@woosh/meep-engine 3.38.0 → 3.40.0

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 (1183) 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/EngineHarness.d.ts.map +1 -1
  139. package/src/engine/EngineHarness.js +17 -4
  140. package/src/engine/asset/loaders/image/avif/threaded_image_encoder.js +1 -1
  141. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts +135 -10
  142. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.d.ts.map +1 -1
  143. package/src/engine/control/first-person/FirstPersonPlayerControllerSystem.js +338 -105
  144. package/src/engine/control/first-person/abilities/Ability.d.ts +14 -5
  145. package/src/engine/control/first-person/abilities/Ability.d.ts.map +1 -1
  146. package/src/engine/control/first-person/abilities/Ability.js +14 -5
  147. package/src/engine/control/first-person/abilities/LedgeGrab.d.ts.map +1 -1
  148. package/src/engine/control/first-person/abilities/LedgeGrab.js +16 -12
  149. package/src/engine/control/first-person/abilities/Mantle.d.ts.map +1 -1
  150. package/src/engine/control/first-person/abilities/Mantle.js +5 -1
  151. package/src/engine/control/first-person/abilities/Slide.js +1 -1
  152. package/src/engine/control/first-person/collision/KinematicMover.d.ts +92 -14
  153. package/src/engine/control/first-person/collision/KinematicMover.d.ts.map +1 -1
  154. package/src/engine/control/first-person/collision/KinematicMover.js +218 -37
  155. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts +5 -0
  156. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.d.ts.map +1 -1
  157. package/src/engine/control/first-person/sensors/FirstPersonSensorsSystem.js +17 -10
  158. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  159. package/src/engine/ecs/EntityComponentDataset.js +27 -13
  160. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  161. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +8 -0
  162. package/src/engine/ecs/transform/Transform64.d.ts +4 -2
  163. package/src/engine/ecs/transform/Transform64.d.ts.map +1 -1
  164. package/src/engine/ecs/transform/Transform64.js +10 -16
  165. package/src/engine/graphics/ecs/water/Water.d.ts +31 -72
  166. package/src/engine/graphics/ecs/water/Water.d.ts.map +1 -1
  167. package/src/engine/graphics/ecs/water/Water.js +59 -84
  168. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.d.ts.map +1 -1
  169. package/src/engine/graphics/ecs/water/WaterSerializationAdapter.js +11 -49
  170. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts +1 -1
  171. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.d.ts.map +1 -1
  172. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_1_2.js +27 -18
  173. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts +12 -0
  174. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.d.ts.map +1 -0
  175. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_2_3.js +45 -0
  176. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts +6 -0
  177. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.d.ts.map +1 -0
  178. package/src/engine/graphics/ecs/water/WaterSerializationUpgrader_3_4.js +10 -0
  179. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +33 -0
  180. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -0
  181. package/src/engine/graphics/ecs/water/WaterWaves.js +46 -0
  182. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +17 -0
  183. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -0
  184. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +26 -0
  185. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts +22 -0
  186. package/src/engine/graphics/texture/3d/scs3d_sample_linear.d.ts.map +1 -1
  187. package/src/engine/graphics/texture/3d/scs3d_sample_linear.js +43 -1
  188. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts +29 -3
  189. package/src/engine/graphics/texture/sampler/Sampler2D.d.ts.map +1 -1
  190. package/src/engine/graphics/texture/sampler/Sampler2D.js +102 -14
  191. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.d.ts.map +1 -1
  192. package/src/engine/graphics/texture/sampler/sampler2d_to_avif.js +8 -5
  193. package/src/engine/graphics3/WaterSystem.d.ts +31 -48
  194. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  195. package/src/engine/graphics3/WaterSystem.js +177 -261
  196. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts +10 -4
  197. package/src/engine/interpolation/BinaryInterpolationAdapter.d.ts.map +1 -1
  198. package/src/engine/interpolation/BinaryInterpolationAdapter.js +11 -5
  199. package/src/engine/interpolation/InterpolationLog.d.ts +11 -5
  200. package/src/engine/interpolation/InterpolationLog.d.ts.map +1 -1
  201. package/src/engine/interpolation/InterpolationLog.js +12 -6
  202. package/src/engine/interpolation/InterpolationSystem.d.ts.map +1 -1
  203. package/src/engine/interpolation/InterpolationSystem.js +39 -8
  204. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts +1 -1
  205. package/src/engine/interpolation/PoseInterpolationAdapter.d.ts.map +1 -1
  206. package/src/engine/interpolation/PoseInterpolationAdapter.js +51 -22
  207. package/src/engine/interpolation/TransformPoseSerializationAdapter.d.ts.map +1 -1
  208. package/src/engine/interpolation/TransformPoseSerializationAdapter.js +18 -23
  209. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts +1 -1
  210. package/src/engine/network/adapters/QuaternionInterpolationAdapter.d.ts.map +1 -1
  211. package/src/engine/network/adapters/QuaternionInterpolationAdapter.js +3 -1
  212. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts +1 -1
  213. package/src/engine/network/adapters/TransformInterpolationAdapter.d.ts.map +1 -1
  214. package/src/engine/network/adapters/TransformInterpolationAdapter.js +3 -1
  215. package/src/engine/network/adapters/Vector3InterpolationAdapter.d.ts.map +1 -1
  216. package/src/engine/network/adapters/Vector3InterpolationAdapter.js +5 -2
  217. package/src/engine/physics/body/SolverBodyState.d.ts.map +1 -1
  218. package/src/engine/physics/body/SolverBodyState.js +4 -5
  219. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts +12 -0
  220. package/src/engine/physics/broadphase/compute_fat_world_aabb.d.ts.map +1 -1
  221. package/src/engine/physics/broadphase/compute_fat_world_aabb.js +28 -3
  222. package/src/engine/physics/ccd/linear_sweep.d.ts +42 -12
  223. package/src/engine/physics/ccd/linear_sweep.d.ts.map +1 -1
  224. package/src/engine/physics/ccd/linear_sweep.js +1131 -97
  225. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts +13 -0
  226. package/src/engine/physics/cloth/collider/ClothColliderIndex.d.ts.map +1 -1
  227. package/src/engine/physics/cloth/collider/ClothColliderIndex.js +90 -22
  228. package/src/engine/physics/cloth/collider/cloth_collider_bounds.js +84 -24
  229. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +46 -3
  230. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  231. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +116 -68
  232. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  233. package/src/engine/physics/cloth/ecs/ClothWorld.js +59 -47
  234. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.d.ts.map +1 -1
  235. package/src/engine/physics/cloth/ecs/cloth_gather_colliders.js +62 -55
  236. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.d.ts.map +1 -1
  237. package/src/engine/physics/cloth/ecs/cloth_reconstruct_pose.js +46 -39
  238. package/src/engine/physics/cloth/ecs/cloth_write_back.d.ts.map +1 -1
  239. package/src/engine/physics/cloth/ecs/cloth_write_back.js +41 -36
  240. package/src/engine/physics/cloth/playground/garment_build.js +6 -6
  241. package/src/engine/physics/cloth/playground/garment_main.js +18 -14
  242. package/src/engine/physics/cloth/solver/cloth_contact_find.d.ts.map +1 -1
  243. package/src/engine/physics/cloth/solver/cloth_contact_find.js +8 -5
  244. package/src/engine/physics/cloth/solver/cloth_solve_vertex.d.ts.map +1 -1
  245. package/src/engine/physics/cloth/solver/cloth_solve_vertex.js +8 -5
  246. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
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  1128. package/src/shade/renderer/water/water_missing_receiver_path.d.ts.map +1 -0
  1129. package/src/shade/renderer/water/water_missing_receiver_path.js +40 -0
  1130. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
  1131. package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +247 -23
  1132. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts +18 -14
  1133. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  1134. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +48 -6
  1135. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts +0 -2
  1136. package/src/engine/graphics/ecs/water/WATER_SIZE.d.ts.map +0 -1
  1137. package/src/engine/graphics/ecs/water/WATER_SIZE.js +0 -1
  1138. package/src/shade/renderer/light/GPUViewLightContext.d.ts +0 -22
  1139. package/src/shade/renderer/light/GPUViewLightContext.d.ts.map +0 -1
  1140. package/src/shade/renderer/light/GPUViewLightContext.js +0 -62
  1141. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts +0 -29
  1142. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.d.ts.map +0 -1
  1143. package/src/shade/renderer/shadow/map/csm/CSM_CASTER_RANGE_STRUCT.js +0 -43
  1144. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts +0 -7
  1145. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.d.ts.map +0 -1
  1146. package/src/shade/renderer/shadow/map/csm/SHADOWMAP_CSM_CASCADE_COUNT.js +0 -6
  1147. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts +0 -27
  1148. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.d.ts.map +0 -1
  1149. package/src/shade/renderer/shadow/vsm/GPUViewShadowMaps.js +0 -125
  1150. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts +0 -7
  1151. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.d.ts.map +0 -1
  1152. package/src/shade/renderer/shadow/vsm/GPUVirtualShadowTextureResidence.js +0 -41
  1153. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts +0 -2
  1154. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.d.ts.map +0 -1
  1155. package/src/shade/renderer/shadow/vsm/VSM_RESIDENCE_WORKGROUP_TILE_RESOLUTION.js +0 -1
  1156. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts +0 -3
  1157. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.d.ts.map +0 -1
  1158. package/src/shade/renderer/shadow/vsm/VSM_UNIFORMS_STRUCT.js +0 -7
  1159. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts +0 -24
  1160. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.d.ts.map +0 -1
  1161. package/src/shade/renderer/shadow/vsm/VirtualShadowmapRenderer.js +0 -103
  1162. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts +0 -8
  1163. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.d.ts.map +0 -1
  1164. package/src/shade/renderer/shadow/vsm/debug_inspect_coarse_bounds_buffer.js +0 -34
  1165. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts +0 -10
  1166. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.d.ts.map +0 -1
  1167. package/src/shade/renderer/shadow/vsm/debug_inspect_residence_buffer.js +0 -64
  1168. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts +0 -11
  1169. package/src/shade/renderer/shadow/vsm/decode_tile_address.d.ts.map +0 -1
  1170. package/src/shade/renderer/shadow/vsm/decode_tile_address.js +0 -34
  1171. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts +0 -2
  1172. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.d.ts.map +0 -1
  1173. package/src/shade/renderer/shadow/vsm/render/vms_render_tiles.js +0 -11
  1174. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts +0 -20
  1175. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.d.ts.map +0 -1
  1176. package/src/shade/renderer/shadow/vsm/vms_pipeline_compute_coarse_bounds.js +0 -187
  1177. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts +0 -25
  1178. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.d.ts.map +0 -1
  1179. package/src/shade/renderer/shadow/vsm/vsm_residence_pipeline.js +0 -220
  1180. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts +0 -19
  1181. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.d.ts.map +0 -1
  1182. package/src/shade/renderer/shadow/vsm/vsm_tile_allocation_pipeline.js +0 -115
  1183. package/src/shade/renderer/texture/encode/ENCODE_NOTES_2026_09_02.md +0 -462
@@ -0,0 +1,92 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { halton_sequence } from "../../../../../core/math/statistics/halton_sequence.js";
3
+ import { SH_EXP_FIT_SAMPLE_FLOATS } from "./sh_exp_layout.js";
4
+
5
+ /**
6
+ * Smallest `dot(normal, view)` a sample is given. At exactly grazing the reflection lies in the
7
+ * tangent plane and the reference integral has nothing to say that a sample a hair above does not.
8
+ *
9
+ * @type {number}
10
+ */
11
+ const MINIMUM_COS_VIEW = 0.01;
12
+
13
+ /**
14
+ * The fixed set of shading configurations `(normal, view, alpha)` the SH-exponential fit is solved
15
+ * over. Silvennoinen et al. (HPG 2025, https://doi.org/10.1111/cgf.70219) sample view and normal
16
+ * directions uniformly and roughness uniformly over a range relaxed below the one used (Section 5.1:
17
+ * 64 x 64 directions, 4 roughness values in [0.20, 1.0]); this draws the same distribution from a
18
+ * five-dimensional Halton sequence, so that the system matrix is a constant of the configuration
19
+ * (see {@link sh_exp_solve_matrix}), built once rather than per environment.
20
+ *
21
+ * - `normal`: uniform over the sphere;
22
+ * - `view`: uniform over the hemisphere about the normal; floored at {@link MINIMUM_COS_VIEW};
23
+ * - `alpha`: GGX alpha (roughness squared), uniform over `[alpha_min, alpha_max]`.
24
+ *
25
+ * Until 2026-10-03 views were cosine-weighted about the normal (the screen footprint of a sphere) and
26
+ * alpha spanned [0.25, 1]. Measured with this module's fit on the Venice-sunset map (held-out views
27
+ * cosine-weighted, alpha in [0.25, 1], tonemapped error by roughness third), the paper's distribution
28
+ * is better at the low end, where reflections are sharpest, and worse at the rough end: 0.048 / 0.038 /
29
+ * 0.091 against 0.063 / 0.035 / 0.073; Rustig-Koppie the same way, smaller. Changed to the paper's on
30
+ * that trade.
31
+ *
32
+ * Written as `(normal.xyz, alpha, view.xyz, 0)` per sample ({@link SH_EXP_FIT_SAMPLE_FLOATS}).
33
+ *
34
+ * @param {Float32Array} output length at least `sample_count * SH_EXP_FIT_SAMPLE_FLOATS`
35
+ * @param {number} sample_count
36
+ * @param {number} alpha_min
37
+ * @param {number} alpha_max
38
+ */
39
+ export function sh_exp_fit_samples(output, sample_count, alpha_min, alpha_max) {
40
+ assert.isNonNegativeInteger(sample_count, 'sample_count');
41
+ assert.greaterThanOrEqual(output.length, sample_count * SH_EXP_FIT_SAMPLE_FLOATS, 'output.length');
42
+ assert.greaterThan(alpha_min, 0, 'alpha_min');
43
+ assert.greaterThanOrEqual(alpha_max, alpha_min, 'alpha_max');
44
+
45
+ for (let i = 0; i < sample_count; i++) {
46
+ // index 0 is the origin in every base; start at 1
47
+ const u_normal_z = halton_sequence(2, i + 1);
48
+ const u_normal_phi = halton_sequence(3, i + 1);
49
+ const u_view_cos = halton_sequence(5, i + 1);
50
+ const u_view_phi = halton_sequence(7, i + 1);
51
+ const u_alpha = halton_sequence(11, i + 1);
52
+
53
+ const nz = 1 - 2 * u_normal_z;
54
+ const n_sin = Math.sqrt(Math.max(0, 1 - nz * nz));
55
+ const n_phi = 2 * Math.PI * u_normal_phi;
56
+
57
+ const nx = n_sin * Math.cos(n_phi);
58
+ const ny = n_sin * Math.sin(n_phi);
59
+
60
+ // Duff et al., "Building an Orthonormal Basis, Revisited", JCGT 6(1), 2017
61
+ const sign = nz >= 0 ? 1 : -1;
62
+ const a = -1 / (sign + nz);
63
+ const b = nx * ny * a;
64
+
65
+ const tx = 1 + sign * nx * nx * a;
66
+ const ty = sign * b;
67
+ const tz = -sign * nx;
68
+
69
+ const bx = b;
70
+ const by = sign + ny * ny * a;
71
+ const bz = -ny;
72
+
73
+ // uniform over the hemisphere: cos_theta is uniform
74
+ const v_cos = Math.max(MINIMUM_COS_VIEW, u_view_cos);
75
+ const v_sin = Math.sqrt(1 - v_cos * v_cos);
76
+ const v_phi = 2 * Math.PI * u_view_phi;
77
+
78
+ const vt = v_sin * Math.cos(v_phi);
79
+ const vb = v_sin * Math.sin(v_phi);
80
+
81
+ const o = i * SH_EXP_FIT_SAMPLE_FLOATS;
82
+
83
+ output[o] = nx;
84
+ output[o + 1] = ny;
85
+ output[o + 2] = nz;
86
+ output[o + 3] = alpha_min + (alpha_max - alpha_min) * u_alpha;
87
+ output[o + 4] = tx * vt + bx * vb + nx * v_cos;
88
+ output[o + 5] = ty * vt + by * vb + ny * v_cos;
89
+ output[o + 6] = tz * vt + bz * vb + nz * v_cos;
90
+ output[o + 7] = 0;
91
+ }
92
+ }
@@ -0,0 +1,39 @@
1
+ /**
2
+ * Unknowns of the fit, per colour channel: every P coefficient and every Q coefficient but Q's band
3
+ * 0. Band 0 of either term is the same constant function — `exp(a) * exp(b)` cannot tell `a` from `b`
4
+ * — so the least-squares system is singular unless one of them goes; P keeps it, as the paper does
5
+ * (Section 4.1.1 omits Q's DC term). Its five-and-three-band configuration (degrees 4 and 2) is
6
+ * 25 + 9 - 1 = 33, the "33 coefficients per color channel" of its Figure 1.
7
+ *
8
+ * Index `j < p_band_count²` is P's coefficient `j`; past that, `j - p_band_count² + 1` is Q's.
9
+ *
10
+ * @param {number} p_band_count
11
+ * @param {number} q_band_count
12
+ * @returns {number}
13
+ */
14
+ export function sh_exp_coefficient_count(p_band_count: number, q_band_count: number): number;
15
+ /**
16
+ * `vec4<f32>` elements of an encoded probe:
17
+ *
18
+ * - `[0]`: `(alpha_min, alpha_max, p_band_count, q_band_count)`, the roughness range the probe was
19
+ * fitted over (reconstruction clamps to it) and its shape;
20
+ * - `[1, 1 + P)`: P's coefficients, RGB in `.xyz`, band-major (`sh_index`), `P = p_band_count²`;
21
+ * - `[1 + P, 1 + P + Q)`: Q's, the same way, `Q = q_band_count²`. Q's band 0 is stored, always zero,
22
+ * so that both terms are a plain `array<vec3<f32>, N²>` for the generated `sh{N}_color_evaluate_vmf`.
23
+ *
24
+ * A `vec3` array in WGSL strides 16 bytes, so the layout is that of a struct of a `vec4` header and two
25
+ * `array<vec3<f32>, N²>` — what `SH_EXP_P4Q2_PROBE_STRUCT` declares for the default configuration.
26
+ *
27
+ * @param {number} p_band_count
28
+ * @param {number} q_band_count
29
+ * @returns {number}
30
+ */
31
+ export function sh_exp_probe_vec4_count(p_band_count: number, q_band_count: number): number;
32
+ /**
33
+ * Floats per fit sample in the buffer {@link sh_exp_fit_samples} fills and the encoder's kernels read
34
+ * as two `vec4<f32>`: `(normal.xyz, alpha)` then `(view.xyz, unused)`.
35
+ *
36
+ * @type {number}
37
+ */
38
+ export const SH_EXP_FIT_SAMPLE_FLOATS: number;
39
+ //# sourceMappingURL=sh_exp_layout.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sh_exp_layout.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/sh_exp_layout.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;GAYG;AACH,uDAJW,MAAM,gBACN,MAAM,GACJ,MAAM,CAIlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,sDAJW,MAAM,gBACN,MAAM,GACJ,MAAM,CAIlB;AA3CD;;;;;GAKG;AACH,uCAFU,MAAM,CAE0B"}
@@ -0,0 +1,44 @@
1
+ /**
2
+ * Floats per fit sample in the buffer {@link sh_exp_fit_samples} fills and the encoder's kernels read
3
+ * as two `vec4<f32>`: `(normal.xyz, alpha)` then `(view.xyz, unused)`.
4
+ *
5
+ * @type {number}
6
+ */
7
+ export const SH_EXP_FIT_SAMPLE_FLOATS = 8;
8
+
9
+ /**
10
+ * Unknowns of the fit, per colour channel: every P coefficient and every Q coefficient but Q's band
11
+ * 0. Band 0 of either term is the same constant function — `exp(a) * exp(b)` cannot tell `a` from `b`
12
+ * — so the least-squares system is singular unless one of them goes; P keeps it, as the paper does
13
+ * (Section 4.1.1 omits Q's DC term). Its five-and-three-band configuration (degrees 4 and 2) is
14
+ * 25 + 9 - 1 = 33, the "33 coefficients per color channel" of its Figure 1.
15
+ *
16
+ * Index `j < p_band_count²` is P's coefficient `j`; past that, `j - p_band_count² + 1` is Q's.
17
+ *
18
+ * @param {number} p_band_count
19
+ * @param {number} q_band_count
20
+ * @returns {number}
21
+ */
22
+ export function sh_exp_coefficient_count(p_band_count, q_band_count) {
23
+ return p_band_count * p_band_count + q_band_count * q_band_count - 1;
24
+ }
25
+
26
+ /**
27
+ * `vec4<f32>` elements of an encoded probe:
28
+ *
29
+ * - `[0]`: `(alpha_min, alpha_max, p_band_count, q_band_count)`, the roughness range the probe was
30
+ * fitted over (reconstruction clamps to it) and its shape;
31
+ * - `[1, 1 + P)`: P's coefficients, RGB in `.xyz`, band-major (`sh_index`), `P = p_band_count²`;
32
+ * - `[1 + P, 1 + P + Q)`: Q's, the same way, `Q = q_band_count²`. Q's band 0 is stored, always zero,
33
+ * so that both terms are a plain `array<vec3<f32>, N²>` for the generated `sh{N}_color_evaluate_vmf`.
34
+ *
35
+ * A `vec3` array in WGSL strides 16 bytes, so the layout is that of a struct of a `vec4` header and two
36
+ * `array<vec3<f32>, N²>` — what `SH_EXP_P4Q2_PROBE_STRUCT` declares for the default configuration.
37
+ *
38
+ * @param {number} p_band_count
39
+ * @param {number} q_band_count
40
+ * @returns {number}
41
+ */
42
+ export function sh_exp_probe_vec4_count(p_band_count, q_band_count) {
43
+ return 1 + p_band_count * p_band_count + q_band_count * q_band_count;
44
+ }
@@ -0,0 +1,42 @@
1
+ /**
2
+ * The matrix that takes the fit's right-hand side to its coefficients: `(AᵀA / S + λD)⁻¹`, where row
3
+ * `i` of `A` is {@link sh_exp_design_row} at fit sample `i`, `S` is the sample count, and `D` is the
4
+ * identity but for a zero at the constant band.
5
+ *
6
+ * The least-squares system of Silvennoinen et al. (HPG 2025, https://doi.org/10.1111/cgf.70219) is
7
+ * linear in log space, and its matrix depends on the samples alone — never on the environment. With
8
+ * the samples fixed ({@link sh_exp_fit_samples}), this is a constant of the configuration: built once,
9
+ * in f64, and handed to the GPU, so that encoding an environment is a reduction and a matrix-vector
10
+ * product there rather than a factorization in f32. The encoder's right-hand side is
11
+ * `Aᵀ log E0 / S` to match.
12
+ *
13
+ * Inverted rather than factored: the GPU applies it with one dot product per coefficient. At the
14
+ * condition numbers {@link SH_EXP_RIDGE} leaves, applying it in f32 moves coefficients by ~5e-5
15
+ * (measured, five-and-three bands, coefficients up to 9).
16
+ *
17
+ * @param {Float32Array} output `coefficient_count²`, row-major (it is symmetric)
18
+ * @param {Float32Array} samples as written by {@link sh_exp_fit_samples} — the same values the GPU reads
19
+ * @param {number} sample_count
20
+ * @param {number} p_band_count
21
+ * @param {number} q_band_count
22
+ */
23
+ export function sh_exp_solve_matrix(output: Float32Array, samples: Float32Array, sample_count: number, p_band_count: number, q_band_count: number): void;
24
+ /**
25
+ * Ridge term, as a fraction of the normal matrix' mean diagonal.
26
+ *
27
+ * Wherever the view is near the normal, `h_r` is near `r`, so the P and Q columns of one `(l, m)` are
28
+ * nearly collinear. Over {@link sh_exp_fit_samples}' set the normal matrix' condition number is 1.1e3
29
+ * at the paper's five-and-three bands and 1.8e10 at ten-and-ten (2026-10-03; the matrix does not
30
+ * depend on the environment). Under the cosine-weighted views the set used before, an unregularized
31
+ * ten-and-ten fit of the Venice-sunset map ran coefficients to 2.4e4 (f64 prototype). With this ridge,
32
+ * this module's own fit of that map (quadrature `E0` over a 64 grid, 4096 and 8192 samples) keeps the
33
+ * largest coefficient at 4.7 for five-and-three and 13.7 for ten-and-ten, at a tonemapped
34
+ * reconstruction error by roughness third of 0.048 / 0.038 / 0.091 for both. On a target the model
35
+ * represents exactly, the ridge moves coefficients by up to 2.3e-3 (five-and-three) and 0.11
36
+ * (ten-and-ten) along those near-collinear directions, and the reconstruction at the fit samples by at
37
+ * most 4e-4 and 1.6e-3 in log space.
38
+ *
39
+ * @type {number}
40
+ */
41
+ export const SH_EXP_RIDGE: number;
42
+ //# sourceMappingURL=sh_exp_solve_matrix.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"sh_exp_solve_matrix.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/sh_exp_solve_matrix.js"],"names":[],"mappings":"AAyBA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,4CANW,YAAY,WACZ,YAAY,gBACZ,MAAM,gBACN,MAAM,gBACN,MAAM,QA6EhB;AApHD;;;;;;;;;;;;;;;;GAgBG;AACH,2BAFU,MAAM,CAEiB"}
@@ -0,0 +1,123 @@
1
+ import { assert } from "../../../../../core/assert.js";
2
+ import { lu_factor_linear_system } from "../../../../../core/math/linalg/lu_factor_linear_system.js";
3
+ import { lu_solve_linear_system } from "../../../../../core/math/linalg/lu_solve_linear_system.js";
4
+ import { sh_exp_design_row, sh_exp_reflection_frame } from "./sh_exp_design_row.js";
5
+ import { SH_EXP_FIT_SAMPLE_FLOATS, sh_exp_coefficient_count } from "./sh_exp_layout.js";
6
+
7
+ /**
8
+ * Ridge term, as a fraction of the normal matrix' mean diagonal.
9
+ *
10
+ * Wherever the view is near the normal, `h_r` is near `r`, so the P and Q columns of one `(l, m)` are
11
+ * nearly collinear. Over {@link sh_exp_fit_samples}' set the normal matrix' condition number is 1.1e3
12
+ * at the paper's five-and-three bands and 1.8e10 at ten-and-ten (2026-10-03; the matrix does not
13
+ * depend on the environment). Under the cosine-weighted views the set used before, an unregularized
14
+ * ten-and-ten fit of the Venice-sunset map ran coefficients to 2.4e4 (f64 prototype). With this ridge,
15
+ * this module's own fit of that map (quadrature `E0` over a 64 grid, 4096 and 8192 samples) keeps the
16
+ * largest coefficient at 4.7 for five-and-three and 13.7 for ten-and-ten, at a tonemapped
17
+ * reconstruction error by roughness third of 0.048 / 0.038 / 0.091 for both. On a target the model
18
+ * represents exactly, the ridge moves coefficients by up to 2.3e-3 (five-and-three) and 0.11
19
+ * (ten-and-ten) along those near-collinear directions, and the reconstruction at the fit samples by at
20
+ * most 4e-4 and 1.6e-3 in log space.
21
+ *
22
+ * @type {number}
23
+ */
24
+ export const SH_EXP_RIDGE = 1e-4;
25
+
26
+ /**
27
+ * The matrix that takes the fit's right-hand side to its coefficients: `(AᵀA / S + λD)⁻¹`, where row
28
+ * `i` of `A` is {@link sh_exp_design_row} at fit sample `i`, `S` is the sample count, and `D` is the
29
+ * identity but for a zero at the constant band.
30
+ *
31
+ * The least-squares system of Silvennoinen et al. (HPG 2025, https://doi.org/10.1111/cgf.70219) is
32
+ * linear in log space, and its matrix depends on the samples alone — never on the environment. With
33
+ * the samples fixed ({@link sh_exp_fit_samples}), this is a constant of the configuration: built once,
34
+ * in f64, and handed to the GPU, so that encoding an environment is a reduction and a matrix-vector
35
+ * product there rather than a factorization in f32. The encoder's right-hand side is
36
+ * `Aᵀ log E0 / S` to match.
37
+ *
38
+ * Inverted rather than factored: the GPU applies it with one dot product per coefficient. At the
39
+ * condition numbers {@link SH_EXP_RIDGE} leaves, applying it in f32 moves coefficients by ~5e-5
40
+ * (measured, five-and-three bands, coefficients up to 9).
41
+ *
42
+ * @param {Float32Array} output `coefficient_count²`, row-major (it is symmetric)
43
+ * @param {Float32Array} samples as written by {@link sh_exp_fit_samples} — the same values the GPU reads
44
+ * @param {number} sample_count
45
+ * @param {number} p_band_count
46
+ * @param {number} q_band_count
47
+ */
48
+ export function sh_exp_solve_matrix(output, samples, sample_count, p_band_count, q_band_count) {
49
+ assert.isPositiveInteger(sample_count, 'sample_count');
50
+ assert.isPositiveInteger(p_band_count, 'p_band_count');
51
+ assert.isPositiveInteger(q_band_count, 'q_band_count');
52
+
53
+ const N = sh_exp_coefficient_count(p_band_count, q_band_count);
54
+
55
+ assert.greaterThanOrEqual(output.length, N * N, 'output.length');
56
+
57
+ const M = new Float64Array(N * N);
58
+ const row = new Float64Array(N);
59
+ const frame = new Float64Array(6);
60
+
61
+ for (let s = 0; s < sample_count; s++) {
62
+ const o = s * SH_EXP_FIT_SAMPLE_FLOATS;
63
+
64
+ sh_exp_reflection_frame(
65
+ frame,
66
+ samples[o], samples[o + 1], samples[o + 2],
67
+ samples[o + 4], samples[o + 5], samples[o + 6]
68
+ );
69
+
70
+ sh_exp_design_row(row, 0, p_band_count, q_band_count, frame, samples[o + 3]);
71
+
72
+ for (let i = 0; i < N; i++) {
73
+ const ri = row[i];
74
+
75
+ for (let j = i; j < N; j++) {
76
+ M[i * N + j] += ri * row[j];
77
+ }
78
+ }
79
+ }
80
+
81
+ let trace = 0;
82
+
83
+ for (let i = 0; i < N; i++) {
84
+ for (let j = i; j < N; j++) {
85
+ const value = M[i * N + j] / sample_count;
86
+
87
+ M[i * N + j] = value;
88
+ M[j * N + i] = value;
89
+ }
90
+
91
+ trace += M[i * N + i];
92
+ }
93
+
94
+ const ridge = SH_EXP_RIDGE * trace / N;
95
+
96
+ // Not on coefficient 0, P's constant band — ridge regression leaves the intercept alone. Then the
97
+ // inverse maps the constant column of the design straight back to itself, so an environment k
98
+ // times brighter (log E0 + log k everywhere) moves that one coefficient by log k / Y(0, 0) and no
99
+ // other.
100
+ for (let i = 1; i < N; i++) {
101
+ M[i * N + i] += ridge;
102
+ }
103
+
104
+ const pivots = new Uint32Array(N);
105
+
106
+ if (!lu_factor_linear_system(M, pivots, N)) {
107
+ throw new Error(`SH-exponential system matrix (${N}x${N}) did not factor`);
108
+ }
109
+
110
+ const column = new Float64Array(N);
111
+
112
+ for (let j = 0; j < N; j++) {
113
+ column.fill(0);
114
+ column[j] = 1;
115
+
116
+ lu_solve_linear_system(M, pivots, column, N);
117
+
118
+ // column j of the inverse; the inverse of a symmetric matrix is symmetric, so this is row j too
119
+ for (let i = 0; i < N; i++) {
120
+ output[j * N + i] = column[i];
121
+ }
122
+ }
123
+ }
@@ -0,0 +1,30 @@
1
+ /**
2
+ * Most source texels a cell reads along one side, so 64 x 64 = 4096 a cell and 16 a lane. Maps up to
3
+ * 64 times the grid (4096 at the default 64 grid) are read texel by texel; past that every stride-th
4
+ * texel is read, standing for its stride x stride block by the solid angle of its middle texel —
5
+ * an 8192 map at a 64 grid reads one texel in four. A smooth field keeps its cell means to 1e-3 that
6
+ * way (the spec reads a 2048 map at an 8 grid, stride 4); a feature smaller than the stride can be
7
+ * missed or counted for its whole block.
8
+ *
9
+ * @type {number}
10
+ */
11
+ export const SH_EXP_MAX_TEXELS_PER_CELL_SIDE: number;
12
+ /**
13
+ * First pass of the SH-exponential encoder: integrates the octahedral environment's level 0 down to a
14
+ * coarse octahedral grid of `cell_resolution²` cells, each a direction and its radiance times solid
15
+ * angle — the quadrature the reference reflectance is integrated over.
16
+ *
17
+ * Writes two `vec4` per cell into `cells`: `(direction, 0)`, then `(radiance * solid_angle, solid_angle)`.
18
+ * Radiance is the solid-angle-weighted mean of the source texels whose centres fall in the cell
19
+ * (`octahedral_solid_angle` per texel, so the octahedral map's area distortion is accounted for), or
20
+ * of the texel under the cell's centre where a map coarser than the grid leaves none; past
21
+ * {@link SH_EXP_MAX_TEXELS_PER_CELL_SIDE} texels a side it is read with a stride. The cell's solid
22
+ * angle is its own, so the grid sums to 4π whatever the source resolution.
23
+ *
24
+ * Dispatch `cell_resolution²` workgroups.
25
+ *
26
+ * @type {ComputeShader}
27
+ */
28
+ export const shader_sh_exp_environment_cells: ComputeShader;
29
+ import { ComputeShader } from "../../../shader/ComputeShader.js";
30
+ //# sourceMappingURL=shader_sh_exp_environment_cells.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_sh_exp_environment_cells.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/light/environment/sh_exponential/shader_sh_exp_environment_cells.js"],"names":[],"mappings":"AAUA;;;;;;;;;GASG;AACH,8CAFU,MAAM,CAEkC;AA0GlD;;;;;;;;;;;;;;;GAeG;AACH,8CAFU,aAAa,CAMpB;8BA/I2B,kCAAkC"}
@@ -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