@link shadowmap_csm_compute_cascade_blended} picks among them, and the one or two it picks are
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+
* read again here to sample.
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* @type {CodeChunk}
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*/
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export const chunk_shadowmap_sample_directional = CodeChunk.from(
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@@ -23,12 +25,14 @@ fn shadowmap_sample_directional(
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surface_normal_ws: vec3f,
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light: ${INCIDENT_LIGHT_STRUCT.wgsl_ref},
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) -> f32 {
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-
let
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let shadowmap = ${SHADOW_DIRECTIONAL_DESCRIPTOR.marshalling_method_read}(database, shadow_id);
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let cascade_info = shadowmap_csm_compute_cascade_blended(
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database,
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+
shadowmap.first_cascade,
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+
shadowmap.cascade_count,
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position_ws,
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view_direction_ws,
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-
cascades,
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);
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if(cascade_info.index_0 == ~0u){
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@@ -36,7 +40,7 @@ fn shadowmap_sample_directional(
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return 1.0;
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}
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38
42
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39
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-
let cascade_meta_0 =
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+
let cascade_meta_0 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, cascade_info.index_0);
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let visibility_0 = sample_shadowmap_atlas_for_light(
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cascade_meta_0.projection,
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@@ -50,7 +54,7 @@ fn shadowmap_sample_directional(
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return visibility_0;
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}
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-
let cascade_meta_1 =
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+
let cascade_meta_1 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, cascade_info.index_1);
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let visibility_1 = sample_shadowmap_atlas_for_light(
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cascade_meta_1.projection,
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@@ -64,6 +68,7 @@ fn shadowmap_sample_directional(
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}
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`, [
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SHADOW_DIRECTIONAL_DESCRIPTOR.chunk_read,
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+
CASCADE_DESCRIPTOR.chunk_read,
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chunk_sample_shadowmap_atlas_for_light,
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chunk_shadowmap_csm_compute_cascade_blended,
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]
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@@ -4,10 +4,10 @@
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4
4
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* run of idle frames does not inflate the pool.
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5
5
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*
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6
6
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* The spend it is measured against is the BUDGETED one — the local lights. Directionals are
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7
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-
* selected unconditionally and cannot be refused, so charging their three
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8
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-
* the pool the locals compete for could only shrink it: `views_spent` then met
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9
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-
* every frame, the remainder clamped to zero on every frame, and no local map
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10
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-
* `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
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7
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+
* selected unconditionally and cannot be refused, so charging their cascades (three each by
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8
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+
* default) against the pool the locals compete for could only shrink it: `views_spent` then met
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9
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+
* `budget_total` on every frame, the remainder clamped to zero on every frame, and no local map
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10
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+
* ever satisfied `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
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11
11
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* or one directional at a budget of 1 or 2, froze every spot and point shadow in the scene on its
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* first frame's depth — moving casters leaving their shadows behind, with `debug_render_count`
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13
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* flat, which reads as converged.
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@@ -15,10 +15,10 @@ export const SHADOWMAP_BUDGET_CARRY_OVER_FRAMES = 4;
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* run of idle frames does not inflate the pool.
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16
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*
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17
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* The spend it is measured against is the BUDGETED one — the local lights. Directionals are
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18
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-
* selected unconditionally and cannot be refused, so charging their three
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19
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-
* the pool the locals compete for could only shrink it: `views_spent` then met
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20
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-
* every frame, the remainder clamped to zero on every frame, and no local map
|
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21
|
-
* `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
|
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18
|
+
* selected unconditionally and cannot be refused, so charging their cascades (three each by
|
|
19
|
+
* default) against the pool the locals compete for could only shrink it: `views_spent` then met
|
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20
|
+
* `budget_total` on every frame, the remainder clamped to zero on every frame, and no local map
|
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21
|
+
* ever satisfied `views_spent + cost <= budget_total` again. Three directional lights at the default budget of 8,
|
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22
22
|
* or one directional at a budget of 1 or 2, froze every spot and point shadow in the scene on its
|
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23
23
|
* first frame's depth — moving casters leaving their shadows behind, with `debug_render_count`
|
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24
24
|
* flat, which reads as converged.
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUViewShadowMaps.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js"],"names":[],"mappings":"AAaA;IAYI;;;;OAIG;IACH,uDAGC;IAED;;;OAGG;IACH,SAFU,mBAAmB,gBAAgB,CAAC,CAE1B;IAEpB;;OAEG;IACH,+BAEC;IAED;;OAEG;IACH,2BAAO;
|
|
1
|
+
{"version":3,"file":"GPUViewShadowMaps.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js"],"names":[],"mappings":"AAaA;IAYI;;;;OAIG;IACH,uDAGC;IAED;;;OAGG;IACH,SAFU,mBAAmB,gBAAgB,CAAC,CAE1B;IAEpB;;OAEG;IACH,+BAEC;IAED;;OAEG;IACH,2BAAO;IAoDP,eA+BC;IAED,qBAEC;IAED,gBAKC;;CACJ;iCAhJgC,uBAAuB"}
|
|
@@ -77,22 +77,28 @@ export class GPUViewShadowMaps {
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77
77
|
shadow_camera.top = 100;
|
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78
78
|
shadow_camera.bottom = -100;
|
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79
79
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80
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-
|
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81
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-
|
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82
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-
|
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83
|
-
light
|
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84
|
-
|
|
85
|
-
|
|
80
|
+
try {
|
|
81
|
+
const context = new GPUCameraContext(this.#device, shadow_camera);
|
|
82
|
+
vsm.light_views.push(context);
|
|
83
|
+
this.#update_map_for_directional_light(light, vsm);
|
|
84
|
+
} catch (error) {
|
|
85
|
+
vsm.destroy();
|
|
86
|
+
throw error;
|
|
87
|
+
}
|
|
86
88
|
|
|
87
|
-
|
|
89
|
+
return vsm;
|
|
90
|
+
}
|
|
88
91
|
|
|
92
|
+
#update_map_for_directional_light(light, map) {
|
|
93
|
+
const pose = light.transform;
|
|
94
|
+
const forward = pose.forward;
|
|
95
|
+
const up = pose.up;
|
|
96
|
+
const position = pose.translation;
|
|
97
|
+
const context = map.light_views[0];
|
|
98
|
+
const transform = context.camera.transform;
|
|
99
|
+
transform.setTranslation(position[0], position[1], position[2]);
|
|
100
|
+
t64_look_rotation(transform, forward[0], forward[1], forward[2], up[0], up[1], up[2]);
|
|
89
101
|
context.update();
|
|
90
|
-
|
|
91
|
-
vsm.light_views.push(
|
|
92
|
-
context
|
|
93
|
-
);
|
|
94
|
-
|
|
95
|
-
return vsm;
|
|
96
102
|
}
|
|
97
103
|
|
|
98
104
|
update() {
|
|
@@ -101,14 +107,27 @@ export class GPUViewShadowMaps {
|
|
|
101
107
|
const collection = lights.source;
|
|
102
108
|
const light_count = collection.elements.length;
|
|
103
109
|
|
|
110
|
+
for (const [light, map] of this.mapping) {
|
|
111
|
+
if (!collection.has(light) || !light.casts_shadow || light.isDirectionalLight !== true) {
|
|
112
|
+
map.destroy();
|
|
113
|
+
this.mapping.delete(light);
|
|
114
|
+
}
|
|
115
|
+
}
|
|
116
|
+
|
|
104
117
|
for (let i = 0; i < light_count; i++) {
|
|
105
118
|
const light = collection.elements[i];
|
|
106
119
|
const map = this.mapping.get(light);
|
|
107
120
|
|
|
108
|
-
if (
|
|
121
|
+
if (light.isDirectionalLight !== true || !light.casts_shadow) {
|
|
122
|
+
continue;
|
|
123
|
+
}
|
|
124
|
+
|
|
125
|
+
if (map === undefined) {
|
|
109
126
|
const vsm = this.#build_map_for_directional_light(light);
|
|
110
127
|
|
|
111
|
-
this.mapping.set(light, vsm)
|
|
128
|
+
this.mapping.set(light, vsm);
|
|
129
|
+
} else {
|
|
130
|
+
this.#update_map_for_directional_light(light, map);
|
|
112
131
|
}
|
|
113
132
|
|
|
114
133
|
}
|
|
@@ -120,6 +139,9 @@ export class GPUViewShadowMaps {
|
|
|
120
139
|
}
|
|
121
140
|
|
|
122
141
|
destroy() {
|
|
123
|
-
|
|
142
|
+
for (const map of this.mapping.values()) {
|
|
143
|
+
map.destroy();
|
|
144
|
+
}
|
|
145
|
+
this.mapping.clear();
|
|
124
146
|
}
|
|
125
|
-
}
|
|
147
|
+
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"GPUVirtualShadowTextureResidence.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"GPUVirtualShadowTextureResidence.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,wGAIC"}
|
|
@@ -1,41 +1,10 @@
|
|
|
1
|
-
import { BindGroupLayoutDescriptor } from "../../../descriptor/binding/BindGroupLayoutDescriptor.js";
|
|
2
|
-
import { BufferBindingLayout } from "../../../descriptor/binding/BufferBindingLayout.js";
|
|
3
|
-
import { ComputePipelineDescriptor } from "../../../descriptor/pipeline/compute/ComputePipelineDescriptor.js";
|
|
4
|
-
import { PipelineLayoutDescriptor } from "../../../descriptor/pipeline/PipelineLayoutDescriptor.js";
|
|
5
|
-
import wgsl from "../../rasterize/expand/pass1/filter_meshlets.2-way.compute.js";
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
const BIND_GROUP_LAYOUT_DESCRIPTOR_0 = BindGroupLayoutDescriptor.forCompute(
|
|
9
|
-
'io',
|
|
10
|
-
[
|
|
11
|
-
// var<storage, read> input: Inputs
|
|
12
|
-
BufferBindingLayout.readOnlyStorage,
|
|
13
|
-
// var<storage, read_write> output_positive: Output
|
|
14
|
-
BufferBindingLayout.storage,
|
|
15
|
-
// var<storage, read_write> output_maybe: Output;
|
|
16
|
-
BufferBindingLayout.storage,
|
|
17
|
-
]
|
|
18
|
-
);
|
|
19
|
-
|
|
20
|
-
const pipeline_descriptor = ComputePipelineDescriptor.from(
|
|
21
|
-
"Unpack Instances to Meshlets",
|
|
22
|
-
wgsl,
|
|
23
|
-
PipelineLayoutDescriptor.from([
|
|
24
|
-
BIND_GROUP_LAYOUT_DESCRIPTOR_0
|
|
25
|
-
])
|
|
26
|
-
);
|
|
27
|
-
|
|
28
1
|
/**
|
|
29
2
|
*
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30
3
|
* @param {ShadeGPUCommandContext} encoder
|
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31
4
|
* @param {GraphicsContext} graphics
|
|
32
5
|
*/
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|
33
|
-
export function vsm_compute_residence(encoder, graphics
|
|
34
|
-
|
|
35
|
-
|
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36
|
-
|
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37
|
-
|
|
38
|
-
});
|
|
39
|
-
|
|
40
|
-
pass.end();
|
|
41
|
-
}
|
|
6
|
+
export function vsm_compute_residence(encoder, graphics) {
|
|
7
|
+
// This unfinished entry point has no map, camera, depth or output inputs. Previously it
|
|
8
|
+
// silently encoded an unrelated meshlet pipeline without bindings or a dispatch.
|
|
9
|
+
throw new Error('vsm_compute_residence is incomplete; use the VSMTileUsagePassData and vsm_time_usage_data frame-graph pass');
|
|
10
|
+
}
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"VSM_UNIFORMS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js"],"names":[],"mappings":"AAGA,+
|
|
1
|
+
{"version":3,"file":"VSM_UNIFORMS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js"],"names":[],"mappings":"AAGA,+CAIkB;6BANW,mCAAmC"}
|
|
@@ -3,5 +3,6 @@ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
|
|
|
3
3
|
|
|
4
4
|
export const VSM_UNIFORMS_STRUCT = WebGPUStruct.from({
|
|
5
5
|
tile_resolution: u32,
|
|
6
|
-
resolution_in_tiles: u32
|
|
7
|
-
|
|
6
|
+
resolution_in_tiles: u32,
|
|
7
|
+
physical_tile_count: u32
|
|
8
|
+
},"ShadowConfig");
|
|
@@ -34,7 +34,7 @@ export class VirtualShadowMap {
|
|
|
34
34
|
* @param {GPUDevice} device
|
|
35
35
|
* @param {number} [virtual_resolution]
|
|
36
36
|
* @param {number} [physical_resolution]
|
|
37
|
-
* @param {number} [
|
|
37
|
+
* @param {number} [tile_resolution]
|
|
38
38
|
*/
|
|
39
39
|
initialize({ device, virtual_resolution, physical_resolution, tile_resolution }: GPUDevice): void;
|
|
40
40
|
destroy(): void;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"VirtualShadowMap.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/vsm/VirtualShadowMap.js"],"names":[],"mappings":"AAIA;IAEI,wBAAsB;IAEtB;;OAEG;IACH,kBAFU,iBAAiB,CAEV;IAGjB;;;OAGG;IACH,qBAFU,MAAM,CAEQ;IAExB;;OAEG;IACH,qBAAM;IAEN;;OAEG;IACH,aAFU,kBAAkB,CAEX;IAEjB;;OAEG;IACH,2BAAgB;IAGhB;;;;;OAKG;IACH,yBAAa;IAEb,+BAGC;IAED;;;;;;OAMG;IACH,kGAuFC;IAED,gBAsBC;CACJ;kCAvKiC,oCAAoC"}
|