@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
@@ -29,41 +29,76 @@ fn screen_space_ray_projectable(p: vec3<f32>, projection: mat4x4<f32>) -> bool {
29
29
  return clip.w > 1e-6 && all(abs(clip) < vec4<f32>(1e30));
30
30
  }
31
31
 
32
- // Reconstruct the receiver at the subpixel lookup on its local tangent plane.
33
- // A texel-center position is a different surface point: projecting its nearest
34
- // point on the ray can exceed one pixel at grazing angles even for an exact hit.
35
- fn screen_space_ray_validate(
36
- ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
37
- projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
38
- distance_tolerance: f32,
39
- ) -> ScreenSpaceRayHit {
40
- var hit = ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u);
41
- if (!screen_space_ray_in_bounds(uv)) { return hit; }
32
+ // The receiver sampled at one lookup: its device depth and its local tangent plane.
33
+ struct ScreenSpaceRayReceiver {
34
+ depth: f32,
35
+ plane: vec4<f32>,
36
+ }
37
+
38
+ // One G-buffer fetch. Depth is stored at the texel center; .zw is the geometric
39
+ // face normal, while .xy includes material normal mapping.
40
+ fn screen_space_ray_load_receiver(
41
+ uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
42
+ inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
43
+ ) -> ScreenSpaceRayReceiver {
42
44
  let size = textureDimensions(depth, 0);
43
45
  let coord = vec2<i32>(uv * vec2<f32>(size));
44
46
  let d = textureLoad(depth, coord, 0).r;
45
- if (is_background(d)) { hit.status = 2u; return hit; }
46
47
  let center = (vec2<f32>(coord) + 0.5) / vec2<f32>(size);
47
- let center_position = inv_project_position(vec3<f32>(center, d), inverse_projection);
48
- let normal = (world_to_view * vec4f(decode_g_buffer_normal(textureLoad(normals, coord, 0).zw), 0.0)).xyz;
49
- let lookup_ray = inv_project_position(vec3f(uv, d), inverse_projection);
50
- let denominator = dot(normal, lookup_ray);
51
- if (!(abs(denominator) > 1e-6)) { hit.status = 3u; return hit; }
52
- let scale = dot(normal, center_position) / denominator;
53
- if (!(scale > 0.0)) { hit.status = 3u; return hit; }
54
- let p = lookup_ray * scale;
48
+ let position = inv_project_position(vec3<f32>(center, d), inverse_projection);
49
+ let normal = (world_to_view * vec4<f32>(decode_g_buffer_normal(textureLoad(normals, coord, 0).zw), 0.0)).xyz;
50
+ return ScreenSpaceRayReceiver(d, plane_from_normal_and_point(normal, position));
51
+ }
52
+
53
+ // Reconstruct the receiver at the subpixel lookup on its local tangent plane, where the
54
+ // lookup's camera ray meets it. A texel-center position is a different surface point:
55
+ // projecting its nearest point on the ray can exceed one pixel at grazing angles even for
56
+ // an exact hit. w is the scale along the camera ray. Where it is not positive the plane
57
+ // has no intersection in front of the eye, and xyz is the depth sample under the lookup.
58
+ fn screen_space_ray_lookup_position(
59
+ uv: vec2<f32>, receiver: ScreenSpaceRayReceiver, inverse_projection: mat4x4<f32>,
60
+ ) -> vec4<f32> {
61
+ let lookup_ray = inv_project_position(vec3f(uv, receiver.depth), inverse_projection);
62
+ let denominator = dot(receiver.plane.xyz, lookup_ray);
63
+ if (!(abs(denominator) > 1e-6)) { return vec4<f32>(lookup_ray, 0.0); }
64
+ let scale = -receiver.plane.w / denominator;
65
+ return vec4<f32>(select(lookup_ray, lookup_ray * scale, scale > 0.0), scale);
66
+ }
67
+
68
+ fn screen_space_ray_accept(
69
+ ray: Ray, uv: vec2<f32>, receiver: ScreenSpaceRayReceiver, size: vec2<f32>,
70
+ projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, distance_tolerance: f32,
71
+ ) -> ScreenSpaceRayHit {
72
+ var hit = ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u);
73
+ let lookup = screen_space_ray_lookup_position(uv, receiver, inverse_projection);
74
+ if (!(lookup.w > 0.0)) { hit.status = 3u; return hit; }
75
+ let p = lookup.xyz;
55
76
  let travel = dot(p - ray.origin, ray.direction);
56
77
  hit.distance = travel;
57
78
  if (!(travel > 1e-4 && travel <= ray.tmax)) { hit.status = 4u; return hit; }
58
79
  let nearest = ray_nearest_point(ray, p);
59
80
  if (!screen_space_ray_projectable(nearest, projection)) { return hit; }
60
- let pixel_error = length((project_position(nearest, projection).xy - uv) * vec2<f32>(size));
81
+ let pixel_error = length((project_position(nearest, projection).xy - uv) * size);
61
82
  hit.residual = distance(p, nearest);
62
83
  hit.status = 5u;
63
84
  if (pixel_error <= 1.0 && hit.residual <= distance_tolerance) { hit.status = 0u; }
64
85
  return hit;
65
86
  }
66
87
 
88
+ fn screen_space_ray_validate(
89
+ ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
90
+ projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
91
+ distance_tolerance: f32,
92
+ ) -> ScreenSpaceRayHit {
93
+ if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u); }
94
+ let receiver = screen_space_ray_load_receiver(uv, depth, normals, inverse_projection, world_to_view);
95
+ if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 2u); }
96
+ return screen_space_ray_accept(ray, uv, receiver, vec2<f32>(textureDimensions(depth, 0)),
97
+ projection, inverse_projection, distance_tolerance);
98
+ }
99
+
100
+ // One G-buffer fetch per lookup, as in the paper: the plane that rejects lookup n
101
+ // is also the tangent plane of update n+1. max_updates updates read max_updates+1 texels.
67
102
  fn screen_space_newton_ray(
68
103
  ray: Ray, seed_uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
69
104
  projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
@@ -71,28 +106,27 @@ fn screen_space_newton_ray(
71
106
  ) -> ScreenSpaceRayHit {
72
107
  var uv = seed_uv;
73
108
  var hit = ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 5u);
74
- let size = textureDimensions(depth, 0);
75
- for (var i = 0u; i < min(max_updates, 16u); i++) {
109
+ let size = vec2<f32>(textureDimensions(depth, 0));
110
+ let updates = min(max_updates, 16u);
111
+ if (updates == 0u) { return hit; }
112
+ for (var i = 0u; i <= updates; i++) {
113
+ let iterations = max(i, 1u);
114
+ if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 1u); }
115
+ let receiver = screen_space_ray_load_receiver(uv, depth, normals, inverse_projection, world_to_view);
116
+ if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 2u); }
117
+ // The seed is the undisplaced background, not an update; only updated lookups are accepted.
118
+ if (i > 0u) {
119
+ hit = screen_space_ray_accept(ray, uv, receiver, size, projection, inverse_projection, distance_tolerance);
120
+ hit.iterations = i;
121
+ if (hit.status == 0u || hit.status == 1u || i == updates) { return hit; }
122
+ }
76
123
  hit.iterations = i + 1u;
77
- if (!screen_space_ray_in_bounds(uv)) { hit.status = 1u; return hit; }
78
- let coord = vec2<i32>(uv * vec2<f32>(size));
79
- let d = textureLoad(depth, coord, 0).r;
80
- if (is_background(d)) { hit.status = 2u; return hit; }
81
- let center = (vec2<f32>(coord) + 0.5) / vec2<f32>(size);
82
- let receiver = inv_project_position(vec3<f32>(center, d), inverse_projection);
83
- // .zw is the geometric face normal; .xy includes material normal mapping.
84
- let world_normal = decode_g_buffer_normal(textureLoad(normals, coord, 0).zw);
85
- let normal = (world_to_view * vec4<f32>(world_normal, 0.0)).xyz;
86
- if (!(abs(dot(ray.direction, normal)) > 1e-4)) { hit.status = 3u; return hit; }
87
- let plane = plane_from_normal_and_point(normal, receiver);
88
- let travel = plane_ray_raycast(ray.origin, ray.direction, plane);
124
+ if (!(abs(dot(ray.direction, receiver.plane.xyz)) > 1e-4)) { hit.status = 3u; return hit; }
125
+ let travel = plane_ray_raycast(ray.origin, ray.direction, receiver.plane);
89
126
  if (!(travel > 1e-4 && travel <= ray.tmax)) { hit.status = 4u; return hit; }
90
127
  let next = ray_at(ray.origin, ray.direction, travel);
91
128
  if (!screen_space_ray_projectable(next, projection)) { hit.status = 1u; return hit; }
92
129
  uv = project_position(next, projection).xy;
93
- hit = screen_space_ray_validate(ray, uv, depth, normals, projection, inverse_projection, world_to_view, distance_tolerance);
94
- hit.iterations = i + 1u;
95
- if (hit.status == 0u || hit.status == 1u || hit.status == 2u) { return hit; }
96
130
  }
97
131
  return hit;
98
132
  }
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The band `l` a band-major coefficient index belongs to — the inverse of `sh_index(m, l)` up to `m`,
3
+ * which is then `index - l * (l + 1)`.
4
+ *
5
+ * `floor(sqrt(index))`, corrected by one either way: `f32` square roots of perfect squares are exact,
6
+ * but the correction keeps the answer integer-exact rather than trusting rounding near a square — for
7
+ * every index below 65535², past which `(l + 1)²` wraps in `u32`. The ten bands the engine generates
8
+ * stop at index 99.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_sh_band_of_index: CodeChunk;
13
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_sh_band_of_index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_band_of_index.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh_band_of_index.js"],"names":[],"mappings":"AAEA;;;;;;;;;;GAUG;AACH,qCAFU,SAAS,CAkBhB;0BA7BuB,6BAA6B"}
@@ -0,0 +1,30 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The band `l` a band-major coefficient index belongs to — the inverse of `sh_index(m, l)` up to `m`,
5
+ * which is then `index - l * (l + 1)`.
6
+ *
7
+ * `floor(sqrt(index))`, corrected by one either way: `f32` square roots of perfect squares are exact,
8
+ * but the correction keeps the answer integer-exact rather than trusting rounding near a square — for
9
+ * every index below 65535², past which `(l + 1)²` wraps in `u32`. The ten bands the engine generates
10
+ * stop at index 99.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_sh_band_of_index = CodeChunk.from(
15
+ //language=WGSL
16
+ `
17
+ fn sh_band_of_index(index: u32) -> u32 {
18
+ var l = u32(sqrt(f32(index)));
19
+
20
+ if ((l + 1u) * (l + 1u) <= index) {
21
+ l += 1u;
22
+ }
23
+
24
+ if (l * l > index) {
25
+ l -= 1u;
26
+ }
27
+
28
+ return l;
29
+ }
30
+ `);
@@ -0,0 +1,19 @@
1
+ /**
2
+ * One real spherical harmonic `Y(l, m)` at a unit direction, for any band — the general form of the
3
+ * fixed-order `sh2_basis_at`/`sh3_basis_at` and of the generated `sh{N}_basis_at` chunks, in the same
4
+ * convention: all-positive (no Condon-Shortley phase), zonal axis +Z, `m` signed as in `sh_index(m, l)`
5
+ * (negative `m` is the `sin`/`y` family).
6
+ *
7
+ * Fully normalized associated Legendre recurrence plus `(x + iy)^|m|` for the azimuth, so there is no
8
+ * trigonometry and no factorial: `|m|` steps to the sectoral term, then `l - |m|` steps up the band.
9
+ * The work is `O(l)`; at the ten bands the SH-exponential encoder uses that is at most nineteen steps.
10
+ * Meant for kernels that run once (projection, fitting), where one function serving every order beats
11
+ * a chunk per order. Per-pixel reconstruction should use the unrolled `sh{N}_*` chunks instead.
12
+ *
13
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_basis_at.js`, which documents the recurrence.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_sh_basis_function: CodeChunk;
18
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
19
+ //# sourceMappingURL=chunk_sh_basis_function.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_basis_function.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh_basis_function.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,sCAFU,SAAS,CAwDhB;0BAxEuB,6BAA6B"}
@@ -0,0 +1,73 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * One real spherical harmonic `Y(l, m)` at a unit direction, for any band — the general form of the
5
+ * fixed-order `sh2_basis_at`/`sh3_basis_at` and of the generated `sh{N}_basis_at` chunks, in the same
6
+ * convention: all-positive (no Condon-Shortley phase), zonal axis +Z, `m` signed as in `sh_index(m, l)`
7
+ * (negative `m` is the `sin`/`y` family).
8
+ *
9
+ * Fully normalized associated Legendre recurrence plus `(x + iy)^|m|` for the azimuth, so there is no
10
+ * trigonometry and no factorial: `|m|` steps to the sectoral term, then `l - |m|` steps up the band.
11
+ * The work is `O(l)`; at the ten bands the SH-exponential encoder uses that is at most nineteen steps.
12
+ * Meant for kernels that run once (projection, fitting), where one function serving every order beats
13
+ * a chunk per order. Per-pixel reconstruction should use the unrolled `sh{N}_*` chunks instead.
14
+ *
15
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_basis_at.js`, which documents the recurrence.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_sh_basis_function = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn sh_basis_function(m: i32, l: i32, direction: vec3<f32>) -> f32 {
23
+ let order = u32(abs(m));
24
+ let band = u32(l);
25
+
26
+ let x = direction.x;
27
+ let y = direction.y;
28
+ let z = direction.z;
29
+
30
+ // (x + iy)^|m| = c + i s, and Q(|m|, |m|) / sqrt(2|m| + 1)
31
+ var c = 1.0;
32
+ var s = 0.0;
33
+ var sectoral = 0.28209479177387814; // 1 / sqrt(4 pi)
34
+
35
+ for (var k = 1u; k <= order; k++) {
36
+ let c_next = x * c - y * s;
37
+ s = x * s + y * c;
38
+ c = c_next;
39
+
40
+ sectoral *= sqrt(f32(2u * k - 1u) / f32(2u * k));
41
+ }
42
+
43
+ var q_previous = 0.0;
44
+ var q = sectoral * sqrt(f32(2u * order + 1u));
45
+
46
+ if (band > order) {
47
+ q_previous = q;
48
+ q = sqrt(f32(2u * order + 3u)) * z * q;
49
+ }
50
+
51
+ let mm = f32(order * order);
52
+
53
+ for (var k = order + 2u; k <= band; k++) {
54
+ let kk = f32(k * k);
55
+ let k1 = f32((k - 1u) * (k - 1u));
56
+
57
+ let a = sqrt((4.0 * kk - 1.0) / (kk - mm));
58
+ let b = sqrt((k1 - mm) / (4.0 * k1 - 1.0));
59
+
60
+ let q_next = a * (z * q - b * q_previous);
61
+
62
+ q_previous = q;
63
+ q = q_next;
64
+ }
65
+
66
+ if (m == 0) {
67
+ return q;
68
+ }
69
+
70
+ // sqrt(2), the real basis' factor on every m != 0 term
71
+ return 1.4142135623730951 * q * select(s, c, m > 0);
72
+ }
73
+ `);
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Band `l`'s attenuation under convolution with a von Mises-Fisher lobe of concentration `kappa`:
3
+ * `exp(-l(l+1) / (2 kappa))`. Band 0 is never attenuated.
4
+ *
5
+ * The large-kappa form of the vMF's zonal coefficients — Ref-NeRF's integrated directional encoding
6
+ * (Verbin et al., CVPR 2022, [VHM*22]), which Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai use to
7
+ * encode roughness continuously in "Spherical Harmonic Exponentials for Efficient Glossy Reflections"
8
+ * (HPG 2025, https://doi.org/10.1111/cgf.70219), with `kappa = 1 / alpha`.
9
+ *
10
+ * The generated `sh{N}_color_evaluate_vmf` chunks fold the same factor into their unrolled bands;
11
+ * this is the one-band form for kernels that walk coefficients by index.
12
+ *
13
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_vmf_window.js`.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_sh_vmf_window: CodeChunk;
18
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
19
+ //# sourceMappingURL=chunk_sh_vmf_window.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_vmf_window.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh_vmf_window.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,kCAFU,SAAS,CAQhB;0BAxBuB,6BAA6B"}
@@ -0,0 +1,25 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Band `l`'s attenuation under convolution with a von Mises-Fisher lobe of concentration `kappa`:
5
+ * `exp(-l(l+1) / (2 kappa))`. Band 0 is never attenuated.
6
+ *
7
+ * The large-kappa form of the vMF's zonal coefficients — Ref-NeRF's integrated directional encoding
8
+ * (Verbin et al., CVPR 2022, [VHM*22]), which Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai use to
9
+ * encode roughness continuously in "Spherical Harmonic Exponentials for Efficient Glossy Reflections"
10
+ * (HPG 2025, https://doi.org/10.1111/cgf.70219), with `kappa = 1 / alpha`.
11
+ *
12
+ * The generated `sh{N}_color_evaluate_vmf` chunks fold the same factor into their unrolled bands;
13
+ * this is the one-band form for kernels that walk coefficients by index.
14
+ *
15
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_vmf_window.js`.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_sh_vmf_window = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn sh_vmf_window(l: f32, kappa: f32) -> f32 {
23
+ return exp(-l * (l + 1.0) / (2.0 * kappa));
24
+ }
25
+ `);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * A spherical-harmonic-exponential reflection probe in the configuration of Silvennoinen et al.'s
3
+ * results (HPG 2025, https://doi.org/10.1111/cgf.70219): P to degree 4, Q to degree 2 — five and three
4
+ * bands. What `SHExpEncoder` writes with `SH_EXP_P4Q2_SETTINGS` (see `sh_exp_probe_vec4_count` for the
5
+ * layout), 560 bytes:
6
+ *
7
+ * - `header`: `(alpha_min, alpha_max, 5, 3)` — the GGX alpha range the probe was fitted over and its band counts;
8
+ * - `p`: log-radiance coefficients of the reflection term, RGB, band-major;
9
+ * - `q`: those of the half-reflection term; `q[0]` is always zero, its band 0 being folded into `p[0]`.
10
+ *
11
+ * 33 of the 35 slots carry information, three floats each; `vec3` arrays stride 16 bytes in WGSL.
12
+ *
13
+ * @type {WebGPUStruct}
14
+ */
15
+ export const SH_EXP_P4Q2_PROBE_STRUCT: WebGPUStruct;
16
+ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
17
+ //# sourceMappingURL=SH_EXP_P4Q2_PROBE_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SH_EXP_P4Q2_PROBE_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/exponential/SH_EXP_P4Q2_PROBE_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;GAaG;AACH,uCAFU,YAAY,CAMD;6BApBQ,+BAA+B"}
@@ -0,0 +1,23 @@
1
+ import { vec3f, vec4f } from "../../../type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * A spherical-harmonic-exponential reflection probe in the configuration of Silvennoinen et al.'s
7
+ * results (HPG 2025, https://doi.org/10.1111/cgf.70219): P to degree 4, Q to degree 2 — five and three
8
+ * bands. What `SHExpEncoder` writes with `SH_EXP_P4Q2_SETTINGS` (see `sh_exp_probe_vec4_count` for the
9
+ * layout), 560 bytes:
10
+ *
11
+ * - `header`: `(alpha_min, alpha_max, 5, 3)` — the GGX alpha range the probe was fitted over and its band counts;
12
+ * - `p`: log-radiance coefficients of the reflection term, RGB, band-major;
13
+ * - `q`: those of the half-reflection term; `q[0]` is always zero, its band 0 being folded into `p[0]`.
14
+ *
15
+ * 33 of the 35 slots carry information, three floats each; `vec3` arrays stride 16 bytes in WGSL.
16
+ *
17
+ * @type {WebGPUStruct}
18
+ */
19
+ export const SH_EXP_P4Q2_PROBE_STRUCT = WebGPUStruct.from({
20
+ header: vec4f,
21
+ p: WebGPUArray.from(vec3f, 25),
22
+ q: WebGPUArray.from(vec3f, 9),
23
+ }, "SHExpProbeP4Q2");
@@ -0,0 +1,26 @@
1
+ /**
2
+ * Reconstructs the GGX base reflectance of a spherical-harmonic-exponential probe
3
+ * ({@link SH_EXP_P4Q2_PROBE_STRUCT}):
4
+ *
5
+ * E0(v, n, alpha) ≈ exp(<vMF(1/alpha) ⊙ Y(r), p>) · exp(<vMF(1/alpha) ⊙ Y(h_r), q>)
6
+ * r = reflect(-v, n), h_r = normalize(n + r)
7
+ *
8
+ * — Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai, "Spherical Harmonic Exponentials for Efficient
9
+ * Glossy Reflections", HPG 2025 (https://doi.org/10.1111/cgf.70219, "Runtime Reconstruction"; talk:
10
+ * https://www.youtube.com/watch?v=THVMMNZ68iA). The two exponentials share one `exp`.
11
+ *
12
+ * `E0` is the environment reflected by the GGX BRDF without Fresnel, `∫ L(l) f_DV(v, n, l, alpha) <l, n> dl`:
13
+ * radiance already weighted by the BRDF's directional albedo. `sh_exp_specular` applies Fresnel;
14
+ * `sh_exp_radiance` divides the albedo out for code that wants the split sum's prefiltered radiance.
15
+ *
16
+ * `alpha` is GGX alpha (roughness²) and is clamped to the range in the probe's header: the fit says
17
+ * nothing outside it, and below it the windows open onto bands fitted under attenuation.
18
+ * `view_direction` points from the surface towards the viewer; both vectors are unit length.
19
+ *
20
+ * Cost: two generated 5- and 3-band vMF evaluations (34 terms, two `exp` for the windows) and one `exp`.
21
+ *
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_sh_exp_p4q2_base_reflectance: CodeChunk;
25
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
26
+ //# sourceMappingURL=chunk_sh_exp_p4q2_base_reflectance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_exp_p4q2_base_reflectance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/exponential/chunk_sh_exp_p4q2_base_reflectance.js"],"names":[],"mappings":"AAKA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,iDAFU,SAAS,CA4BhB;0BAtDuB,gCAAgC"}
@@ -0,0 +1,55 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_sh3_color_evaluate_vmf } from "../generated/chunk_sh3_color_evaluate_vmf.js";
3
+ import { chunk_sh5_color_evaluate_vmf } from "../generated/chunk_sh5_color_evaluate_vmf.js";
4
+ import { SH_EXP_P4Q2_PROBE_STRUCT } from "./SH_EXP_P4Q2_PROBE_STRUCT.js";
5
+
6
+ /**
7
+ * Reconstructs the GGX base reflectance of a spherical-harmonic-exponential probe
8
+ * ({@link SH_EXP_P4Q2_PROBE_STRUCT}):
9
+ *
10
+ * E0(v, n, alpha) ≈ exp(<vMF(1/alpha) ⊙ Y(r), p>) · exp(<vMF(1/alpha) ⊙ Y(h_r), q>)
11
+ * r = reflect(-v, n), h_r = normalize(n + r)
12
+ *
13
+ * — Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai, "Spherical Harmonic Exponentials for Efficient
14
+ * Glossy Reflections", HPG 2025 (https://doi.org/10.1111/cgf.70219, "Runtime Reconstruction"; talk:
15
+ * https://www.youtube.com/watch?v=THVMMNZ68iA). The two exponentials share one `exp`.
16
+ *
17
+ * `E0` is the environment reflected by the GGX BRDF without Fresnel, `∫ L(l) f_DV(v, n, l, alpha) <l, n> dl`:
18
+ * radiance already weighted by the BRDF's directional albedo. `sh_exp_specular` applies Fresnel;
19
+ * `sh_exp_radiance` divides the albedo out for code that wants the split sum's prefiltered radiance.
20
+ *
21
+ * `alpha` is GGX alpha (roughness²) and is clamped to the range in the probe's header: the fit says
22
+ * nothing outside it, and below it the windows open onto bands fitted under attenuation.
23
+ * `view_direction` points from the surface towards the viewer; both vectors are unit length.
24
+ *
25
+ * Cost: two generated 5- and 3-band vMF evaluations (34 terms, two `exp` for the windows) and one `exp`.
26
+ *
27
+ * @type {CodeChunk}
28
+ */
29
+ export const chunk_sh_exp_p4q2_base_reflectance = CodeChunk.from(
30
+ //language=WGSL
31
+ `
32
+ fn sh_exp_p4q2_base_reflectance(
33
+ probe: SHExpProbeP4Q2,
34
+ view_direction: vec3<f32>,
35
+ normal: vec3<f32>,
36
+ alpha: f32
37
+ ) -> vec3<f32> {
38
+ let r = reflect(-view_direction, normal);
39
+
40
+ // |n + r|^2 = 2 + 2 dot(n, v): zero only for a view straight through the surface
41
+ let normal_plus_r = normal + r;
42
+ let h_r = normal_plus_r * inverseSqrt(max(dot(normal_plus_r, normal_plus_r), 1e-12));
43
+
44
+ let kappa = 1.0 / clamp(alpha, probe.header.x, probe.header.y);
45
+
46
+ return exp(
47
+ sh5_color_evaluate_vmf(probe.p, r, kappa)
48
+ + sh3_color_evaluate_vmf(probe.q, h_r, kappa)
49
+ );
50
+ }
51
+ `, [
52
+ SH_EXP_P4Q2_PROBE_STRUCT.declaration_chunk,
53
+ chunk_sh5_color_evaluate_vmf,
54
+ chunk_sh3_color_evaluate_vmf,
55
+ ]);
@@ -0,0 +1,52 @@
1
+ /**
2
+ * Specular reflection from an SH-exponential probe's base reflectance `E0`, with Fresnel.
3
+ *
4
+ * Silvennoinen et al. (HPG 2025, https://doi.org/10.1111/cgf.70219, "Fresnel Tail Reflectance") split
5
+ * reflected radiance as `E = F0 E0 + (1 - F0) E1` and model only `E0`; the Fresnel tail
6
+ * `E1 = ∫ L f_DV (1 - <v,h>)^5 <l,n> dl` is approximated, as in the split sum [Kar13], by assuming the
7
+ * tail-weighted lobe sees the same mean radiance as the base one. With the split sum's scale and bias
8
+ * `A = ∫ f_DV (1 - Fc) <l,n>` and `B = ∫ f_DV Fc <l,n>`, so that `A + B` is the BRDF's directional
9
+ * albedo, that is `E1 ≈ E0 · B / (A + B)` and
10
+ *
11
+ * E ≈ E0 · (F0 · A + F90 · B) / (A + B)
12
+ *
13
+ * The paper (Section 4.2, eq. 15) writes `E1 ≈ E0 · ∫ f_DV Fc <l,n>`: it takes the environment as a
14
+ * constant equal to `E0`. But a constant environment `c` has `E0 = c (A + B)`, so that constant is
15
+ * `E0 / (A + B)`; written without the division the tail is undercounted by a factor `A + B` — the
16
+ * energy the paper's Figure 3 says its tail loses at grazing angles. For a white environment the form
17
+ * here is exact (`E1 / E0` equals `B / (A + B)` to four decimals across alpha and NoV). Against a
18
+ * quadrature reference on the Venice-sunset map, with exact `E0` and F0 = 0.04, its log RMSE was 0.058
19
+ * against the paper form's 0.067 at NoV >= 0.5 and 0.206 against 0.226 in [0.2, 0.5); below 0.2, where
20
+ * `A + B` is near 1 and the two forms nearly coincide, 0.317 against 0.315 (f64 prototype, 2026-10-03).
21
+ *
22
+ * A split stays here by design. Fitting the tail with an SH exponential of its own (P4 Q2, twice the
23
+ * storage) instead was measured too: up to three times the error at grazing (tonemapped 0.245 against
24
+ * 0.083 below NoV 0.2 on Venice, 0.164 against 0.106 on Rustig-Koppie), because the tail's weight
25
+ * depends on `n·v`, which `P(r) Q(h_r)` cannot represent and the 2-D factor `B / (A + B)` carries exactly.
26
+ *
27
+ * `dfg` is a split-sum LUT read at `(NoV, roughness)`: `.x` the F0 scale A, `.y` the F90 bias B.
28
+ * The engine's `tSplitSum` (`assets/textures/split_sum.bin`) weights both by `F_Hauber`'s `(1 - VoH)^4`,
29
+ * as `chunk_integrate_brdf` does, so its `A + B` is the directional albedo to within 0.06% (against an f64
30
+ * quadrature, 2026-10-03; held by `split_sum_asset.spec.js`). And this is single scattering:
31
+ * `compute_indirect_specular` adds Turquin's multiple-scattering term, `1 + F0 (1 - Ess) / Ess`, which this
32
+ * does not.
33
+ *
34
+ * @type {CodeChunk}
35
+ */
36
+ export const chunk_sh_exp_specular: CodeChunk;
37
+ /**
38
+ * The view-dependent prefiltered radiance an SH-exponential probe encodes: its base reflectance `E0`
39
+ * with the BRDF's directional albedo `A + B` divided out — the BRDF-weighted mean radiance the split
40
+ * sum's prefiltered map stands for, but for this view rather than for `v = n`.
41
+ *
42
+ * This is what to hand `compute_indirect_specular` in place of a prefiltered map's radiance. That
43
+ * applies `F0 · A + F90 · B` and Turquin's multiple scattering on top, so its result is
44
+ * {@link chunk_sh_exp_specular}'s times the multiple-scattering factor: at alpha 1 and normal
45
+ * incidence 3.16 times for a white metal, 1.09 times for F0 = 0.04. `dfg` is the split-sum LUT at
46
+ * `(NoV, roughness)`; the engine's carries the albedo to within 0.06% (see there).
47
+ *
48
+ * @type {CodeChunk}
49
+ */
50
+ export const chunk_sh_exp_radiance: CodeChunk;
51
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
52
+ //# sourceMappingURL=chunk_sh_exp_split_sum.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_exp_split_sum.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/exponential/chunk_sh_exp_split_sum.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,oCAFU,SAAS,CAQhB;AAEH;;;;;;;;;;;;GAYG;AACH,oCAFU,SAAS,CAQhB;0BAhEuB,gCAAgC"}
@@ -0,0 +1,65 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Specular reflection from an SH-exponential probe's base reflectance `E0`, with Fresnel.
5
+ *
6
+ * Silvennoinen et al. (HPG 2025, https://doi.org/10.1111/cgf.70219, "Fresnel Tail Reflectance") split
7
+ * reflected radiance as `E = F0 E0 + (1 - F0) E1` and model only `E0`; the Fresnel tail
8
+ * `E1 = ∫ L f_DV (1 - <v,h>)^5 <l,n> dl` is approximated, as in the split sum [Kar13], by assuming the
9
+ * tail-weighted lobe sees the same mean radiance as the base one. With the split sum's scale and bias
10
+ * `A = ∫ f_DV (1 - Fc) <l,n>` and `B = ∫ f_DV Fc <l,n>`, so that `A + B` is the BRDF's directional
11
+ * albedo, that is `E1 ≈ E0 · B / (A + B)` and
12
+ *
13
+ * E ≈ E0 · (F0 · A + F90 · B) / (A + B)
14
+ *
15
+ * The paper (Section 4.2, eq. 15) writes `E1 ≈ E0 · ∫ f_DV Fc <l,n>`: it takes the environment as a
16
+ * constant equal to `E0`. But a constant environment `c` has `E0 = c (A + B)`, so that constant is
17
+ * `E0 / (A + B)`; written without the division the tail is undercounted by a factor `A + B` — the
18
+ * energy the paper's Figure 3 says its tail loses at grazing angles. For a white environment the form
19
+ * here is exact (`E1 / E0` equals `B / (A + B)` to four decimals across alpha and NoV). Against a
20
+ * quadrature reference on the Venice-sunset map, with exact `E0` and F0 = 0.04, its log RMSE was 0.058
21
+ * against the paper form's 0.067 at NoV >= 0.5 and 0.206 against 0.226 in [0.2, 0.5); below 0.2, where
22
+ * `A + B` is near 1 and the two forms nearly coincide, 0.317 against 0.315 (f64 prototype, 2026-10-03).
23
+ *
24
+ * A split stays here by design. Fitting the tail with an SH exponential of its own (P4 Q2, twice the
25
+ * storage) instead was measured too: up to three times the error at grazing (tonemapped 0.245 against
26
+ * 0.083 below NoV 0.2 on Venice, 0.164 against 0.106 on Rustig-Koppie), because the tail's weight
27
+ * depends on `n·v`, which `P(r) Q(h_r)` cannot represent and the 2-D factor `B / (A + B)` carries exactly.
28
+ *
29
+ * `dfg` is a split-sum LUT read at `(NoV, roughness)`: `.x` the F0 scale A, `.y` the F90 bias B.
30
+ * The engine's `tSplitSum` (`assets/textures/split_sum.bin`) weights both by `F_Hauber`'s `(1 - VoH)^4`,
31
+ * as `chunk_integrate_brdf` does, so its `A + B` is the directional albedo to within 0.06% (against an f64
32
+ * quadrature, 2026-10-03; held by `split_sum_asset.spec.js`). And this is single scattering:
33
+ * `compute_indirect_specular` adds Turquin's multiple-scattering term, `1 + F0 (1 - Ess) / Ess`, which this
34
+ * does not.
35
+ *
36
+ * @type {CodeChunk}
37
+ */
38
+ export const chunk_sh_exp_specular = CodeChunk.from(
39
+ //language=WGSL
40
+ `
41
+ fn sh_exp_specular(base_reflectance: vec3<f32>, f0: vec3<f32>, f90: f32, dfg: vec2<f32>) -> vec3<f32> {
42
+ return base_reflectance * (f0 * dfg.x + f90 * dfg.y) / max(dfg.x + dfg.y, 1e-6);
43
+ }
44
+ `);
45
+
46
+ /**
47
+ * The view-dependent prefiltered radiance an SH-exponential probe encodes: its base reflectance `E0`
48
+ * with the BRDF's directional albedo `A + B` divided out — the BRDF-weighted mean radiance the split
49
+ * sum's prefiltered map stands for, but for this view rather than for `v = n`.
50
+ *
51
+ * This is what to hand `compute_indirect_specular` in place of a prefiltered map's radiance. That
52
+ * applies `F0 · A + F90 · B` and Turquin's multiple scattering on top, so its result is
53
+ * {@link chunk_sh_exp_specular}'s times the multiple-scattering factor: at alpha 1 and normal
54
+ * incidence 3.16 times for a white metal, 1.09 times for F0 = 0.04. `dfg` is the split-sum LUT at
55
+ * `(NoV, roughness)`; the engine's carries the albedo to within 0.06% (see there).
56
+ *
57
+ * @type {CodeChunk}
58
+ */
59
+ export const chunk_sh_exp_radiance = CodeChunk.from(
60
+ //language=WGSL
61
+ `
62
+ fn sh_exp_radiance(base_reflectance: vec3<f32>, dfg: vec2<f32>) -> vec3<f32> {
63
+ return base_reflectance / max(dfg.x + dfg.y, 1e-6);
64
+ }
65
+ `);
@@ -0,0 +1,13 @@
1
+ /**
2
+ * The 10-band real spherical harmonic basis at a unit direction: 100 values, band-major, index
3
+ * `l * (l + 1) + m`, in the engine's all-positive convention (the first nine are `sh3_basis_at`).
4
+ *
5
+ * Unrolled from the normalized associated Legendre recurrence documented in
6
+ * `core/geom/3d/sphere/harmonics/sh_basis_at.js`, which is its CPU twin. For one coefficient of any
7
+ * band, `sh_basis_function`.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_sh10_basis_at: CodeChunk;
12
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
13
+ //# sourceMappingURL=chunk_sh10_basis_at.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh10_basis_at.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/generated/chunk_sh10_basis_at.js"],"names":[],"mappings":"AAIA;;;;;;;;;GASG;AACH,kCAFU,SAAS,CAwNhB;0BAlOuB,gCAAgC"}