@woosh/meep-engine 3.38.0 → 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 (962) 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 +4 -0
  159. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  160. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  161. package/src/engine/ecs/transform/Transform64.js +10 -16
  162. package/src/engine/graphics/ecs/water/Water.d.ts +25 -63
  163. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  164. package/src/engine/graphics/ecs/water/Water.js +110 -125
  165. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  166. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +38 -74
  167. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  168. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  173. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  174. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  176. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  177. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  179. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  180. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  181. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  182. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  183. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  184. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  185. package/src/engine/graphics3/WaterSystem.d.ts +39 -3
  186. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  187. package/src/engine/graphics3/WaterSystem.js +134 -25
  188. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  189. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  190. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  191. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  192. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  193. package/src/engine/interpolation/InterpolationLog.js +12 -6
  194. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  195. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  196. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  197. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  199. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  200. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  201. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  202. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  203. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  204. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  207. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  208. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  209. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  210. package/src/engine/physics/body/SolverBodyState.js +4 -5
  211. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  212. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  213. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  214. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  215. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  216. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  217. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  218. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  219. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  220. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  221. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  222. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  223. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  224. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  225. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  226. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  228. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  229. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  230. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  232. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  233. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  234. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  236. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  238. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +15 -15
  240. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts +5 -0
  241. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.d.ts.map +1 -1
  242. package/src/engine/physics/cloth/solver/find_non_finite_cloth_state.js +32 -9
  243. package/src/engine/physics/constraint/solve_constraints.d.ts +50 -8
  244. package/src/engine/physics/constraint/solve_constraints.d.ts.map +1 -1
  245. package/src/engine/physics/constraint/solve_constraints.js +703 -429
  246. package/src/engine/physics/contact/ManifoldStore.d.ts +12 -0
  247. package/src/engine/physics/contact/ManifoldStore.d.ts.map +1 -1
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  904. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts +8 -0
  905. package/src/shade/renderer/water/medium/shader_water_bodies_derive.d.ts.map +1 -0
  906. package/src/shade/renderer/water/medium/shader_water_bodies_derive.js +30 -0
  907. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts +28 -0
  908. package/src/shade/renderer/water/optics/chunk_water_inscatter.d.ts.map +1 -0
  909. package/src/shade/renderer/water/optics/chunk_water_inscatter.js +123 -0
  910. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts +23 -0
  911. package/src/shade/renderer/water/optics/chunk_water_light_transmittance.d.ts.map +1 -0
  912. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts +18 -0
  913. package/src/shade/renderer/water/optics/chunk_water_light_transmittance_dry.d.ts.map +1 -0
  914. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts +12 -0
  915. package/src/shade/renderer/water/optics/chunk_water_optics.d.ts.map +1 -0
  916. package/src/shade/renderer/water/optics/chunk_water_optics.js +75 -0
  917. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts +27 -0
  918. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.d.ts.map +1 -0
  919. package/src/shade/renderer/water/optics/chunk_water_receiver_downwelling.js +74 -0
  920. package/src/shade/renderer/water/shader_water.d.ts +10 -4
  921. package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
  922. package/src/shade/renderer/water/shader_water.js +406 -384
  923. package/src/shade/renderer/water/shader_water_avboit.d.ts.map +1 -1
  924. package/src/shade/renderer/water/shader_water_avboit.js +19 -9
  925. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts +98 -0
  926. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.d.ts.map +1 -0
  927. package/src/shade/renderer/water/surface/GPUWaterWaveSimulation.js +408 -0
  928. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts +12 -0
  929. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.d.ts.map +1 -0
  930. package/src/shade/renderer/water/surface/WATER_SURFACE_VERTEX_STRUCT.js +27 -0
  931. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts +14 -0
  932. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.d.ts.map +1 -0
  933. package/src/shade/renderer/water/surface/WATER_WAVE_PARAMETERS_STRUCT.js +49 -0
  934. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts +15 -0
  935. package/src/shade/renderer/water/surface/chunk_water_wave.d.ts.map +1 -0
  936. package/src/shade/renderer/water/surface/chunk_water_wave.js +48 -0
  937. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts +9 -0
  938. package/src/shade/renderer/water/surface/chunk_water_wave_grid.d.ts.map +1 -0
  939. package/src/shade/renderer/water/surface/chunk_water_wave_grid.js +47 -0
  940. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts +10 -0
  941. package/src/shade/renderer/water/surface/shader_water_surface_write.d.ts.map +1 -0
  942. package/src/shade/renderer/water/surface/shader_water_surface_write.js +51 -0
  943. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts +12 -0
  944. package/src/shade/renderer/water/surface/shader_water_wave_step.d.ts.map +1 -0
  945. package/src/shade/renderer/water/surface/shader_water_wave_step.js +54 -0
  946. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts +13 -0
  947. package/src/shade/renderer/water/surface/water_surface_grid_indices.d.ts.map +1 -0
  948. package/src/shade/renderer/water/surface/water_surface_grid_indices.js +39 -0
  949. package/src/shade/renderer/water/water_missing_receiver_path.d.ts +17 -0
  950. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  951. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  952. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  953. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  954. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  955. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  956. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  957. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  958. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  959. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  960. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  961. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  962. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
@@ -0,0 +1,147 @@
1
+ import { chunk_octahedral_solid_angle } from "../../../shader/chunk/geometry/octahedron/chunk_octahedral_solid_angle.js";
2
+ import { chunk_uv_octahedral_unit_decode } from "../../../shader/chunk/geometry/octahedron/chunk_uv_octahedral_unit_decode.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
7
+ import { vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
8
+ import { chunk_sh_exp_workgroup_sum, SH_EXP_WORKGROUP_SIZE } from "./chunk_sh_exp_workgroup_sum.js";
9
+ import { SH_EXP_ENCODE_PARAMETERS_STRUCT } from "./SH_EXP_ENCODE_PARAMETERS_STRUCT.js";
10
+
11
+ /**
12
+ * Most source texels a cell reads along one side, so 64 x 64 = 4096 a cell and 16 a lane. Maps up to
13
+ * 64 times the grid (4096 at the default 64 grid) are read texel by texel; past that every stride-th
14
+ * texel is read, standing for its stride x stride block by the solid angle of its middle texel —
15
+ * an 8192 map at a 64 grid reads one texel in four. A smooth field keeps its cell means to 1e-3 that
16
+ * way (the spec reads a 2048 map at an 8 grid, stride 4); a feature smaller than the stride can be
17
+ * missed or counted for its whole block.
18
+ *
19
+ * @type {number}
20
+ */
21
+ export const SH_EXP_MAX_TEXELS_PER_CELL_SIDE = 64;
22
+
23
+ const resources = new ShaderResourceSetDescriptor();
24
+
25
+ resources.createGroup()
26
+ .addUniform("parameters", SH_EXP_ENCODE_PARAMETERS_STRUCT)
27
+ .addTexture("tEnvironment")
28
+ .addStorageBuffer("cells", WebGPUArray.from(vec4f), true);
29
+
30
+ const body = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ const WORKGROUP_SIZE : u32 = ${SH_EXP_WORKGROUP_SIZE}u;
34
+
35
+ // Most source texels read along one side of a cell: 64 x 64 is 16 reads a lane. A map more than
36
+ // 64 times the grid is read every stride-th texel, each read standing for its stride x stride block.
37
+ const MAX_TEXELS_PER_SIDE : u32 = ${SH_EXP_MAX_TEXELS_PER_CELL_SIDE}u;
38
+
39
+ // The first texel whose centre is at or past the grid line edge / resolution:
40
+ // (t + 0.5) / source >= edge / resolution, i.e. t >= (2 edge source - resolution) / (2 resolution).
41
+ fn first_texel_from(edge: u32, source: u32, resolution: u32) -> u32 {
42
+ let twice = 2u * edge * source;
43
+
44
+ if (twice <= resolution) {
45
+ return 0u;
46
+ }
47
+
48
+ return (twice - resolution + 2u * resolution - 1u) / (2u * resolution);
49
+ }
50
+
51
+ // One workgroup per cell of the coarse octahedral grid.
52
+ @compute @workgroup_size(${SH_EXP_WORKGROUP_SIZE})
53
+ fn main(
54
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
55
+ @builtin(local_invocation_index) local_index: u32,
56
+ ) {
57
+ let resolution = parameters.cell_resolution;
58
+ let cell = workgroup_id.x;
59
+ let cell_x = cell % resolution;
60
+ let cell_y = cell / resolution;
61
+
62
+ let source_resolution = textureDimensions(tEnvironment, 0).x;
63
+ let inverse_source_resolution = 1.0 / f32(source_resolution);
64
+
65
+ // The source texels whose centres fall in this cell. A source coarser than the grid has none in
66
+ // some cells; those take the texel under their centre.
67
+ var lo = vec2<u32>(first_texel_from(cell_x, source_resolution, resolution), first_texel_from(cell_y, source_resolution, resolution));
68
+ var hi = vec2<u32>(first_texel_from(cell_x + 1u, source_resolution, resolution), first_texel_from(cell_y + 1u, source_resolution, resolution));
69
+
70
+ let under_centre = ((2u * vec2<u32>(cell_x, cell_y) + 1u) * source_resolution) / (2u * resolution);
71
+ let empty = hi <= lo;
72
+
73
+ lo = select(lo, under_centre, empty);
74
+ hi = select(hi, under_centre + 1u, empty);
75
+
76
+ let span = hi - lo;
77
+ let stride = (max(span.x, span.y) + MAX_TEXELS_PER_SIDE - 1u) / MAX_TEXELS_PER_SIDE;
78
+ let blocks = (span + stride - 1u) / stride;
79
+ let block_count = blocks.x * blocks.y;
80
+
81
+ // A cell's bounds come from the workgroup id, so this trip count is uniform; at most 16.
82
+ let iterations = (block_count + WORKGROUP_SIZE - 1u) / WORKGROUP_SIZE;
83
+
84
+ // radiance times solid angle, and solid angle
85
+ var accumulated = vec4<f32>(0.0);
86
+
87
+ for (var k = 0u; k < iterations; k++) {
88
+ let b = k * WORKGROUP_SIZE + local_index;
89
+
90
+ if (b < block_count) {
91
+ let block_lo = lo + vec2<u32>(b % blocks.x, b / blocks.x) * stride;
92
+ let block_hi = min(block_lo + stride, hi);
93
+ let block_size = block_hi - block_lo;
94
+
95
+ // the block's middle texel, weighted for the whole block; one texel when the stride is 1
96
+ let texel = block_lo + (block_size - 1u) / 2u;
97
+ let uv = (vec2<f32>(texel) + 0.5) * inverse_source_resolution;
98
+
99
+ let solid_angle = octahedral_solid_angle(uv, inverse_source_resolution) * f32(block_size.x * block_size.y);
100
+ let radiance = textureLoad(tEnvironment, texel, 0).rgb;
101
+
102
+ accumulated += vec4<f32>(radiance * solid_angle, solid_angle);
103
+ }
104
+ }
105
+
106
+ let total = sh_exp_workgroup_sum(accumulated, local_index);
107
+
108
+ if (local_index != 0u) {
109
+ return;
110
+ }
111
+
112
+ let cell_uv = (vec2<f32>(f32(cell_x), f32(cell_y)) + 0.5) / f32(resolution);
113
+ let cell_solid_angle = octahedral_solid_angle(cell_uv, 1.0 / f32(resolution));
114
+
115
+ // the solid-angle-weighted mean radiance over the cell, standing for all of it
116
+ let radiance = total.rgb / total.a;
117
+
118
+ cells[2u * cell] = vec4<f32>(uv_octahedral_unit_decode(cell_uv), 0.0);
119
+ cells[2u * cell + 1u] = vec4<f32>(radiance * cell_solid_angle, cell_solid_angle);
120
+ }
121
+ `, [
122
+ chunk_octahedral_solid_angle,
123
+ chunk_uv_octahedral_unit_decode,
124
+ chunk_sh_exp_workgroup_sum,
125
+ ]);
126
+
127
+ /**
128
+ * First pass of the SH-exponential encoder: integrates the octahedral environment's level 0 down to a
129
+ * coarse octahedral grid of `cell_resolution²` cells, each a direction and its radiance times solid
130
+ * angle — the quadrature the reference reflectance is integrated over.
131
+ *
132
+ * Writes two `vec4` per cell into `cells`: `(direction, 0)`, then `(radiance * solid_angle, solid_angle)`.
133
+ * Radiance is the solid-angle-weighted mean of the source texels whose centres fall in the cell
134
+ * (`octahedral_solid_angle` per texel, so the octahedral map's area distortion is accounted for), or
135
+ * of the texel under the cell's centre where a map coarser than the grid leaves none; past
136
+ * {@link SH_EXP_MAX_TEXELS_PER_CELL_SIDE} texels a side it is read with a stride. The cell's solid
137
+ * angle is its own, so the grid sums to 4π whatever the source resolution.
138
+ *
139
+ * Dispatch `cell_resolution²` workgroups.
140
+ *
141
+ * @type {ComputeShader}
142
+ */
143
+ export const shader_sh_exp_environment_cells = ComputeShader.from({
144
+ label: "SH exponential / environment cells",
145
+ resources,
146
+ body,
147
+ });
@@ -0,0 +1,24 @@
1
+ /**
2
+ * The floor's own floor, for an environment that is black everywhere: `log` of it is about -69, so
3
+ * such a probe reconstructs to ~1e-30 rather than to `exp(-inf)` by way of a NaN.
4
+ *
5
+ * @type {number}
6
+ */
7
+ export const SH_EXP_LOG_FLOOR_MINIMUM: number;
8
+ /**
9
+ * Third pass of the SH-exponential encoder: the floor `log E0` is taken above, relative to the mean
10
+ * luminance of `E0` over the fit samples.
11
+ *
12
+ * The fit is least squares in log space, which weighs a ratio the same at any brightness. A region
13
+ * that reflects next to nothing — a black lower hemisphere — would otherwise pull the fit towards
14
+ * reproducing `log 0` there, at the expense of everything visible. A floor relative to the mean keeps
15
+ * the encoding scale-invariant: an environment `k` times brighter encodes to the same probe with
16
+ * `log k` added to the constant band, and nothing else changed.
17
+ *
18
+ * Writes `(floor, mean luminance, 0, 0)` into `statistics[0]`. Dispatch one workgroup.
19
+ *
20
+ * @type {ComputeShader}
21
+ */
22
+ export const shader_sh_exp_log_floor: ComputeShader;
23
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
24
+ //# sourceMappingURL=shader_sh_exp_log_floor.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_sh_exp_log_floor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/shader_sh_exp_log_floor.js"],"names":[],"mappings":"AAQA;;;;;GAKG;AACH,uCAFU,MAAM,CAE8B;AA8C9C;;;;;;;;;;;;;GAaG;AACH,sCAFU,aAAa,CAMpB;8BA7E2B,kCAAkC"}
@@ -0,0 +1,79 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
3
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
5
+ import { vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { chunk_sh_exp_workgroup_sum, SH_EXP_WORKGROUP_SIZE } from "./chunk_sh_exp_workgroup_sum.js";
7
+ import { SH_EXP_ENCODE_PARAMETERS_STRUCT } from "./SH_EXP_ENCODE_PARAMETERS_STRUCT.js";
8
+
9
+ /**
10
+ * The floor's own floor, for an environment that is black everywhere: `log` of it is about -69, so
11
+ * such a probe reconstructs to ~1e-30 rather than to `exp(-inf)` by way of a NaN.
12
+ *
13
+ * @type {number}
14
+ */
15
+ export const SH_EXP_LOG_FLOOR_MINIMUM = 1e-30;
16
+
17
+ const resources = new ShaderResourceSetDescriptor();
18
+
19
+ resources.createGroup()
20
+ .addUniform("parameters", SH_EXP_ENCODE_PARAMETERS_STRUCT)
21
+ .addStorageBuffer("reflectance", WebGPUArray.from(vec4f), false)
22
+ .addStorageBuffer("statistics", WebGPUArray.from(vec4f), true);
23
+
24
+ const body = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ const WORKGROUP_SIZE : u32 = ${SH_EXP_WORKGROUP_SIZE}u;
28
+
29
+ // Rec. 709 luminance, the weighting the floor is relative to
30
+ const LUMINANCE = vec3<f32>(0.2126, 0.7152, 0.0722);
31
+
32
+ @compute @workgroup_size(${SH_EXP_WORKGROUP_SIZE})
33
+ fn main(@builtin(local_invocation_index) local_index: u32) {
34
+ let sample_count = parameters.sample_count;
35
+
36
+ // sixteen steps at the default 4096 samples
37
+ let iterations = (sample_count + WORKGROUP_SIZE - 1u) / WORKGROUP_SIZE;
38
+
39
+ var luminance = 0.0;
40
+
41
+ for (var k = 0u; k < iterations; k++) {
42
+ let sample_index = k * WORKGROUP_SIZE + local_index;
43
+
44
+ if (sample_index < sample_count) {
45
+ luminance += dot(reflectance[sample_index].xyz, LUMINANCE);
46
+ }
47
+ }
48
+
49
+ let total = sh_exp_workgroup_sum(vec4<f32>(luminance, 0.0, 0.0, 0.0), local_index);
50
+
51
+ if (local_index == 0u) {
52
+ let mean = total.x / f32(sample_count);
53
+
54
+ statistics[0] = vec4<f32>(max(mean * parameters.log_floor_ratio, ${SH_EXP_LOG_FLOOR_MINIMUM}), mean, 0.0, 0.0);
55
+ }
56
+ }
57
+ `, [
58
+ chunk_sh_exp_workgroup_sum,
59
+ ]);
60
+
61
+ /**
62
+ * Third pass of the SH-exponential encoder: the floor `log E0` is taken above, relative to the mean
63
+ * luminance of `E0` over the fit samples.
64
+ *
65
+ * The fit is least squares in log space, which weighs a ratio the same at any brightness. A region
66
+ * that reflects next to nothing — a black lower hemisphere — would otherwise pull the fit towards
67
+ * reproducing `log 0` there, at the expense of everything visible. A floor relative to the mean keeps
68
+ * the encoding scale-invariant: an environment `k` times brighter encodes to the same probe with
69
+ * `log k` added to the constant band, and nothing else changed.
70
+ *
71
+ * Writes `(floor, mean luminance, 0, 0)` into `statistics[0]`. Dispatch one workgroup.
72
+ *
73
+ * @type {ComputeShader}
74
+ */
75
+ export const shader_sh_exp_log_floor = ComputeShader.from({
76
+ label: "SH exponential / log floor",
77
+ resources,
78
+ body,
79
+ });
@@ -0,0 +1,17 @@
1
+ /**
2
+ * Fourth pass of the SH-exponential encoder: the right-hand side of the fit's normal equations,
3
+ * `Aᵀ log E0 / S` — for each unknown, the mean over the fit samples of its design-row entry times
4
+ * the floored log of the reference reflectance.
5
+ *
6
+ * The design row is Silvennoinen et al.'s row constraint (HPG 2025, https://doi.org/10.1111/cgf.70219):
7
+ * `vMF(1/alpha) ⊙ Y(r)` for P, `vMF(1/alpha) ⊙ Y(h_r)` for Q, built here one coefficient at a time by
8
+ * `sh_basis_function` so that one kernel serves every band count. Its CPU twin is
9
+ * `sh_exp_design_row`, which the solve matrix this is multiplied by was built from.
10
+ *
11
+ * Writes `(rgb, 0)` per unknown into `projection`. Dispatch `coefficient_count` workgroups.
12
+ *
13
+ * @type {ComputeShader}
14
+ */
15
+ export const shader_sh_exp_project: ComputeShader;
16
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
17
+ //# sourceMappingURL=shader_sh_exp_project.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_sh_exp_project.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/shader_sh_exp_project.js"],"names":[],"mappings":"AAgFA;;;;;;;;;;;;;GAaG;AACH,oCAFU,aAAa,CAMpB;8BA9F2B,kCAAkC"}
@@ -0,0 +1,99 @@
1
+ import { chunk_sh_band_of_index } from "../../../shader/chunk/spherical_harmonics/chunk_sh_band_of_index.js";
2
+ import { chunk_sh_basis_function } from "../../../shader/chunk/spherical_harmonics/chunk_sh_basis_function.js";
3
+ import { chunk_sh_vmf_window } from "../../../shader/chunk/spherical_harmonics/chunk_sh_vmf_window.js";
4
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
8
+ import { vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
9
+ import { chunk_sh_exp_workgroup_sum, SH_EXP_WORKGROUP_SIZE } from "./chunk_sh_exp_workgroup_sum.js";
10
+ import { SH_EXP_ENCODE_PARAMETERS_STRUCT } from "./SH_EXP_ENCODE_PARAMETERS_STRUCT.js";
11
+
12
+ const resources = new ShaderResourceSetDescriptor();
13
+
14
+ resources.createGroup()
15
+ .addUniform("parameters", SH_EXP_ENCODE_PARAMETERS_STRUCT)
16
+ .addStorageBuffer("samples", WebGPUArray.from(vec4f), false)
17
+ .addStorageBuffer("reflectance", WebGPUArray.from(vec4f), false)
18
+ .addStorageBuffer("statistics", WebGPUArray.from(vec4f), false)
19
+ .addStorageBuffer("projection", WebGPUArray.from(vec4f), true);
20
+
21
+ const body = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ const WORKGROUP_SIZE : u32 = ${SH_EXP_WORKGROUP_SIZE}u;
25
+
26
+ // One workgroup per unknown of the fit.
27
+ @compute @workgroup_size(${SH_EXP_WORKGROUP_SIZE})
28
+ fn main(
29
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
30
+ @builtin(local_invocation_index) local_index: u32,
31
+ ) {
32
+ let coefficient = workgroup_id.x;
33
+
34
+ let p_count = parameters.p_band_count * parameters.p_band_count;
35
+ let in_p = coefficient < p_count;
36
+
37
+ // Q's band 0 is P's, so Q's unknowns start at its coefficient 1
38
+ let index = select(coefficient - p_count + 1u, coefficient, in_p);
39
+ let l = sh_band_of_index(index);
40
+ let m = i32(index) - i32(l * (l + 1u));
41
+
42
+ let log_floor = statistics[0].x;
43
+ let sample_count = parameters.sample_count;
44
+
45
+ // sixteen steps at the default 4096 samples
46
+ let iterations = (sample_count + WORKGROUP_SIZE - 1u) / WORKGROUP_SIZE;
47
+
48
+ var accumulated = vec3<f32>(0.0);
49
+
50
+ for (var k = 0u; k < iterations; k++) {
51
+ let sample_index = k * WORKGROUP_SIZE + local_index;
52
+
53
+ if (sample_index < sample_count) {
54
+ let normal_alpha = samples[2u * sample_index];
55
+ let normal = normal_alpha.xyz;
56
+ let view = samples[2u * sample_index + 1u].xyz;
57
+
58
+ // the reflection-half-reflection parametrization: P sees r, Q sees h_r
59
+ let r = reflect(-view, normal);
60
+ let h_r = normalize(normal + r);
61
+
62
+ let design = sh_vmf_window(f32(l), 1.0 / normal_alpha.w) * sh_basis_function(m, i32(l), select(h_r, r, in_p));
63
+
64
+ accumulated += design * log(max(reflectance[sample_index].xyz, vec3<f32>(log_floor)));
65
+ }
66
+ }
67
+
68
+ let total = sh_exp_workgroup_sum(vec4<f32>(accumulated, 0.0), local_index);
69
+
70
+ if (local_index == 0u) {
71
+ projection[coefficient] = vec4<f32>(total.xyz / f32(sample_count), 0.0);
72
+ }
73
+ }
74
+ `, [
75
+ chunk_sh_band_of_index,
76
+ chunk_sh_basis_function,
77
+ chunk_sh_vmf_window,
78
+ chunk_sh_exp_workgroup_sum,
79
+ ]);
80
+
81
+ /**
82
+ * Fourth pass of the SH-exponential encoder: the right-hand side of the fit's normal equations,
83
+ * `Aᵀ log E0 / S` — for each unknown, the mean over the fit samples of its design-row entry times
84
+ * the floored log of the reference reflectance.
85
+ *
86
+ * The design row is Silvennoinen et al.'s row constraint (HPG 2025, https://doi.org/10.1111/cgf.70219):
87
+ * `vMF(1/alpha) ⊙ Y(r)` for P, `vMF(1/alpha) ⊙ Y(h_r)` for Q, built here one coefficient at a time by
88
+ * `sh_basis_function` so that one kernel serves every band count. Its CPU twin is
89
+ * `sh_exp_design_row`, which the solve matrix this is multiplied by was built from.
90
+ *
91
+ * Writes `(rgb, 0)` per unknown into `projection`. Dispatch `coefficient_count` workgroups.
92
+ *
93
+ * @type {ComputeShader}
94
+ */
95
+ export const shader_sh_exp_project = ComputeShader.from({
96
+ label: "SH exponential / project",
97
+ resources,
98
+ body,
99
+ });
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Second pass of the SH-exponential encoder: the reference the fit is solved against, Silvennoinen et
3
+ * al.'s base reflectance
4
+ *
5
+ * E0(v, n, alpha) = ∫ L(l) f_DV(v, n, l, alpha) <l, n> dl
6
+ *
7
+ * (HPG 2025, https://doi.org/10.1111/cgf.70219, "Our Factorization"), at every fit sample, by
8
+ * quadrature over the cells of `shader_sh_exp_environment_cells`. `f_DV` is the engine's GGX
9
+ * distribution times its height-correlated Smith visibility — the BRDF the split-sum LUT integrates —
10
+ * without Fresnel, which the reconstruction applies (`sh_exp_specular`).
11
+ *
12
+ * A deterministic quadrature rather than importance sampling: no noise in the fit's right-hand side,
13
+ * and the spec can hold it to a closed form (at `alpha = 1`, `E0` of a white environment is
14
+ * `1 - NoV * ln(1 + 1 / NoV)`). Cells of a 64 grid are ~3° across; fitting over it or over a 128 grid
15
+ * gave the same reconstruction error to the third decimal even at alpha 0.1, below the default range
16
+ * (f64 prototype, Venice-sunset map, 2026-10-03).
17
+ *
18
+ * Writes `(E0.rgb, 0)` per sample into `reflectance`. Dispatch `sample_count` workgroups.
19
+ *
20
+ * @type {ComputeShader}
21
+ */
22
+ export const shader_sh_exp_reference_reflectance: ComputeShader;
23
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
24
+ //# sourceMappingURL=shader_sh_exp_reference_reflectance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_sh_exp_reference_reflectance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/shader_sh_exp_reference_reflectance.js"],"names":[],"mappings":"AA8EA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,kDAFU,aAAa,CAMpB;8BApG2B,kCAAkC"}
@@ -0,0 +1,104 @@
1
+ import { chunk_D_GGX } from "../../../shader/chunk/brdf/chunk_D_GGX.js";
2
+ import { chunk_V_GGX_SmithCorrelated } from "../../../shader/chunk/brdf/chunk_V_GGX_SmithCorrelated.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
7
+ import { vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
8
+ import { chunk_sh_exp_workgroup_sum, SH_EXP_WORKGROUP_SIZE } from "./chunk_sh_exp_workgroup_sum.js";
9
+ import { SH_EXP_ENCODE_PARAMETERS_STRUCT } from "./SH_EXP_ENCODE_PARAMETERS_STRUCT.js";
10
+
11
+ const resources = new ShaderResourceSetDescriptor();
12
+
13
+ resources.createGroup()
14
+ .addUniform("parameters", SH_EXP_ENCODE_PARAMETERS_STRUCT)
15
+ .addStorageBuffer("samples", WebGPUArray.from(vec4f), false)
16
+ .addStorageBuffer("cells", WebGPUArray.from(vec4f), false)
17
+ .addStorageBuffer("reflectance", WebGPUArray.from(vec4f), true);
18
+
19
+ const body = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ const WORKGROUP_SIZE : u32 = ${SH_EXP_WORKGROUP_SIZE}u;
23
+
24
+ // One workgroup per fit sample.
25
+ @compute @workgroup_size(${SH_EXP_WORKGROUP_SIZE})
26
+ fn main(
27
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
28
+ @builtin(local_invocation_index) local_index: u32,
29
+ ) {
30
+ let sample_index = workgroup_id.x;
31
+
32
+ let normal_alpha = samples[2u * sample_index];
33
+ let normal = normal_alpha.xyz;
34
+ let alpha = normal_alpha.w;
35
+ let view = samples[2u * sample_index + 1u].xyz;
36
+
37
+ // the fit samples keep dot(normal, view) at 0.01 or above
38
+ let NoV = dot(normal, view);
39
+ let alpha2 = alpha * alpha;
40
+
41
+ let cell_count = parameters.cell_resolution * parameters.cell_resolution;
42
+
43
+ // sixteen steps at the 64-cell grid
44
+ let iterations = (cell_count + WORKGROUP_SIZE - 1u) / WORKGROUP_SIZE;
45
+
46
+ var reflected = vec3<f32>(0.0);
47
+
48
+ for (var k = 0u; k < iterations; k++) {
49
+ let cell = k * WORKGROUP_SIZE + local_index;
50
+
51
+ if (cell < cell_count) {
52
+ let light = cells[2u * cell].xyz;
53
+ let NoL = dot(normal, light);
54
+
55
+ if (NoL > 0.0) {
56
+ let half_vector = normalize(light + view);
57
+ let NoH = saturate(dot(normal, half_vector));
58
+
59
+ // f_DV: the GGX microfacet BRDF with the Fresnel term left out
60
+ let brdf = D_GGX(alpha2, NoH * NoH) * V_GGX_SmithCorrelated(alpha, NoL, NoV);
61
+
62
+ reflected += cells[2u * cell + 1u].xyz * (brdf * NoL);
63
+ }
64
+ }
65
+ }
66
+
67
+ let total = sh_exp_workgroup_sum(vec4<f32>(reflected, 0.0), local_index);
68
+
69
+ if (local_index == 0u) {
70
+ reflectance[sample_index] = vec4<f32>(total.xyz, 0.0);
71
+ }
72
+ }
73
+ `, [
74
+ chunk_D_GGX,
75
+ chunk_V_GGX_SmithCorrelated,
76
+ chunk_sh_exp_workgroup_sum,
77
+ ]);
78
+
79
+ /**
80
+ * Second pass of the SH-exponential encoder: the reference the fit is solved against, Silvennoinen et
81
+ * al.'s base reflectance
82
+ *
83
+ * E0(v, n, alpha) = ∫ L(l) f_DV(v, n, l, alpha) <l, n> dl
84
+ *
85
+ * (HPG 2025, https://doi.org/10.1111/cgf.70219, "Our Factorization"), at every fit sample, by
86
+ * quadrature over the cells of `shader_sh_exp_environment_cells`. `f_DV` is the engine's GGX
87
+ * distribution times its height-correlated Smith visibility — the BRDF the split-sum LUT integrates —
88
+ * without Fresnel, which the reconstruction applies (`sh_exp_specular`).
89
+ *
90
+ * A deterministic quadrature rather than importance sampling: no noise in the fit's right-hand side,
91
+ * and the spec can hold it to a closed form (at `alpha = 1`, `E0` of a white environment is
92
+ * `1 - NoV * ln(1 + 1 / NoV)`). Cells of a 64 grid are ~3° across; fitting over it or over a 128 grid
93
+ * gave the same reconstruction error to the third decimal even at alpha 0.1, below the default range
94
+ * (f64 prototype, Venice-sunset map, 2026-10-03).
95
+ *
96
+ * Writes `(E0.rgb, 0)` per sample into `reflectance`. Dispatch `sample_count` workgroups.
97
+ *
98
+ * @type {ComputeShader}
99
+ */
100
+ export const shader_sh_exp_reference_reflectance = ComputeShader.from({
101
+ label: "SH exponential / reference reflectance",
102
+ resources,
103
+ body,
104
+ });
@@ -0,0 +1,12 @@
1
+ /**
2
+ * Last pass of the SH-exponential encoder: the coefficients, `x = M⁻¹ · projection` with the solve
3
+ * matrix built on the CPU (`sh_exp_solve_matrix`), written as a probe in the layout
4
+ * `sh_exp_probe_vec4_count` describes — header, P, Q — at `output_offset`.
5
+ *
6
+ * Dispatch `coefficient_count` workgroups.
7
+ *
8
+ * @type {ComputeShader}
9
+ */
10
+ export const shader_sh_exp_solve: ComputeShader;
11
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
12
+ //# sourceMappingURL=shader_sh_exp_solve.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_sh_exp_solve.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/shader_sh_exp_solve.js"],"names":[],"mappings":"AA+EA;;;;;;;;GAQG;AACH,kCAFU,aAAa,CAMpB;8BA3F2B,kCAAkC"}
@@ -0,0 +1,93 @@
1
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
2
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
3
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
4
+ import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
5
+ import { f32, vec4f } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
6
+ import { chunk_sh_exp_workgroup_sum } from "./chunk_sh_exp_workgroup_sum.js";
7
+ import { SH_EXP_ENCODE_PARAMETERS_STRUCT } from "./SH_EXP_ENCODE_PARAMETERS_STRUCT.js";
8
+
9
+ /**
10
+ * Invocations per unknown. Ten-and-ten bands is 199 unknowns, four steps each.
11
+ *
12
+ * @type {number}
13
+ */
14
+ const SOLVE_WORKGROUP_SIZE = 64;
15
+
16
+ const resources = new ShaderResourceSetDescriptor();
17
+
18
+ resources.createGroup()
19
+ .addUniform("parameters", SH_EXP_ENCODE_PARAMETERS_STRUCT)
20
+ .addStorageBuffer("solve_matrix", WebGPUArray.from(f32), false)
21
+ .addStorageBuffer("projection", WebGPUArray.from(vec4f), false)
22
+ .addStorageBuffer("probe", WebGPUArray.from(vec4f), true);
23
+
24
+ const body = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ const WORKGROUP_SIZE : u32 = ${SOLVE_WORKGROUP_SIZE}u;
28
+
29
+ // One workgroup per unknown of the fit.
30
+ @compute @workgroup_size(${SOLVE_WORKGROUP_SIZE})
31
+ fn main(
32
+ @builtin(workgroup_id) workgroup_id: vec3<u32>,
33
+ @builtin(local_invocation_index) local_index: u32,
34
+ ) {
35
+ let coefficient = workgroup_id.x;
36
+ let coefficient_count = parameters.coefficient_count;
37
+
38
+ let iterations = (coefficient_count + WORKGROUP_SIZE - 1u) / WORKGROUP_SIZE;
39
+
40
+ var accumulated = vec3<f32>(0.0);
41
+
42
+ for (var k = 0u; k < iterations; k++) {
43
+ let j = k * WORKGROUP_SIZE + local_index;
44
+
45
+ if (j < coefficient_count) {
46
+ accumulated += solve_matrix[coefficient * coefficient_count + j] * projection[j].xyz;
47
+ }
48
+ }
49
+
50
+ let total = sh_exp_workgroup_sum(vec4<f32>(accumulated, 0.0), local_index);
51
+
52
+ if (local_index != 0u) {
53
+ return;
54
+ }
55
+
56
+ let p_count = parameters.p_band_count * parameters.p_band_count;
57
+ let base = parameters.output_offset;
58
+
59
+ // [header][P: p_count][Q: q_count, its band 0 kept at zero]; Q's unknowns start at its coefficient 1,
60
+ // so unknown j >= p_count lands at 1 + p_count + (j - p_count + 1)
61
+ let slot = select(2u + coefficient, 1u + coefficient, coefficient < p_count);
62
+
63
+ probe[base + slot] = vec4<f32>(total.xyz, 0.0);
64
+
65
+ if (coefficient == 0u) {
66
+ probe[base] = vec4<f32>(
67
+ parameters.alpha_min,
68
+ parameters.alpha_max,
69
+ f32(parameters.p_band_count),
70
+ f32(parameters.q_band_count)
71
+ );
72
+
73
+ probe[base + 1u + p_count] = vec4<f32>(0.0);
74
+ }
75
+ }
76
+ `, [
77
+ chunk_sh_exp_workgroup_sum,
78
+ ]);
79
+
80
+ /**
81
+ * Last pass of the SH-exponential encoder: the coefficients, `x = M⁻¹ · projection` with the solve
82
+ * matrix built on the CPU (`sh_exp_solve_matrix`), written as a probe in the layout
83
+ * `sh_exp_probe_vec4_count` describes — header, P, Q — at `output_offset`.
84
+ *
85
+ * Dispatch `coefficient_count` workgroups.
86
+ *
87
+ * @type {ComputeShader}
88
+ */
89
+ export const shader_sh_exp_solve = ComputeShader.from({
90
+ label: "SH exponential / solve",
91
+ resources,
92
+ body,
93
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAmBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA0DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCAxViC,iCAAiC"}
1
+ {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAmBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA2DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCAzViC,iCAAiC"}
@@ -227,6 +227,7 @@ export class GPULightMap {
227
227
  viz_buffer,
228
228
 
229
229
  materials: r_materials.buffer_materials,
230
+ media: r_materials.buffer_media,
230
231
  textures: r_materials.textureView,
231
232
  tNoise: graphics.textures.obtain(HILBERT_R2_INDEX_TEXTURE).obtainView(),
232
233
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_viz_to_irradiance_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_irradiance_flat.js"],"names":[],"mappings":"AAkOA,iEASE;4BAnM0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_viz_to_irradiance_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_irradiance_flat.js"],"names":[],"mappings":"AAsOA,iEASE;4BArM0B,6BAA6B"}