@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 +1,341 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { D65_spd_tabulated } from "../../../../core/color/illuminant/D65_spd_tabulated.js";
3
+ import { xyz_to_lab } from "../../../../core/color/lab/xyz_to_lab.js";
4
+ import { rgb_to_xyz } from "../../../../core/color/xyz/rgb_to_xyz.js";
5
+ import { xyz_cmf_tabulated } from "../../../../core/color/xyz/xyz_cmf_tabulated.js";
6
+ import { xyz_to_rgb } from "../../../../core/color/xyz/xyz_to_rgb.js";
7
+
8
+ /**
9
+ * Bounds of the coefficient search, 1/m. 1e-7 is far below pure water's weakest scattering (0.0006
10
+ * 1/m at 780 nm); 1e4 extinguishes a channel within 0.1 mm.
11
+ */
12
+ const SIGMA_MIN = 1e-7;
13
+ const SIGMA_MAX = 1e4;
14
+
15
+ const INITIAL_SCAN_STEPS = 240;
16
+ const LOCAL_SCAN_STEPS = 48;
17
+ const LOCAL_SCAN_FACTOR = 8;
18
+ const GOLDEN_ITERATIONS = 60;
19
+ const SWEEP_LIMIT = 60;
20
+ const SWEEP_TOLERANCE = 1e-10;
21
+
22
+ /**
23
+ * Everything the error of a candidate coefficient needs, computed once per fit.
24
+ *
25
+ * @typedef {Object} FitProblem
26
+ * @property {ArrayLike<number>} path_lengths
27
+ * @property {number[]} white_rgb RGB of the illuminant, whose XYZ has Y = 1
28
+ * @property {Float64Array} target_lab L*, a*, b* of the spectrally attenuated illuminant, per path
29
+ */
30
+
31
+ /**
32
+ * Summed squared CIELAB ΔE*ab, over the paths, between the illuminant attenuated by the RGB
33
+ * coefficient and the spectral target.
34
+ *
35
+ * @param {FitProblem} problem
36
+ * @param {number[]} sigma
37
+ * @param {number[]} scratch_rgb
38
+ * @param {number[]} scratch_xyz
39
+ * @param {number[]} scratch_lab
40
+ * @returns {number}
41
+ */
42
+ function fit_error(problem, sigma, scratch_rgb, scratch_xyz, scratch_lab) {
43
+ const { path_lengths, white_rgb, target_lab } = problem;
44
+
45
+ let sum = 0;
46
+
47
+ for (let p = 0; p < path_lengths.length; p++) {
48
+ const d = path_lengths[p];
49
+
50
+ for (let c = 0; c < 3; c++) {
51
+ scratch_rgb[c] = white_rgb[c] * Math.exp(-sigma[c] * d);
52
+ }
53
+
54
+ rgb_to_xyz(scratch_xyz, 0, scratch_rgb, 0);
55
+ xyz_to_lab(scratch_lab, 0, scratch_xyz, 0);
56
+
57
+ const dl = scratch_lab[0] - target_lab[p * 3];
58
+ const da = scratch_lab[1] - target_lab[p * 3 + 1];
59
+ const db = scratch_lab[2] - target_lab[p * 3 + 2];
60
+
61
+ sum += dl * dl + da * da + db * db;
62
+ }
63
+
64
+ return sum;
65
+ }
66
+
67
+ /**
68
+ * Minimize the error over one channel's coefficient with the other two held: a log-spaced scan of
69
+ * [lo, hi] for the basin, golden-section refinement inside it, and zero as a candidate of its own.
70
+ *
71
+ * @param {FitProblem} problem
72
+ * @param {number[]} sigma updated in place
73
+ * @param {number} channel
74
+ * @param {number} lo
75
+ * @param {number} hi
76
+ * @param {number} steps
77
+ * @param {number[][]} scratch
78
+ */
79
+ function minimize_channel(problem, sigma, channel, lo, hi, steps, scratch) {
80
+ const [scratch_rgb, scratch_xyz, scratch_lab] = scratch;
81
+
82
+ /**
83
+ * @param {number} log_sigma
84
+ * @returns {number}
85
+ */
86
+ const error_at = (log_sigma) => {
87
+ sigma[channel] = Math.exp(log_sigma);
88
+ return fit_error(problem, sigma, scratch_rgb, scratch_xyz, scratch_lab);
89
+ };
90
+
91
+ const log_lo = Math.log(lo);
92
+ const log_step = (Math.log(hi) - log_lo) / steps;
93
+
94
+ let best_index = 0;
95
+ let best_error = Infinity;
96
+
97
+ for (let i = 0; i <= steps; i++) {
98
+ const error = error_at(log_lo + i * log_step);
99
+
100
+ if (error < best_error) {
101
+ best_error = error;
102
+ best_index = i;
103
+ }
104
+ }
105
+
106
+ let a = log_lo + Math.max(best_index - 1, 0) * log_step;
107
+ let b = log_lo + Math.min(best_index + 1, steps) * log_step;
108
+
109
+ const golden = (Math.sqrt(5) - 1) / 2;
110
+
111
+ let x1 = b - golden * (b - a);
112
+ let x2 = a + golden * (b - a);
113
+ let f1 = error_at(x1);
114
+ let f2 = error_at(x2);
115
+
116
+ for (let i = 0; i < GOLDEN_ITERATIONS; i++) {
117
+ if (f1 < f2) {
118
+ b = x2;
119
+ x2 = x1;
120
+ f2 = f1;
121
+ x1 = b - golden * (b - a);
122
+ f1 = error_at(x1);
123
+ } else {
124
+ a = x1;
125
+ x1 = x2;
126
+ f1 = f2;
127
+ x2 = a + golden * (b - a);
128
+ f2 = error_at(x2);
129
+ }
130
+ }
131
+
132
+ const refined = Math.exp((a + b) / 2);
133
+
134
+ sigma[channel] = refined;
135
+ const refined_error = fit_error(problem, sigma, scratch_rgb, scratch_xyz, scratch_lab);
136
+
137
+ sigma[channel] = 0;
138
+ const zero_error = fit_error(problem, sigma, scratch_rgb, scratch_xyz, scratch_lab);
139
+
140
+ sigma[channel] = zero_error <= refined_error ? 0 : refined;
141
+ }
142
+
143
+ /**
144
+ * Fit an RGB coefficient (1/m), in the engine's linear working space (Rec.709 primaries, D65
145
+ * white), to a spectral one, so that a white (D65) target seen through a path d of exp(-σ_c d) per
146
+ * channel looks as it does through exp(-σ(λ) d) per wavelength, over the given path lengths.
147
+ *
148
+ * **Target.** For each path d, D65 is attenuated wavelength by wavelength and integrated against the
149
+ * CIE 1931 2° colour matching functions (trapezoid rule over `wavelengths`), normalized so the
150
+ * unattenuated illuminant has Y = 1. The candidate is the illuminant's own RGB scaled per channel by
151
+ * exp(-σ_c d), taken back to XYZ. A wavelength-independent coefficient therefore fits exactly.
152
+ *
153
+ * **Error metric.** Least squares on CIELAB ΔE*ab (CIE 15:2004) between candidate and target, summed
154
+ * over the paths; ΔE*ab of about 1 is a just-noticeable difference. Comparing in Lab rather than in
155
+ * RGB matters for water: after a few metres the light left is a saturated blue-green outside the
156
+ * Rec.709 gamut (its red channel is negative), so an RGB target would first have to be clipped or
157
+ * desaturated, which is a choice about colour, not physics. Lab compares against the real colour and
158
+ * the part RGB cannot show stays in the residual. It also weighs each path by how visible its error
159
+ * is: linear transmittance would let the short paths decide everything (a factor of two in the few
160
+ * percent of green left after 50 m is invisible to a linear fit), and optical depth would let the
161
+ * longest paths decide everything, where nothing is left to see.
162
+ *
163
+ * **Why not a per-band mean.** Averaging σ(λ) over a channel's sensitivity, as one would a colour
164
+ * (and as `compute_mie_particle_properties_rgb` does for its coefficients), gives the channel's
165
+ * attenuation over vanishingly short paths only. Over a long path the wavelengths absorbed least are
166
+ * the ones left, so a channel's effective coefficient falls with distance (Akkaynak & Treibitz
167
+ * 2018, "A revised underwater image formation model", CVPR, show the same for camera bands).
168
+ * Measured on pure water (the spec pins these): weighted by luminance its mean absorption is
169
+ * 0.097 1/m, while the luminance left after 50 m has been attenuated at 0.047 1/m, a 2.1x
170
+ * overestimate. How large depends on how the band is cut: a 500–600 nm box gives 1.5x, the
171
+ * positive lobe of the sRGB green 1.3x, and an earlier figure of about 4x was not reproduced. With the
172
+ * signed sRGB sensitivities a band mean can even come out negative, as pure water's blue does
173
+ * (-0.0006 1/m), a channel that would brighten with distance. Over 0.1–50 m the band means' worst
174
+ * ΔE*ab is 16 for pure water and 19 for Jerlov II, against this fit's 11 and 12, nearly all of which
175
+ * is the Rec.709 gamut itself: the clipped target alone is 12 and 13 ΔE*ab from the real colour.
176
+ *
177
+ * **Solver.** A per-channel start from a coarse log scan with the other channels clear, then
178
+ * coordinate descent: each channel in turn is minimized with the others held (log scan within a
179
+ * factor of 8 around the current value, golden section, zero as a candidate), until a sweep moves no
180
+ * coefficient by more than 1e-10 relatively.
181
+ *
182
+ * @param {Object} options
183
+ * @param {ArrayLike<number>} options.wavelengths nm, strictly increasing, at least 2
184
+ * @param {ArrayLike<number>} options.coefficient σ(λ) at those wavelengths, 1/m, ≥ 0
185
+ * @param {ArrayLike<number>} options.path_lengths metres, > 0, at least 1
186
+ * @returns {{coefficient: number[], residual: number}} the RGB coefficient, 1/m, and the largest
187
+ * ΔE*ab over the path lengths between the fit and the spectral target
188
+ */
189
+ export function water_rgb_from_spectral({ wavelengths, coefficient, path_lengths }) {
190
+ assert.isArrayLike(wavelengths, 'wavelengths');
191
+ assert.isArrayLike(coefficient, 'coefficient');
192
+ assert.isArrayLike(path_lengths, 'path_lengths');
193
+
194
+ const wavelength_count = wavelengths.length;
195
+ const path_count = path_lengths.length;
196
+
197
+ assert.greaterThanOrEqual(wavelength_count, 2, 'wavelengths.length');
198
+ assert.equal(coefficient.length, wavelength_count, 'coefficient.length !== wavelengths.length');
199
+ assert.greaterThanOrEqual(path_count, 1, 'path_lengths.length');
200
+
201
+ for (let i = 0; i < wavelength_count; i++) {
202
+ assert.isFinite(wavelengths[i], `wavelengths[${i}]`);
203
+ assert.isFinite(coefficient[i], `coefficient[${i}]`);
204
+ assert.greaterThanOrEqual(coefficient[i], 0, `coefficient[${i}]`);
205
+
206
+ if (i > 0) {
207
+ assert.greaterThan(wavelengths[i], wavelengths[i - 1], `wavelengths[${i}]`);
208
+ }
209
+ }
210
+
211
+ for (let i = 0; i < path_count; i++) {
212
+ assert.isFinite(path_lengths[i], `path_lengths[${i}]`);
213
+ assert.greaterThan(path_lengths[i], 0, `path_lengths[${i}]`);
214
+ }
215
+
216
+ // trapezoid weights of D65 x CMF
217
+ const weight_x = new Float64Array(wavelength_count);
218
+ const weight_y = new Float64Array(wavelength_count);
219
+ const weight_z = new Float64Array(wavelength_count);
220
+
221
+ const cmf = [0, 0, 0];
222
+
223
+ let white_y = 0;
224
+
225
+ for (let i = 0; i < wavelength_count; i++) {
226
+ const left = i > 0 ? wavelengths[i] - wavelengths[i - 1] : 0;
227
+ const right = i < wavelength_count - 1 ? wavelengths[i + 1] - wavelengths[i] : 0;
228
+ const width = (left + right) / 2;
229
+
230
+ xyz_cmf_tabulated(cmf, wavelengths[i]);
231
+ const e = D65_spd_tabulated(wavelengths[i]) * width;
232
+
233
+ weight_x[i] = cmf[0] * e;
234
+ weight_y[i] = cmf[1] * e;
235
+ weight_z[i] = cmf[2] * e;
236
+
237
+ white_y += weight_y[i];
238
+ }
239
+
240
+ assert.greaterThan(white_y, 0, 'the wavelengths carry no luminance');
241
+
242
+ const xyz = [0, 0, 0];
243
+
244
+ for (let i = 0; i < wavelength_count; i++) {
245
+ xyz[0] += weight_x[i] / white_y;
246
+ xyz[1] += weight_y[i] / white_y;
247
+ xyz[2] += weight_z[i] / white_y;
248
+ }
249
+
250
+ const white_rgb = [0, 0, 0];
251
+ xyz_to_rgb(white_rgb, 0, xyz, 0);
252
+
253
+ const target_lab = new Float64Array(path_count * 3);
254
+
255
+ for (let p = 0; p < path_count; p++) {
256
+ const d = path_lengths[p];
257
+
258
+ xyz[0] = 0;
259
+ xyz[1] = 0;
260
+ xyz[2] = 0;
261
+
262
+ for (let i = 0; i < wavelength_count; i++) {
263
+ const t = Math.exp(-coefficient[i] * d) / white_y;
264
+
265
+ xyz[0] += weight_x[i] * t;
266
+ xyz[1] += weight_y[i] * t;
267
+ xyz[2] += weight_z[i] * t;
268
+ }
269
+
270
+ xyz_to_lab(target_lab, p * 3, xyz, 0);
271
+ }
272
+
273
+ /** @type {FitProblem} */
274
+ const problem = { path_lengths, white_rgb, target_lab };
275
+ const scratch = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
276
+
277
+ // start: each channel alone, the others clear
278
+ const sigma = [0, 0, 0];
279
+ const start = [0, 0, 0];
280
+
281
+ for (let c = 0; c < 3; c++) {
282
+ minimize_channel(problem, sigma, c, SIGMA_MIN, SIGMA_MAX, INITIAL_SCAN_STEPS, scratch);
283
+ start[c] = sigma[c];
284
+ sigma[c] = 0;
285
+ }
286
+
287
+ sigma[0] = start[0];
288
+ sigma[1] = start[1];
289
+ sigma[2] = start[2];
290
+
291
+ for (let sweep = 0; sweep < SWEEP_LIMIT; sweep++) {
292
+ let largest_change = 0;
293
+
294
+ for (let c = 0; c < 3; c++) {
295
+ const previous = sigma[c];
296
+
297
+ if (previous > 0) {
298
+ const lo = Math.max(previous / LOCAL_SCAN_FACTOR, SIGMA_MIN);
299
+ const hi = Math.min(previous * LOCAL_SCAN_FACTOR, SIGMA_MAX);
300
+
301
+ minimize_channel(problem, sigma, c, lo, hi, LOCAL_SCAN_STEPS, scratch);
302
+ } else {
303
+ // a clear channel may need to leave zero once the others have moved
304
+ minimize_channel(problem, sigma, c, SIGMA_MIN, SIGMA_MAX, INITIAL_SCAN_STEPS, scratch);
305
+ }
306
+
307
+ const scale = Math.max(Math.abs(previous), Math.abs(sigma[c]), SIGMA_MIN);
308
+ largest_change = Math.max(largest_change, Math.abs(sigma[c] - previous) / scale);
309
+ }
310
+
311
+ if (largest_change < SWEEP_TOLERANCE) {
312
+ break;
313
+ }
314
+ }
315
+
316
+ // residual: the worst path
317
+ const [scratch_rgb, scratch_xyz, scratch_lab] = scratch;
318
+ let residual = 0;
319
+
320
+ for (let p = 0; p < path_count; p++) {
321
+ const d = path_lengths[p];
322
+
323
+ for (let c = 0; c < 3; c++) {
324
+ scratch_rgb[c] = white_rgb[c] * Math.exp(-sigma[c] * d);
325
+ }
326
+
327
+ rgb_to_xyz(scratch_xyz, 0, scratch_rgb, 0);
328
+ xyz_to_lab(scratch_lab, 0, scratch_xyz, 0);
329
+
330
+ const dl = scratch_lab[0] - target_lab[p * 3];
331
+ const da = scratch_lab[1] - target_lab[p * 3 + 1];
332
+ const db = scratch_lab[2] - target_lab[p * 3 + 2];
333
+
334
+ residual = Math.max(residual, Math.sqrt(dl * dl + da * da + db * db));
335
+ }
336
+
337
+ return {
338
+ coefficient: sigma.slice(),
339
+ residual,
340
+ };
341
+ }
@@ -544,9 +544,11 @@ contribution at the three points where the meshlet buckets have just made theirs
544
544
  2. **splat** (`shader_particle_avboit_splat`): the billboard quads rasterized at the volume's
545
545
  resolution, coverage from the atlas alpha, extinction through `avboit_splat_slice` — the same
546
546
  write path as a surface. Additive particles write nothing. A soft-depth particle is faded here
547
- against the same scene depth the draw fades it against, one sample per voxel: what the volume
547
+ against the same scene depth the draw fades it against, averaged over the voxel's footprint at the
548
+ four standard 4× multisample positions (`chunk_particle_avboit_voxel_fade`): what the volume
548
549
  records has to be the coverage the accumulators are weighted by, or a card that fades out where
549
- it meets the floor goes on darkening the floor through itself.
550
+ it meets the floor goes on darkening the floor through itself. (One read at the voxel's corner
551
+ recorded up to 2.4× the coverage on a floor seen at a distance; AVBOIT ledger entry 26.)
550
552
  3. **draw** (`shader_particle_avboit_draw`): the quads at internal resolution, depth-tested read-only
551
553
  against the scene (which lets the soft fade read the same depth), fog composited, transmittance
552
554
  from the integral. Which of the two it is, is decided by coverage rather than by the blend enum,
@@ -0,0 +1,26 @@
1
+ /**
2
+ * The soft fade a soft-depth particle's splat fragment records into the voxel volume, for the
3
+ * low-resolution fragment at `voxel_position` (its `@builtin(position).xy`) of a volume
4
+ * `voxel_resolution` voxels wide, over the full-resolution `scene_depth`.
5
+ *
6
+ * The draw fades every full-resolution pixel against the scene behind it; one voxel covers 8×8 of
7
+ * them, so what the volume can hold is the fade averaged over that footprint. This takes the average
8
+ * of four reads at WebGPU's standard 4× multisample positions — a rotated grid, so the four fall on
9
+ * four different rows and four different columns and follow a floor or a wall across the voxel; the
10
+ * points the dynamic-mesh splat averages its coverage over, too — through the exact low-to-full
11
+ * mapping, `scene size / voxel_resolution`, so a frame the volume does not divide evenly is read
12
+ * where its voxels really lie.
13
+ *
14
+ * It used to read one texel at `8 × voxel`, the voxel's top-left corner. On a floor seen at a distance
15
+ * the row four pixels up is farther away by a good part of the fade range (a quarter of a metre at
16
+ * 10 m, a metre at 20 m, at 1080p from 1.7 m up), so the volume recorded a smoke card standing on the
17
+ * floor at up to 2.4× the coverage the draw gave it there: an invisible card occluding what lies
18
+ * behind it, the seam ledger entry 20 had removed (AVBOIT ledger entry 26). Over fifteen modelled
19
+ * floor contacts the corner read was off the voxel's average by 0.27 on average and 0.55 at worst; a
20
+ * 2×2 grid by 0.05 and 0.12; these four by 0.05 and 0.08.
21
+ *
22
+ * @type {CodeChunk}
23
+ */
24
+ export const chunk_particle_avboit_voxel_fade: CodeChunk;
25
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
26
+ //# sourceMappingURL=chunk_particle_avboit_voxel_fade.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_particle_avboit_voxel_fade.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/chunk_particle_avboit_voxel_fade.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,+CAFU,SAAS,CA2CjB;0BArEwB,oCAAoC"}
@@ -0,0 +1,71 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { PARTICLE_SOFT_FADE_RANGE } from "../ParticleConstants.js";
4
+ import { chunk_particle_render_math } from "./chunk_particle_render_math.js";
5
+ import { chunk_particle_scene_view_depth } from "./chunk_particle_scene_view_depth.js";
6
+
7
+ /**
8
+ * The soft fade a soft-depth particle's splat fragment records into the voxel volume, for the
9
+ * low-resolution fragment at `voxel_position` (its `@builtin(position).xy`) of a volume
10
+ * `voxel_resolution` voxels wide, over the full-resolution `scene_depth`.
11
+ *
12
+ * The draw fades every full-resolution pixel against the scene behind it; one voxel covers 8×8 of
13
+ * them, so what the volume can hold is the fade averaged over that footprint. This takes the average
14
+ * of four reads at WebGPU's standard 4× multisample positions — a rotated grid, so the four fall on
15
+ * four different rows and four different columns and follow a floor or a wall across the voxel; the
16
+ * points the dynamic-mesh splat averages its coverage over, too — through the exact low-to-full
17
+ * mapping, `scene size / voxel_resolution`, so a frame the volume does not divide evenly is read
18
+ * where its voxels really lie.
19
+ *
20
+ * It used to read one texel at `8 × voxel`, the voxel's top-left corner. On a floor seen at a distance
21
+ * the row four pixels up is farther away by a good part of the fade range (a quarter of a metre at
22
+ * 10 m, a metre at 20 m, at 1080p from 1.7 m up), so the volume recorded a smoke card standing on the
23
+ * floor at up to 2.4× the coverage the draw gave it there: an invisible card occluding what lies
24
+ * behind it, the seam ledger entry 20 had removed (AVBOIT ledger entry 26). Over fifteen modelled
25
+ * floor contacts the corner read was off the voxel's average by 0.27 on average and 0.55 at worst; a
26
+ * 2×2 grid by 0.05 and 0.12; these four by 0.05 and 0.08.
27
+ *
28
+ * @type {CodeChunk}
29
+ */
30
+ export const chunk_particle_avboit_voxel_fade = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ fn particle_avboit_voxel_fade_at(
34
+ scene_depth: texture_2d<f32>,
35
+ point: vec2<f32>,
36
+ scene_size: vec2<f32>,
37
+ particle_view_depth: f32,
38
+ camera: ${CAMERA_UNIFORM_STRUCT.wgsl_ref},
39
+ ) -> f32 {
40
+ let texel = vec2<i32>(clamp(point, vec2<f32>(0.0), scene_size - 1.0));
41
+ let scene_vd = particle_scene_view_depth(textureLoad(scene_depth, texel, 0).r, camera);
42
+
43
+ return particle_soft_fade(scene_vd, particle_view_depth, ${PARTICLE_SOFT_FADE_RANGE});
44
+ }
45
+
46
+ fn particle_avboit_voxel_fade(
47
+ scene_depth: texture_2d<f32>,
48
+ voxel_position: vec2<f32>,
49
+ voxel_resolution: vec2<u32>,
50
+ particle_view_depth: f32,
51
+ camera: ${CAMERA_UNIFORM_STRUCT.wgsl_ref},
52
+ ) -> f32 {
53
+ let scene_size = vec2<f32>(textureDimensions(scene_depth, 0));
54
+ let scale = scene_size / vec2<f32>(max(voxel_resolution, vec2<u32>(1u)));
55
+
56
+ // the voxel's top-left corner; voxel_position is its centre
57
+ let corner = voxel_position - 0.5;
58
+
59
+ let a = particle_avboit_voxel_fade_at(scene_depth, (corner + vec2<f32>(0.375, 0.125)) * scale, scene_size, particle_view_depth, camera);
60
+ let b = particle_avboit_voxel_fade_at(scene_depth, (corner + vec2<f32>(0.875, 0.375)) * scale, scene_size, particle_view_depth, camera);
61
+ let c = particle_avboit_voxel_fade_at(scene_depth, (corner + vec2<f32>(0.125, 0.625)) * scale, scene_size, particle_view_depth, camera);
62
+ let d = particle_avboit_voxel_fade_at(scene_depth, (corner + vec2<f32>(0.625, 0.875)) * scale, scene_size, particle_view_depth, camera);
63
+
64
+ return (a + b + c + d) * 0.25;
65
+ }
66
+ `, [
67
+ CAMERA_UNIFORM_STRUCT.declaration_chunk,
68
+ chunk_particle_scene_view_depth,
69
+ chunk_particle_render_math,
70
+ ]
71
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js"],"names":[],"mappings":"AAqLA,2EAAsI;AACtI,8EAA2I;AAC3I,6EAA8I;AAE9I,mEAAmE;AACnE,yEAAwD;AAExD,mDAAmD;AACnD,2DAAsD;yCA7Lb,iEAAiE;4CAW9D,sDAAsD;iCAFjE,kCAAkC"}
1
+ {"version":3,"file":"shader_particle_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js"],"names":[],"mappings":"AAoMA,2EAAsI;AACtI,8EAA2I;AAC3I,6EAA8I;AAE9I,mEAAmE;AACnE,yEAAwD;AAExD,mDAAmD;AACnD,2DAAsD;yCA5Mb,iEAAiE;4CAa9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -6,6 +6,8 @@ import { chunk_sample_volumetrics } from "../../deferred/chunk_sample_volumetric
6
6
  import { AVBOIT_EXTINCT_TRANSMITTANCE } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
7
7
  import { AVBOIT_WARP_STRUCT } from "../../rasterize/native/avboit/AVBOIT_WARP_STRUCT.js";
8
8
  import { AVBOIT_DRAW_TARGETS } from "../../rasterize/native/avboit/avboit_draw_fragment_body.js";
9
+ import { chunk_avboit_view_depth_to_virtual } from "../../rasterize/native/avboit/chunk_avboit_view_depth_to_virtual.js";
10
+ import { chunk_avboit_footprint_bias } from "../../rasterize/native/avboit/chunk_avboit_footprint_bias.js";
9
11
  import { chunk_avboit_sample_transmittance } from "../../rasterize/native/avboit/chunk_avboit_sample_transmittance.js";
10
12
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
11
13
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
@@ -110,7 +112,18 @@ fn vs_general(@builtin(vertex_index) vi : u32, @builtin(instance_index) ii : u32
110
112
  fn fs_main(in : ParticleVertexOut) -> ParticleAVBOITDrawOutput {
111
113
  let screen_uv = in.clip.xy / vec2<f32>(f32(view.width), f32(view.height));
112
114
 
113
- let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth);
115
+ // a billboard, stretched or not, is built from the camera's right and up and lies in the view plane,
116
+ // so its footprint is zero; a horizontal, vertical or world-facing quad seen at an angle runs
117
+ // through depth across a voxel (avboit_footprint_bias). An additive particle writes nothing into
118
+ // the volume, so nothing of its own is there to occlude it, and takes none. The derivative is
119
+ // taken here, in uniform control flow, whatever the blend
120
+ let footprint = select(
121
+ avboit_footprint_bias(&warp, fwidth(avboit_view_depth_to_virtual(&warp, in.view_depth))),
122
+ 0.0,
123
+ in.blend == PARTICLE_BLEND_ADDITIVE,
124
+ );
125
+
126
+ let transmittance = avboit_sample_transmittance(&warp, tIntegral, sLinear, screen_uv, in.view_depth, footprint);
114
127
 
115
128
  if (all(transmittance <= vec3<f32>(${AVBOIT_EXTINCT_TRANSMITTANCE}))) {
116
129
  // nothing this fragment contributes survives what is in front of it; skip the shading
@@ -151,6 +164,8 @@ fn fs_main(in : ParticleVertexOut) -> ParticleAVBOITDrawOutput {
151
164
  chunk_particle_billboard_vertex,
152
165
  chunk_particle_lighting,
153
166
  chunk_sample_volumetrics,
167
+ chunk_avboit_view_depth_to_virtual,
168
+ chunk_avboit_footprint_bias,
154
169
  chunk_avboit_sample_transmittance,
155
170
  ]);
156
171
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAoBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAwGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCApJd,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
1
+ {"version":3,"file":"shader_particle_avboit_splat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/particles/shaders/shader_particle_avboit_splat.js"],"names":[],"mappings":"AAkBA;;;;GAIG;AACH,sDAFU,MAAM,CAEyC;AAmGzD;;;GAGG;AACH,6CAFU,wBAAwB,CAY/B;AAEH,8FAA8F;AAC9F,0EAAyD;AAEzD,mDAAmD;AACnD,4DAAuD;yCA7Id,iEAAiE;4CAY9D,sDAAsD;iCAFjE,kCAAkC"}
@@ -12,11 +12,9 @@ import { AVBOIT_SPLAT_DUMMY_FORMAT } from "../../rasterize/native/avboit/shader_
12
12
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
13
13
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
14
14
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
15
- import { PARTICLE_SOFT_FADE_RANGE } from "../ParticleConstants.js";
16
15
  import { EMITTER_FLAG } from "../data/PARTICLE_EMITTER_STRUCT.js";
17
- import { AVBOIT_VOXEL_DOWNSCALE } from "../../rasterize/native/avboit/AVBOIT_CONSTANTS.js";
16
+ import { chunk_particle_avboit_voxel_fade } from "./chunk_particle_avboit_voxel_fade.js";
18
17
  import { chunk_particle_billboard_vertex } from "./chunk_particle_billboard_vertex.js";
19
- import { chunk_particle_scene_view_depth } from "./chunk_particle_scene_view_depth.js";
20
18
 
21
19
  /**
22
20
  * Bind group of the volume atomics; group 0 is everything the billboard vertex stage and the atlas
@@ -73,15 +71,10 @@ fn fs_main(in : ParticleVertexOut) {
73
71
  var alpha = premultiplied.a;
74
72
 
75
73
  if ((in.flags & PARTICLE_FLAG_SOFT_DEPTH) != 0u) {
76
- /*
77
- The same fade the draw applies to the same fragment, so the volume records the coverage the
78
- accumulators are weighted by. Sampled once per voxel: this pass rasterizes at the volume's
79
- resolution, so the scene texel under the fragment is the downscale factor times out.
80
- */
81
- let scene_texel = vec2<i32>(in.clip.xy) * ${AVBOIT_VOXEL_DOWNSCALE};
82
- let scene_vd = particle_scene_view_depth(textureLoad(scene_depth, scene_texel, 0).r, camera);
83
-
84
- alpha = alpha * particle_soft_fade(scene_vd, in.view_depth, ${PARTICLE_SOFT_FADE_RANGE});
74
+ // the fade the draw applies to the same fragment, so the volume records the coverage the
75
+ // accumulators are weighted by
76
+ let voxel_resolution = vec2<u32>(warp.voxel_width, warp.voxel_height);
77
+ alpha = alpha * particle_avboit_voxel_fade(scene_depth, in.clip.xy, voxel_resolution, in.view_depth, camera);
85
78
  }
86
79
 
87
80
  // the coverage the draw weights this fragment by, through the same function
@@ -110,7 +103,7 @@ fn fs_main(in : ParticleVertexOut) {
110
103
  }
111
104
  `, [
112
105
  chunk_particle_billboard_vertex,
113
- chunk_particle_scene_view_depth,
106
+ chunk_particle_avboit_voxel_fade,
114
107
  chunk_avboit_coverage,
115
108
  chunk_avboit_transmittance_to_extinction,
116
109
  chunk_avboit_view_depth_to_physical,