@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
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_phase_draine.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/atmosphere/phase/jd/chunk_phase_draine.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,iCAFU,SAAS,CAsBZ;0BA7BmB,mCAAmC"}
1
+ {"version":3,"file":"chunk_phase_draine.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/atmosphere/phase/jd/chunk_phase_draine.js"],"names":[],"mappings":"AAGA;;;;;GAKG;AACH,iCAFU,SAAS,CAyBZ;0BAhCmB,mCAAmC"}
@@ -14,9 +14,12 @@ fn phase_draine(cos_theta: f32, g: f32, alpha: f32) -> f32 {
14
14
  let g2 = g * g;
15
15
  let cos2 = cos_theta * cos_theta;
16
16
 
17
- // Henyey-Greenstein part of the equation
18
- let denom_hg = 1.0 + g2 - 2.0 * g * cos_theta;
19
- let hg_term = (1.0 - g2) / pow(denom_hg, 1.5);
17
+ // Henyey-Greenstein part of the equation, (1 - g²) / (1 + g² - 2g cos)^1.5 — written so that it
18
+ // does not cancel: straight ahead the denominator is (1 - g)², which in f32 is rounding noise as
19
+ // 1 + g² - 2g once g passes about 0.9997, and zero at g = 0.9999
20
+ let one_minus_g = 1.0 - g;
21
+ let denom_hg = one_minus_g * one_minus_g + 2.0 * g * (1.0 - cos_theta);
22
+ let hg_term = one_minus_g * (1.0 + g) / pow(denom_hg, 1.5);
20
23
 
21
24
  // Draine-specific part
22
25
  let num_draine = 1.0 + alpha * cos2;
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Samples the cosine of the scattering angle from the Draine phase function `phase_draine(mu, g,
3
+ * alpha)` — Henyey-Greenstein (alpha = 0), Cornette-Shanks (alpha = 1), Rayleigh (g = 0,
4
+ * alpha = 1) and the molecular water phase (g = 0, alpha = (1 - d) / (1 + d)) alike. Draws from
5
+ * `random()`.
6
+ *
7
+ * Draine is Henyey-Greenstein times `(1 + alpha mu²)` up to a constant, so a Henyey-Greenstein
8
+ * proposal accepted with probability `(1 + alpha mu²) / max(1, 1 + alpha)` is exactly Draine. The
9
+ * expected number of proposals is `max(1, 1 + alpha) / (1 + alpha (1 + 2 g²) / 3)`: at most 3, for
10
+ * any g, as alpha grows. For alpha >= 0 only: below 0 the acceptance is `1 + alpha (1 + 2 g²) / 3`,
11
+ * which falls toward 0 as alpha nears -1 with g near ±1 (0.023 at g 0.99, alpha -0.99), and the
12
+ * proposal cap below then biases what it draws.
13
+ *
14
+ * Exact rather than closed form because the closed form loses the distribution where the engine's
15
+ * lobes live: see `chunk_sample_draine_cos`.
16
+ *
17
+ * After 64 rejected proposals the last one is returned. With an acceptance rate of at least 1/3
18
+ * that happens with probability below 6e-12.
19
+ *
20
+ * @see Jendersie, d'Eon, "An Approximate Mie Scattering Function for Fog and Cloud Rendering", SIGGRAPH 2023
21
+ */
22
+ export const chunk_sample_draine: CodeChunk;
23
+ import { CodeChunk } from "../../../../compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_sample_draine.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sample_draine.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/atmosphere/phase/jd/chunk_sample_draine.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,4CAuBE;0BAhDwB,mCAAmC"}
@@ -0,0 +1,49 @@
1
+ import { CodeChunk } from "../../../../compiler/CodeChunk.js";
2
+ import { chunk_random } from "../../../random/chunk_random.js";
3
+ import { chunk_sample_henyey_greenstein_cos } from "../chunk_sample_henyey_greenstein_cos.js";
4
+
5
+ /**
6
+ * Samples the cosine of the scattering angle from the Draine phase function `phase_draine(mu, g,
7
+ * alpha)` — Henyey-Greenstein (alpha = 0), Cornette-Shanks (alpha = 1), Rayleigh (g = 0,
8
+ * alpha = 1) and the molecular water phase (g = 0, alpha = (1 - d) / (1 + d)) alike. Draws from
9
+ * `random()`.
10
+ *
11
+ * Draine is Henyey-Greenstein times `(1 + alpha mu²)` up to a constant, so a Henyey-Greenstein
12
+ * proposal accepted with probability `(1 + alpha mu²) / max(1, 1 + alpha)` is exactly Draine. The
13
+ * expected number of proposals is `max(1, 1 + alpha) / (1 + alpha (1 + 2 g²) / 3)`: at most 3, for
14
+ * any g, as alpha grows. For alpha >= 0 only: below 0 the acceptance is `1 + alpha (1 + 2 g²) / 3`,
15
+ * which falls toward 0 as alpha nears -1 with g near ±1 (0.023 at g 0.99, alpha -0.99), and the
16
+ * proposal cap below then biases what it draws.
17
+ *
18
+ * Exact rather than closed form because the closed form loses the distribution where the engine's
19
+ * lobes live: see `chunk_sample_draine_cos`.
20
+ *
21
+ * After 64 rejected proposals the last one is returned. With an acceptance rate of at least 1/3
22
+ * that happens with probability below 6e-12.
23
+ *
24
+ * @see Jendersie, d'Eon, "An Approximate Mie Scattering Function for Fog and Cloud Rendering", SIGGRAPH 2023
25
+ */
26
+ export const chunk_sample_draine = CodeChunk.from(
27
+ //language=WGSL
28
+ `
29
+ fn sample_draine(g: f32, alpha: f32) -> f32 {
30
+ let bound = max(1.0, 1.0 + alpha);
31
+
32
+ var mu = 0.0;
33
+
34
+ for (var attempt = 0u; attempt < 64u; attempt++) {
35
+ mu = sample_henyey_greenstein_cos(random(), g);
36
+
37
+ if (random() * bound <= 1.0 + alpha * mu * mu) {
38
+ break;
39
+ }
40
+ }
41
+
42
+ return mu;
43
+ }
44
+ `,
45
+ [
46
+ chunk_random,
47
+ chunk_sample_henyey_greenstein_cos,
48
+ ]
49
+ );
@@ -7,6 +7,24 @@
7
7
  * - `alpha` The "alpha" shape parameter.
8
8
  *
9
9
  * @see "An Approximate Mie Scattering Function for Fog and Cloud Rendering" by Johannes Jendersie & Eugene d’Eon, NVIDIA. SIGGRAPH 2023. https://research.nvidia.com/labs/rtr/approximate-mie/publications/approximate-mie.pdf
10
+ *
11
+ * @deprecated use `chunk_sample_draine`. The closed form is ill-conditioned for small `g` and large
12
+ * `alpha`, in f64 as much as in f32, and it divides by both. Measured 2026-10-02 as the largest
13
+ * |CDF(sample(xi)) - xi| over 400 stratified xi, against quadrature of the Draine density:
14
+ *
15
+ * | g | alpha | error (f32) |
16
+ * |-------|-------|-------------|
17
+ * | 0.8 | 1 | 4e-6 |
18
+ * | 0.5 | 250 | 8e-3 |
19
+ * | 0.1 | 250 | 9e-2 |
20
+ * | 0.01 | 50 | 0.19 |
21
+ * | 0.01 | 1 | 4e-2 |
22
+ * | 0.003 | 1 | 1.0 |
23
+ * | 0.001 | 50 | non-finite |
24
+ *
25
+ * At g = 0 or alpha = 0 it divides by zero.
26
+ *
27
+ * alpha = 250 with g below 0.7 is what the Jendersie-d'Eon fits give for droplets under 1.5 µm.
10
28
  */
11
29
  export const chunk_sample_draine_cos: CodeChunk;
12
30
  import { CodeChunk } from "../../../../compiler/CodeChunk.js";
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_draine_cos.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/atmosphere/phase/jd/chunk_sample_draine_cos.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH,gDA+BE;0BA3CwB,mCAAmC"}
1
+ {"version":3,"file":"chunk_sample_draine_cos.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/atmosphere/phase/jd/chunk_sample_draine_cos.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,gDA+BE;0BA7DwB,mCAAmC"}
@@ -9,6 +9,24 @@ import { CodeChunk } from "../../../../compiler/CodeChunk.js";
9
9
  * - `alpha` The "alpha" shape parameter.
10
10
  *
11
11
  * @see "An Approximate Mie Scattering Function for Fog and Cloud Rendering" by Johannes Jendersie & Eugene d’Eon, NVIDIA. SIGGRAPH 2023. https://research.nvidia.com/labs/rtr/approximate-mie/publications/approximate-mie.pdf
12
+ *
13
+ * @deprecated use `chunk_sample_draine`. The closed form is ill-conditioned for small `g` and large
14
+ * `alpha`, in f64 as much as in f32, and it divides by both. Measured 2026-10-02 as the largest
15
+ * |CDF(sample(xi)) - xi| over 400 stratified xi, against quadrature of the Draine density:
16
+ *
17
+ * | g | alpha | error (f32) |
18
+ * |-------|-------|-------------|
19
+ * | 0.8 | 1 | 4e-6 |
20
+ * | 0.5 | 250 | 8e-3 |
21
+ * | 0.1 | 250 | 9e-2 |
22
+ * | 0.01 | 50 | 0.19 |
23
+ * | 0.01 | 1 | 4e-2 |
24
+ * | 0.003 | 1 | 1.0 |
25
+ * | 0.001 | 50 | non-finite |
26
+ *
27
+ * At g = 0 or alpha = 0 it divides by zero.
28
+ *
29
+ * alpha = 250 with g below 0.7 is what the Jendersie-d'Eon fits give for droplets under 1.5 µm.
12
30
  */
13
31
  export const chunk_sample_draine_cos = CodeChunk.from(
14
32
  //language=WGSL
@@ -1,4 +1,7 @@
1
1
  /**
2
+ * The engine ships this integrated once, as `assets/textures/split_sum.bin` (`generate_dfg_texture`, run on a
3
+ * device), so changing what it integrates means regenerating that; `split_sum_asset.spec.js` holds the asset
4
+ * to the integral.
2
5
  * @see https://github.com/qiutang98/flower/blob/d67c6f1ae36bad18f6da15a70e2fe8d2949bf401/install/shader/brdf_lut.glsl
3
6
  * @see https://www.shadertoy.com/view/fdd3zf
4
7
  * @type {CodeChunk}
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_integrate_brdf.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/dfg/chunk_integrate_brdf.js"],"names":[],"mappings":"AAKA;;;;GAIG;AACH,mCAFU,SAAS,CA4DlB;0BApEyB,gCAAgC"}
1
+ {"version":3,"file":"chunk_integrate_brdf.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/dfg/chunk_integrate_brdf.js"],"names":[],"mappings":"AAKA;;;;;;;GAOG;AACH,mCAFU,SAAS,CA4DlB;0BAvEyB,gCAAgC"}
@@ -4,6 +4,9 @@ import { chunk_importance_sample_GGX } from "../chunk_importance_sample_GGX.js";
4
4
  import { chunk_V_GGX_SmithCorrelated } from "../chunk_V_GGX_SmithCorrelated.js";
5
5
 
6
6
  /**
7
+ * The engine ships this integrated once, as `assets/textures/split_sum.bin` (`generate_dfg_texture`, run on a
8
+ * device), so changing what it integrates means regenerating that; `split_sum_asset.spec.js` holds the asset
9
+ * to the integral.
7
10
  * @see https://github.com/qiutang98/flower/blob/d67c6f1ae36bad18f6da15a70e2fe8d2949bf401/install/shader/brdf_lut.glsl
8
11
  * @see https://www.shadertoy.com/view/fdd3zf
9
12
  * @type {CodeChunk}
@@ -1 +1 @@
1
- {"version":3,"file":"generate_dfg_texture.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.js"],"names":[],"mappings":"AA8EA;;;;;GAKG;AACH;IAHoC,QAAQ;IAChB,UAAU,GAA3B,MAAM;SA2BhB"}
1
+ {"version":3,"file":"generate_dfg_texture.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/dfg/generate_dfg_texture.js"],"names":[],"mappings":"AA0EA;;;;;GAKG;AACH;IAHoC,QAAQ;IAChB,UAAU,GAA3B,MAAM;SA2BhB"}
@@ -1,6 +1,5 @@
1
1
  import { BinaryBuffer } from "../../../../../../core/binary/BinaryBuffer.js";
2
2
  import { downloadAsFile } from "../../../../../../core/binary/downloadAsFile.js";
3
- import { to_half_float_uint16 } from "../../../../../../core/binary/to_half_float_uint16.js";
4
3
  import { BinaryDataType } from "../../../../../../core/binary/type/BinaryDataType.js";
5
4
  import { FrameGraph } from "../../../../../../engine/graphics/render/frame_graph/FrameGraph.js";
6
5
  import { ShadeGPUCommandContext } from "../../../../../device/ShadeGPUCommandContext.js";
@@ -40,10 +39,7 @@ function graph_download_texture({
40
39
  const texture_data = await texture.download();
41
40
 
42
41
  // encode to f16
43
- const f16_data = new Uint16Array(texture.width * texture.height * 2);
44
- for (let i = 0; i < texture_data.length; i++) {
45
- f16_data[i] = to_half_float_uint16(texture_data[i]);
46
- }
42
+ const f16_data = new Float16Array(texture_data);
47
43
 
48
44
 
49
45
  const image = ShadeImage.fromArrayBuffer(
@@ -1 +1 @@
1
- {"version":3,"file":"shader_split_sum_dgf_lut.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/dfg/shader_split_sum_dgf_lut.js"],"names":[],"mappings":"AAoBA,mDAQG;4BA3ByB,yBAAyB"}
1
+ {"version":3,"file":"shader_split_sum_dgf_lut.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/dfg/shader_split_sum_dgf_lut.js"],"names":[],"mappings":"AAoBA,mDAUG;4BA7ByB,yBAAyB"}
@@ -24,6 +24,8 @@ export const shader_split_sum_dgf_lut = ImageShader.from({
24
24
  body,
25
25
  }),
26
26
  targets: [{
27
- format: "rg16float",
27
+ // f32, though the LUT ships as f16: written to an rg16float target the RTX 4090 rounded toward zero,
28
+ // half an f16 ulp low on average; `generate_dfg_texture` encodes to f16 itself, to nearest
29
+ format: "rg32float",
28
30
  }]
29
31
  });
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Exact Fresnel reflectance of a smooth dielectric interface for unpolarized light: the mean of
3
+ * the s- and p-polarized reflectances, with total internal reflection.
4
+ *
5
+ * - `cos_theta_i` is the cosine between the incident direction (pointing away from the surface,
6
+ * towards where the light comes from) and the interface normal. A negative value means the
7
+ * incident side is the one the normal points away from, and the interface is then seen with the
8
+ * inverse ratio — so one normal and one `eta` describe both sides of the same interface.
9
+ * - `eta` is the ratio n_t / n_i of the refractive index on the side the normal points away from
10
+ * to the one it points towards. Relative, not absolute: water seen from air is 1.333, glass
11
+ * under water is 1.5 / 1.333.
12
+ *
13
+ * Returns 1 beyond the critical angle. Transmittance is `1 - F_dielectric(...)`; nothing is
14
+ * absorbed at the interface.
15
+ *
16
+ * At normal incidence this is `((eta - 1) / (eta + 1))^2`, the F0 that
17
+ * `dielectric_specular_color` gives for the same relative index — the two agree where both apply,
18
+ * and this one stays right at grazing angles and from the dense side, where Schlick's form does not.
19
+ *
20
+ * @see Pharr, Jakob, Humphreys, "Physically Based Rendering", 4th ed., §9.3 (`FrDielectric`)
21
+ */
22
+ export const chunk_F_dielectric: CodeChunk;
23
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_F_dielectric.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_F_dielectric.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_dielectric.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,2CA6BE;0BApDwB,gCAAgC"}
@@ -0,0 +1,53 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Exact Fresnel reflectance of a smooth dielectric interface for unpolarized light: the mean of
5
+ * the s- and p-polarized reflectances, with total internal reflection.
6
+ *
7
+ * - `cos_theta_i` is the cosine between the incident direction (pointing away from the surface,
8
+ * towards where the light comes from) and the interface normal. A negative value means the
9
+ * incident side is the one the normal points away from, and the interface is then seen with the
10
+ * inverse ratio — so one normal and one `eta` describe both sides of the same interface.
11
+ * - `eta` is the ratio n_t / n_i of the refractive index on the side the normal points away from
12
+ * to the one it points towards. Relative, not absolute: water seen from air is 1.333, glass
13
+ * under water is 1.5 / 1.333.
14
+ *
15
+ * Returns 1 beyond the critical angle. Transmittance is `1 - F_dielectric(...)`; nothing is
16
+ * absorbed at the interface.
17
+ *
18
+ * At normal incidence this is `((eta - 1) / (eta + 1))^2`, the F0 that
19
+ * `dielectric_specular_color` gives for the same relative index — the two agree where both apply,
20
+ * and this one stays right at grazing angles and from the dense side, where Schlick's form does not.
21
+ *
22
+ * @see Pharr, Jakob, Humphreys, "Physically Based Rendering", 4th ed., §9.3 (`FrDielectric`)
23
+ */
24
+ export const chunk_F_dielectric = CodeChunk.from(
25
+ //language=WGSL
26
+ `
27
+ fn F_dielectric(cos_theta_i: f32, eta: f32) -> f32 {
28
+ var cos_i = clamp(cos_theta_i, -1.0, 1.0);
29
+ var eta_i = eta;
30
+
31
+ if (cos_i < 0.0) {
32
+ // incident on the side the normal points away from: same interface, inverse ratio
33
+ eta_i = 1.0 / eta_i;
34
+ cos_i = -cos_i;
35
+ }
36
+
37
+ let sin2_theta_i = max(0.0, 1.0 - cos_i * cos_i);
38
+ let sin2_theta_t = sin2_theta_i / (eta_i * eta_i);
39
+
40
+ if (sin2_theta_t >= 1.0) {
41
+ // total internal reflection
42
+ return 1.0;
43
+ }
44
+
45
+ let cos_t = sqrt(max(0.0, 1.0 - sin2_theta_t));
46
+
47
+ let r_parallel = (eta_i * cos_i - cos_t) / (eta_i * cos_i + cos_t);
48
+ let r_perpendicular = (cos_i - eta_i * cos_t) / (cos_i + eta_i * cos_t);
49
+
50
+ return 0.5 * (r_parallel * r_parallel + r_perpendicular * r_perpendicular);
51
+ }
52
+ `
53
+ );
@@ -1,5 +1,11 @@
1
1
  /**
2
- * Checks whether a given point is inside any mesh
2
+ * Checks whether a given point is inside any mesh: {@link chunk_scene_point_query_volume_sign}'s
3
+ * vote, read as a yes or a no.
4
+ *
5
+ * Inside means more than 60% of 64 rays strike the back of a triangle first. From inside a closed
6
+ * mesh with nothing else around it every ray does, and from outside none, so the threshold only
7
+ * decides where meshes are open, one-sided or overlapping, or where a point is further inside one
8
+ * than `max_distance` reaches.
3
9
  */
4
10
  export const chunk_scene_point_query_is_inside_geometry: CodeChunk;
5
11
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_scene_point_query_is_inside_geometry.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js"],"names":[],"mappings":"AAOA;;GAEG;AACH,mEA0DO;0BApEmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_scene_point_query_is_inside_geometry.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/ray/chunk_scene_point_query_is_inside_geometry.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,mEAQO;0BAnBmB,gCAAgC"}
@@ -1,69 +1,21 @@
1
+ import { chunk_scene_point_query_volume_sign } from "../../../../geometry/sdf/chunk_scene_point_query_volume_sign.js";
1
2
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
- import { chunk_geometry_read_triangle_vertices } from "../format/chunk_geometry_read_triangle_vertices.js";
3
- import { chunk_compute_triangle_face_normal } from "../normal/chunk_compute_triangle_face_normal.js";
4
- import { chunk_sphere_fibonacci_point } from "../sphere/chunk_sphere_fibonacci_point.js";
5
- import { chunk_ray_query_nearest } from "./chunk_ray_query_nearest.js";
6
- import { RAY_STRUCT } from "./RAY_STRUCT.js";
7
3
 
8
4
  /**
9
- * Checks whether a given point is inside any mesh
5
+ * Checks whether a given point is inside any mesh: {@link chunk_scene_point_query_volume_sign}'s
6
+ * vote, read as a yes or a no.
7
+ *
8
+ * Inside means more than 60% of 64 rays strike the back of a triangle first. From inside a closed
9
+ * mesh with nothing else around it every ray does, and from outside none, so the threshold only
10
+ * decides where meshes are open, one-sided or overlapping, or where a point is further inside one
11
+ * than `max_distance` reaches.
10
12
  */
11
13
  export const chunk_scene_point_query_is_inside_geometry = CodeChunk.from(
12
14
  //language=WGSL
13
15
  `
14
- fn scene_point_query_is_inside_geometry(postion_ws: vec3<f32>, max_distance:f32 ) -> bool{
15
- const POINT_COUNT = 64;
16
-
17
- var ray: ${RAY_STRUCT.wgsl_ref};
18
- ray.origin = postion_ws;
19
- ray.tmax = max_distance;
20
-
21
- var back_facing_hits = 0;
22
-
23
-
24
- for(var i=0; i<POINT_COUNT; i++){
25
-
26
- let direction = sphere_fibonacci_point(f32(i), POINT_COUNT);
27
-
28
- ray.direction = direction;
29
-
30
- let hit = ray_query_nearest(ray);
31
-
32
- if(hit.t < 0){
33
- // miss
34
- continue;
35
- }
36
-
37
- let geometry = geometries[hit.geometry];
38
-
39
- // construct normal
40
- let triangle = geometry_read_triangle_vertices(geometry, hit.triangle);
41
-
42
- let a = triangle.a.position;
43
- let b = triangle.b.position;
44
- let c = triangle.c.position;
45
-
46
- let normal = compute_triangle_face_normal(a,b,c);
47
-
48
-
49
- if(dot(normal, ray.direction) > 0.0){
50
- // back-facing
51
- back_facing_hits++;
52
- }
53
-
54
- }
55
-
56
- if(back_facing_hits >= (POINT_COUNT / 2) ){
57
- return true;
58
- }else{
59
- return false;
60
- }
61
-
16
+ fn scene_point_query_is_inside_geometry(position_ws: vec3<f32>, max_distance: f32) -> bool {
17
+ return scene_point_query_volume_sign(position_ws, max_distance) < 0.0;
62
18
  }
63
19
  `, [
64
- RAY_STRUCT.declaration_chunk,
65
- chunk_ray_query_nearest,
66
- chunk_geometry_read_triangle_vertices,
67
- chunk_compute_triangle_face_normal,
68
- chunk_sphere_fibonacci_point,
69
- ]);
20
+ chunk_scene_point_query_volume_sign,
21
+ ]);
@@ -1,10 +1,30 @@
1
1
  /**
2
- * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors.
3
- * https://en.wikipedia.org/wiki/Spherical_trigonometry#Area_and_spherical_excess
4
- * tan (e/2) = sinC/(cosC + coTan(0.5*a)*coTan(0.5*b))
5
- * cotan(0.5a) = sqrt((1+cosa)/(1-cosa))
6
- * coTan(0.5*a)*coTan(0.5*b) = sqrt((1+cosb)*(1+cosa)/((1-cosa)*((1-cosb)))
7
- * @see https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10
2
+ * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors, in
3
+ * either winding.
4
+ *
5
+ * Van Oosterom and Strackee, "The Solid Angle of a Plane Triangle", IEEE Transactions on Biomedical
6
+ * Engineering 30(2), 1983:
7
+ *
8
+ * tan(E / 2) = |A · (B × C)| / (1 + A·B + B·C + C·A)
9
+ *
10
+ * This replaced the half-angle-cotangent form taken from Dagor's `octahedral_solid_angle.hlsl`
11
+ * (https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10),
12
+ * which takes `sqrt(sin²AB sin²BC - cos²C)` and divides by `(1 - cos AB)(1 - cos BC)`. For the small
13
+ * triangles of a texel those are differences of numbers near 1, and in f32 the square root's argument
14
+ * goes negative: simulated texel by texel through `octahedral_solid_angle`, 4 texels of a 64² octahedral
15
+ * map came out non-finite, 56 of a 1024² map and 228 of a 2048², all along the octahedron's creases,
16
+ * and the finite rest summed to 12.549 sr at 2048² instead of 4π. On an RTX 4090 the 1024² Venice-sunset
17
+ * map gave 20 non-finite cells of 4096 in the SH-exponential encoder's integration, which turned every
18
+ * reflectance its fit reads into NaN. This form has no square root and no division by a small
19
+ * difference: the same simulation gives no non-finite texel at any of those sizes, and 4π to the
20
+ * fifth decimal. A degenerate triangle (a repeated vertex, three vertices within half of one great
21
+ * circle) is 0, where the old form was 0 / 0. Three vertices spread around a whole great circle are
22
+ * a hemisphere to this form, 2π: the denominator goes negative and `atan2` takes the far side, which is
23
+ * also how a triangle larger than a hemisphere comes out right.
24
+ *
25
+ * The old form's crease failure shows under the WGSL emulator as well, through every texel of a 16² and
26
+ * a 64² map — pinned in `chunk_octahedral_solid_angle.spec.js`.
27
+ *
8
28
  * @type {CodeChunk}
9
29
  */
10
30
  export const chunk_compute_spherical_excess: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_compute_spherical_excess.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/sphere/chunk_compute_spherical_excess.js"],"names":[],"mappings":"AAEA;;;;;;;;GAQG;AACH,6CAFU,SAAS,CAqBjB;0BA9BwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_compute_spherical_excess.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/sphere/chunk_compute_spherical_excess.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,6CAFU,SAAS,CAYjB;0BAzCwB,gCAAgC"}
@@ -1,32 +1,42 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
2
 
3
3
  /**
4
- * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors.
5
- * https://en.wikipedia.org/wiki/Spherical_trigonometry#Area_and_spherical_excess
6
- * tan (e/2) = sinC/(cosC + coTan(0.5*a)*coTan(0.5*b))
7
- * cotan(0.5a) = sqrt((1+cosa)/(1-cosa))
8
- * coTan(0.5*a)*coTan(0.5*b) = sqrt((1+cosb)*(1+cosa)/((1-cosa)*((1-cosb)))
9
- * @see https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10
4
+ * Computes the solid angle of a spherical triangle with vertices A, B, C as unit length vectors, in
5
+ * either winding.
6
+ *
7
+ * Van Oosterom and Strackee, "The Solid Angle of a Plane Triangle", IEEE Transactions on Biomedical
8
+ * Engineering 30(2), 1983:
9
+ *
10
+ * tan(E / 2) = |A · (B × C)| / (1 + A·B + B·C + C·A)
11
+ *
12
+ * This replaced the half-angle-cotangent form taken from Dagor's `octahedral_solid_angle.hlsl`
13
+ * (https://github.com/GaijinEntertainment/DagorEngine/blob/fc6764ee0c056a30a975c29524c86b54c7433239/prog/gameLibs/daGI2/shaders/octahedral_solid_angle.hlsl#L10),
14
+ * which takes `sqrt(sin²AB sin²BC - cos²C)` and divides by `(1 - cos AB)(1 - cos BC)`. For the small
15
+ * triangles of a texel those are differences of numbers near 1, and in f32 the square root's argument
16
+ * goes negative: simulated texel by texel through `octahedral_solid_angle`, 4 texels of a 64² octahedral
17
+ * map came out non-finite, 56 of a 1024² map and 228 of a 2048², all along the octahedron's creases,
18
+ * and the finite rest summed to 12.549 sr at 2048² instead of 4π. On an RTX 4090 the 1024² Venice-sunset
19
+ * map gave 20 non-finite cells of 4096 in the SH-exponential encoder's integration, which turned every
20
+ * reflectance its fit reads into NaN. This form has no square root and no division by a small
21
+ * difference: the same simulation gives no non-finite texel at any of those sizes, and 4π to the
22
+ * fifth decimal. A degenerate triangle (a repeated vertex, three vertices within half of one great
23
+ * circle) is 0, where the old form was 0 / 0. Three vertices spread around a whole great circle are
24
+ * a hemisphere to this form, 2π: the denominator goes negative and `atan2` takes the far side, which is
25
+ * also how a triangle larger than a hemisphere comes out right.
26
+ *
27
+ * The old form's crease failure shows under the WGSL emulator as well, through every texel of a 16² and
28
+ * a 64² map — pinned in `chunk_octahedral_solid_angle.spec.js`.
29
+ *
10
30
  * @type {CodeChunk}
11
31
  */
12
32
  export const chunk_compute_spherical_excess = CodeChunk.from(
13
33
  //language=WGSL
14
34
  `
15
35
  fn compute_spherical_excess(A: vec3<f32>, B: vec3<f32>, C: vec3<f32>) -> f32{
16
- let cosAB = dot(A, B);
17
- let cosBC = dot(B, C);
18
- let cosCA = dot(C, A);
19
-
20
- let sinAB = 1.0f - cosAB * cosAB;
21
- let sinBC = 1.0f - cosBC * cosBC;
22
-
23
- let cosC = cosCA - cosAB * cosBC;
24
- let sinC = sqrt(sinAB * sinBC - cosC * cosC);
25
-
26
- let norm = (1.0f - cosAB) * (1.0f - cosBC);
27
-
28
- return 2.0f * atan2(sinC, sqrt((sinAB * sinBC * (1.0f + cosBC) * (1.0f + cosAB)) / norm) + cosC);
36
+ let triple = dot(A, cross(B, C));
37
+ let denominator = 1.0 + dot(A, B) + dot(B, C) + dot(C, A);
38
+
39
+ return 2.0 * atan2(abs(triple), denominator);
29
40
  }
30
41
  `
31
42
  );
32
-
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_light_importance_directional.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_directional.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,iDAFU,SAAS,CAgBjB;0BAzBwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_light_importance_directional.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_directional.js"],"names":[],"mappings":"AAKA;;;;;;GAMG;AACH,iDAFU,SAAS,CAiBjB;0BA3BwB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_light_receiver_cosine } from "./chunk_light_receiver_cosine.js";
2
3
  import { chunk_rgb_to_luminance } from "../../color/chunk_rgb_to_luminance.js";
3
4
  import { DIRECTIONAL_LIGHT_STRUCT } from "../DIRECTIONAL_LIGHT_STRUCT.js";
4
5
 
@@ -17,10 +18,11 @@ fn light_importance_directional(
17
18
  position: vec3<f32>,
18
19
  normal: vec3<f32>
19
20
  ) -> f32 {
20
- let cos_factor = max(0.0, dot(normal, -light.direction));
21
+ let cos_factor = light_receiver_cosine(normal, -light.direction);
21
22
  return rgb_to_luminance(light.color) * cos_factor;
22
23
  }
23
24
  `, [
24
25
  chunk_rgb_to_luminance,
26
+ chunk_light_receiver_cosine,
25
27
  ]
26
28
  );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_light_importance_point.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_point.js"],"names":[],"mappings":"AAKA;;;;;;;;GAQG;AACH,2CAFU,SAAS,CAmCjB;0BA/CwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_light_importance_point.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_point.js"],"names":[],"mappings":"AAMA;;;;;;;;GAQG;AACH,2CAFU,SAAS,CAoCjB;0BAjDwB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_light_receiver_cosine } from "./chunk_light_receiver_cosine.js";
2
3
  import { chunk_rgb_to_luminance } from "../../color/chunk_rgb_to_luminance.js";
3
4
  import { chunk_light_sphere_distance_attenuation } from "../io/chunk_light_sphere_distance_attenuation.js";
4
5
  import { POINT_LIGHT_STRUCT } from "../POINT_LIGHT_STRUCT.js";
@@ -31,7 +32,7 @@ fn light_importance_point(
31
32
  }
32
33
 
33
34
  let dir_to_center = to_light / max(distance_to_center, 1e-7);
34
- let cos_factor = max(0.0, dot(normal, dir_to_center));
35
+ let cos_factor = light_receiver_cosine(normal, dir_to_center);
35
36
  if (cos_factor <= 0.0) {
36
37
  return 0.0;
37
38
  }
@@ -44,5 +45,6 @@ fn light_importance_point(
44
45
  POINT_LIGHT_STRUCT.declaration_chunk,
45
46
  chunk_light_sphere_distance_attenuation,
46
47
  chunk_rgb_to_luminance,
48
+ chunk_light_receiver_cosine,
47
49
  ]
48
50
  );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_light_importance_spot.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_spot.js"],"names":[],"mappings":"AAMA;;;;;;;GAOG;AACH,0CAFU,SAAS,CAyCjB;0BArDwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_light_importance_spot.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_importance_spot.js"],"names":[],"mappings":"AAOA;;;;;;;GAOG;AACH,0CAFU,SAAS,CA0CjB;0BAvDwB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_light_receiver_cosine } from "./chunk_light_receiver_cosine.js";
2
3
  import { chunk_rgb_to_luminance } from "../../color/chunk_rgb_to_luminance.js";
3
4
  import { chunk_light_get_spot_attenuation } from "../io/chunk_light_get_spot_attenuation.js";
4
5
  import { chunk_light_sphere_distance_attenuation } from "../io/chunk_light_sphere_distance_attenuation.js";
@@ -30,7 +31,7 @@ fn light_importance_spot(
30
31
  }
31
32
 
32
33
  let dir_to_center = to_origin / max(distance_to_center, 1e-7);
33
- let cos_factor = max(0.0, dot(normal, dir_to_center));
34
+ let cos_factor = light_receiver_cosine(normal, dir_to_center);
34
35
  if (cos_factor <= 0.0) {
35
36
  return 0.0;
36
37
  }
@@ -50,5 +51,6 @@ fn light_importance_spot(
50
51
  chunk_light_sphere_distance_attenuation,
51
52
  chunk_light_get_spot_attenuation,
52
53
  chunk_rgb_to_luminance,
54
+ chunk_light_receiver_cosine,
53
55
  ]
54
56
  );
@@ -0,0 +1,14 @@
1
+ /**
2
+ * How much a receiver at a point weighs light arriving from `direction` (unit, towards the light),
3
+ * for choosing which light to sample: the clamped cosine against the surface `normal`, so lights
4
+ * below a surface's horizon are never chosen — or 1 for every direction when `normal` is the zero
5
+ * vector, which is how a point with no surface says so: a scattering point inside a medium, which
6
+ * receives light from all around.
7
+ *
8
+ * The one place the light importance functions read the normal through.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_light_receiver_cosine: CodeChunk;
13
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_light_receiver_cosine.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_light_receiver_cosine.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_light_receiver_cosine.js"],"names":[],"mappings":"AAEA;;;;;;;;;;GAUG;AACH,0CAFU,SAAS,CAajB;0BAxBwB,gCAAgC"}