@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 +1,25 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * How much a receiver at a point weighs light arriving from `direction` (unit, towards the light),
5
+ * for choosing which light to sample: the clamped cosine against the surface `normal`, so lights
6
+ * below a surface's horizon are never chosen — or 1 for every direction when `normal` is the zero
7
+ * vector, which is how a point with no surface says so: a scattering point inside a medium, which
8
+ * receives light from all around.
9
+ *
10
+ * The one place the light importance functions read the normal through.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_light_receiver_cosine = CodeChunk.from(
15
+ //language=WGSL
16
+ `
17
+ fn light_receiver_cosine(normal: vec3<f32>, direction: vec3<f32>) -> f32 {
18
+ if (all(normal == vec3<f32>(0.0))) {
19
+ return 1.0;
20
+ }
21
+
22
+ return max(0.0, dot(normal, direction));
23
+ }
24
+ `
25
+ );
@@ -7,12 +7,19 @@
7
7
  * shadow ray that follows. Lights returning 0 importance (out of range,
8
8
  * outside spot cone, etc.) are never selected.
9
9
  *
10
- * Iteration is per-thread, no workgroup memory: point/spot walk every
11
- * page in the table (no cap, suits clustered scenes); directional uses
10
+ * Iteration is per-thread, no workgroup memory: point/spot walk the pages
11
+ * their lights occupy — `GPULightCollection` packs them into rows
12
+ * [0, count), so the walk ends at the first missing or empty page and reads
13
+ * a page's bitmap only as far as its live count, never the table's page
14
+ * capacity (which it used to read whole, every call); directional uses
12
15
  * the 32-cap iteration mask. The path tracer's main shader is
13
16
  * register-pressure-sensitive, so workgroup-shared iteration would cost
14
17
  * occupancy.
15
18
  *
19
+ * `normal` is the receiving surface's; the zero vector is a point with no surface, inside a
20
+ * medium, which weighs every light by its unshadowed irradiance alone (see
21
+ * `light_receiver_cosine`).
22
+ *
16
23
  * The returned pdf is the true discrete selection probability w_i / sum_w,
17
24
  * so the Monte Carlo estimator divides by (selection.pdf * record.pdf)
18
25
  * rather than by the uniform 1/N approximation.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_select_light_importance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_select_light_importance.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,4CAFU,SAAS,CA+IZ;0BA3KmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_select_light_importance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/sample/chunk_select_light_importance.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,4CAFU,SAAS,CA+JZ;0BAlMmB,gCAAgC"}
@@ -16,12 +16,19 @@ import { LIGHT_SELECTION_STRUCT, LIGHT_SELECTION_TYPE } from "./LIGHT_SELECTION_
16
16
  * shadow ray that follows. Lights returning 0 importance (out of range,
17
17
  * outside spot cone, etc.) are never selected.
18
18
  *
19
- * Iteration is per-thread, no workgroup memory: point/spot walk every
20
- * page in the table (no cap, suits clustered scenes); directional uses
19
+ * Iteration is per-thread, no workgroup memory: point/spot walk the pages
20
+ * their lights occupy — `GPULightCollection` packs them into rows
21
+ * [0, count), so the walk ends at the first missing or empty page and reads
22
+ * a page's bitmap only as far as its live count, never the table's page
23
+ * capacity (which it used to read whole, every call); directional uses
21
24
  * the 32-cap iteration mask. The path tracer's main shader is
22
25
  * register-pressure-sensitive, so workgroup-shared iteration would cost
23
26
  * occupancy.
24
27
  *
28
+ * `normal` is the receiving surface's; the zero vector is a point with no surface, inside a
29
+ * medium, which weighs every light by its unshadowed irradiance alone (see
30
+ * `light_receiver_cosine`).
31
+ *
25
32
  * The returned pdf is the true discrete selection probability w_i / sum_w,
26
33
  * so the Monte Carlo estimator divides by (selection.pdf * record.pdf)
27
34
  * rather than by the uniform 1/N approximation.
@@ -43,8 +50,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
43
50
 
44
51
  for (var p = 0u; p < POINT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
45
52
  let page_addr = point_lights_page_address(&light_data, p);
46
- if (page_addr == ~0u) { continue; }
47
- for (var w = 0u; w < POINT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
53
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
54
+ // page's live rows are its first slots
55
+ if (page_addr == ~0u) { break; }
56
+ let live = light_data[page_addr];
57
+ if (live == 0u) { break; }
58
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
48
59
  var bits = point_lights_page_bitmap_word(&light_data, page_addr, w);
49
60
  while (bits != 0u) {
50
61
  let bit = countTrailingZeros(bits);
@@ -56,8 +67,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
56
67
  }
57
68
  for (var p = 0u; p < SPOT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
58
69
  let page_addr = spot_lights_page_address(&light_data, p);
59
- if (page_addr == ~0u) { continue; }
60
- for (var w = 0u; w < SPOT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
70
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
71
+ // page's live rows are its first slots
72
+ if (page_addr == ~0u) { break; }
73
+ let live = light_data[page_addr];
74
+ if (live == 0u) { break; }
75
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
61
76
  var bits = spot_lights_page_bitmap_word(&light_data, page_addr, w);
62
77
  while (bits != 0u) {
63
78
  let bit = countTrailingZeros(bits);
@@ -88,8 +103,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
88
103
 
89
104
  for (var p = 0u; p < POINT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
90
105
  let page_addr = point_lights_page_address(&light_data, p);
91
- if (page_addr == ~0u) { continue; }
92
- for (var w = 0u; w < POINT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
106
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
107
+ // page's live rows are its first slots
108
+ if (page_addr == ~0u) { break; }
109
+ let live = light_data[page_addr];
110
+ if (live == 0u) { break; }
111
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
93
112
  var bits = point_lights_page_bitmap_word(&light_data, page_addr, w);
94
113
  while (bits != 0u) {
95
114
  let bit = countTrailingZeros(bits);
@@ -113,8 +132,12 @@ fn select_light_importance(position: vec3<f32>, normal: vec3<f32>, random: f32)
113
132
  }
114
133
  for (var p = 0u; p < SPOT_LIGHTS_PAGE_LIMIT; p = p + 1u) {
115
134
  let page_addr = spot_lights_page_address(&light_data, p);
116
- if (page_addr == ~0u) { continue; }
117
- for (var w = 0u; w < SPOT_LIGHTS_OCCUPANCY_BITMAP_WORDS; w = w + 1u) {
135
+ // packed into rows [0, count): the first missing or empty page ends the table, and a
136
+ // page's live rows are its first slots
137
+ if (page_addr == ~0u) { break; }
138
+ let live = light_data[page_addr];
139
+ if (live == 0u) { break; }
140
+ for (var w = 0u; w * 32u < live; w = w + 1u) {
118
141
  var bits = spot_lights_page_bitmap_word(&light_data, page_addr, w);
119
142
  while (bits != 0u) {
120
143
  let bit = countTrailingZeros(bits);
@@ -0,0 +1,30 @@
1
+ /**
2
+ * How far in from each edge of the screen the importance falls off, as a fraction of the screen's
3
+ * height (the horizontal falloff is the same distance in pixels).
4
+ * @type {number}
5
+ */
6
+ export const SCREEN_IMPORTANCE_BORDER_FRACTION: number;
7
+ /**
8
+ * Steps a pixel's importance is quantized to when it is summed with atomics: a pixel of full
9
+ * importance adds this much.
10
+ * @type {number}
11
+ */
12
+ export const SCREEN_IMPORTANCE_STEPS: number;
13
+ /**
14
+ * How much a pixel matters by where it is on screen: 1 over most of it, falling to 0 at the edges —
15
+ * the automatic exposure's metering mask, after
16
+ * https://www.unrealengine.com/en-US/tech-blog/how-epic-games-is-handling-auto-exposure-in-4-25 —
17
+ * shared by every pass that weighs pixels by their place on screen.
18
+ *
19
+ * - `screen_importance(uv, vertical_aspect, border_fraction)` — the mask, in [0, 1]; `vertical_aspect`
20
+ * is the screen's height over its width, `border_fraction` the falloff's width
21
+ * - `screen_importance_weight(uv, vertical_aspect)` — the mask at
22
+ * {@link SCREEN_IMPORTANCE_BORDER_FRACTION} as an integer for an atomic sum:
23
+ * {@link SCREEN_IMPORTANCE_STEPS} at full importance, and never below 1, so that a pixel at the very
24
+ * edge still counts
25
+ *
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_screen_importance: CodeChunk;
29
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
30
+ //# sourceMappingURL=chunk_screen_importance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_screen_importance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_screen_importance.js"],"names":[],"mappings":"AAEA;;;;GAIG;AACH,gDAFU,MAAM,CAEsC;AAEtD;;;;GAIG;AACH,sCAFU,MAAM,CAE0B;AAE1C;;;;;;;;;;;;;;GAcG;AACH,sCAFU,SAAS,CAwBjB;0BArDwB,6BAA6B"}
@@ -0,0 +1,54 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * How far in from each edge of the screen the importance falls off, as a fraction of the screen's
5
+ * height (the horizontal falloff is the same distance in pixels).
6
+ * @type {number}
7
+ */
8
+ export const SCREEN_IMPORTANCE_BORDER_FRACTION = 0.13;
9
+
10
+ /**
11
+ * Steps a pixel's importance is quantized to when it is summed with atomics: a pixel of full
12
+ * importance adds this much.
13
+ * @type {number}
14
+ */
15
+ export const SCREEN_IMPORTANCE_STEPS = 64;
16
+
17
+ /**
18
+ * How much a pixel matters by where it is on screen: 1 over most of it, falling to 0 at the edges —
19
+ * the automatic exposure's metering mask, after
20
+ * https://www.unrealengine.com/en-US/tech-blog/how-epic-games-is-handling-auto-exposure-in-4-25 —
21
+ * shared by every pass that weighs pixels by their place on screen.
22
+ *
23
+ * - `screen_importance(uv, vertical_aspect, border_fraction)` — the mask, in [0, 1]; `vertical_aspect`
24
+ * is the screen's height over its width, `border_fraction` the falloff's width
25
+ * - `screen_importance_weight(uv, vertical_aspect)` — the mask at
26
+ * {@link SCREEN_IMPORTANCE_BORDER_FRACTION} as an integer for an atomic sum:
27
+ * {@link SCREEN_IMPORTANCE_STEPS} at full importance, and never below 1, so that a pixel at the very
28
+ * edge still counts
29
+ *
30
+ * @type {CodeChunk}
31
+ */
32
+ export const chunk_screen_importance = CodeChunk.from(
33
+ //language=WGSL
34
+ `
35
+ fn screen_importance(
36
+ uv: vec2<f32>,
37
+ vertical_aspect: f32,
38
+ border_fraction: f32
39
+ ) -> f32{
40
+
41
+ let fov = border_fraction * vec2(vertical_aspect, 1.0);
42
+
43
+ let border = smoothstep(vec2(0.0, 0.0), fov, uv) * (1.0 - smoothstep(vec2(1.0, 1.0) - fov, vec2(1.0, 1.0), uv));
44
+
45
+ return border.x * border.y;
46
+ }
47
+
48
+ fn screen_importance_weight(uv: vec2<f32>, vertical_aspect: f32) -> u32 {
49
+ let importance = screen_importance(uv, vertical_aspect, ${SCREEN_IMPORTANCE_BORDER_FRACTION});
50
+
51
+ return max(1u, u32(importance * ${SCREEN_IMPORTANCE_STEPS}));
52
+ }
53
+ `
54
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_screen_space_newton_ray.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.js"],"names":[],"mappings":"AAWA,0FAA0F;AAC1F,sDAwFkF;0BApGxD,6BAA6B"}
1
+ {"version":3,"file":"chunk_screen_space_newton_ray.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.js"],"names":[],"mappings":"AAWA,0FAA0F;AAC1F,sDA0HkF;0BAtIxD,6BAA6B"}
@@ -29,41 +29,76 @@ fn screen_space_ray_projectable(p: vec3<f32>, projection: mat4x4<f32>) -> bool {
29
29
  return clip.w > 1e-6 && all(abs(clip) < vec4<f32>(1e30));
30
30
  }
31
31
 
32
- // Reconstruct the receiver at the subpixel lookup on its local tangent plane.
33
- // A texel-center position is a different surface point: projecting its nearest
34
- // point on the ray can exceed one pixel at grazing angles even for an exact hit.
35
- fn screen_space_ray_validate(
36
- ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
37
- projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
38
- distance_tolerance: f32,
39
- ) -> ScreenSpaceRayHit {
40
- var hit = ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u);
41
- if (!screen_space_ray_in_bounds(uv)) { return hit; }
32
+ // The receiver sampled at one lookup: its device depth and its local tangent plane.
33
+ struct ScreenSpaceRayReceiver {
34
+ depth: f32,
35
+ plane: vec4<f32>,
36
+ }
37
+
38
+ // One G-buffer fetch. Depth is stored at the texel center; .zw is the geometric
39
+ // face normal, while .xy includes material normal mapping.
40
+ fn screen_space_ray_load_receiver(
41
+ uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
42
+ inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
43
+ ) -> ScreenSpaceRayReceiver {
42
44
  let size = textureDimensions(depth, 0);
43
45
  let coord = vec2<i32>(uv * vec2<f32>(size));
44
46
  let d = textureLoad(depth, coord, 0).r;
45
- if (is_background(d)) { hit.status = 2u; return hit; }
46
47
  let center = (vec2<f32>(coord) + 0.5) / vec2<f32>(size);
47
- let center_position = inv_project_position(vec3<f32>(center, d), inverse_projection);
48
- let normal = (world_to_view * vec4f(decode_g_buffer_normal(textureLoad(normals, coord, 0).zw), 0.0)).xyz;
49
- let lookup_ray = inv_project_position(vec3f(uv, d), inverse_projection);
50
- let denominator = dot(normal, lookup_ray);
51
- if (!(abs(denominator) > 1e-6)) { hit.status = 3u; return hit; }
52
- let scale = dot(normal, center_position) / denominator;
53
- if (!(scale > 0.0)) { hit.status = 3u; return hit; }
54
- let p = lookup_ray * scale;
48
+ let position = inv_project_position(vec3<f32>(center, d), inverse_projection);
49
+ let normal = (world_to_view * vec4<f32>(decode_g_buffer_normal(textureLoad(normals, coord, 0).zw), 0.0)).xyz;
50
+ return ScreenSpaceRayReceiver(d, plane_from_normal_and_point(normal, position));
51
+ }
52
+
53
+ // Reconstruct the receiver at the subpixel lookup on its local tangent plane, where the
54
+ // lookup's camera ray meets it. A texel-center position is a different surface point:
55
+ // projecting its nearest point on the ray can exceed one pixel at grazing angles even for
56
+ // an exact hit. w is the scale along the camera ray. Where it is not positive the plane
57
+ // has no intersection in front of the eye, and xyz is the depth sample under the lookup.
58
+ fn screen_space_ray_lookup_position(
59
+ uv: vec2<f32>, receiver: ScreenSpaceRayReceiver, inverse_projection: mat4x4<f32>,
60
+ ) -> vec4<f32> {
61
+ let lookup_ray = inv_project_position(vec3f(uv, receiver.depth), inverse_projection);
62
+ let denominator = dot(receiver.plane.xyz, lookup_ray);
63
+ if (!(abs(denominator) > 1e-6)) { return vec4<f32>(lookup_ray, 0.0); }
64
+ let scale = -receiver.plane.w / denominator;
65
+ return vec4<f32>(select(lookup_ray, lookup_ray * scale, scale > 0.0), scale);
66
+ }
67
+
68
+ fn screen_space_ray_accept(
69
+ ray: Ray, uv: vec2<f32>, receiver: ScreenSpaceRayReceiver, size: vec2<f32>,
70
+ projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, distance_tolerance: f32,
71
+ ) -> ScreenSpaceRayHit {
72
+ var hit = ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u);
73
+ let lookup = screen_space_ray_lookup_position(uv, receiver, inverse_projection);
74
+ if (!(lookup.w > 0.0)) { hit.status = 3u; return hit; }
75
+ let p = lookup.xyz;
55
76
  let travel = dot(p - ray.origin, ray.direction);
56
77
  hit.distance = travel;
57
78
  if (!(travel > 1e-4 && travel <= ray.tmax)) { hit.status = 4u; return hit; }
58
79
  let nearest = ray_nearest_point(ray, p);
59
80
  if (!screen_space_ray_projectable(nearest, projection)) { return hit; }
60
- let pixel_error = length((project_position(nearest, projection).xy - uv) * vec2<f32>(size));
81
+ let pixel_error = length((project_position(nearest, projection).xy - uv) * size);
61
82
  hit.residual = distance(p, nearest);
62
83
  hit.status = 5u;
63
84
  if (pixel_error <= 1.0 && hit.residual <= distance_tolerance) { hit.status = 0u; }
64
85
  return hit;
65
86
  }
66
87
 
88
+ fn screen_space_ray_validate(
89
+ ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
90
+ projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
91
+ distance_tolerance: f32,
92
+ ) -> ScreenSpaceRayHit {
93
+ if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u); }
94
+ let receiver = screen_space_ray_load_receiver(uv, depth, normals, inverse_projection, world_to_view);
95
+ if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 2u); }
96
+ return screen_space_ray_accept(ray, uv, receiver, vec2<f32>(textureDimensions(depth, 0)),
97
+ projection, inverse_projection, distance_tolerance);
98
+ }
99
+
100
+ // One G-buffer fetch per lookup, as in the paper: the plane that rejects lookup n
101
+ // is also the tangent plane of update n+1. max_updates updates read max_updates+1 texels.
67
102
  fn screen_space_newton_ray(
68
103
  ray: Ray, seed_uv: vec2<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
69
104
  projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
@@ -71,28 +106,27 @@ fn screen_space_newton_ray(
71
106
  ) -> ScreenSpaceRayHit {
72
107
  var uv = seed_uv;
73
108
  var hit = ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 5u);
74
- let size = textureDimensions(depth, 0);
75
- for (var i = 0u; i < min(max_updates, 16u); i++) {
109
+ let size = vec2<f32>(textureDimensions(depth, 0));
110
+ let updates = min(max_updates, 16u);
111
+ if (updates == 0u) { return hit; }
112
+ for (var i = 0u; i <= updates; i++) {
113
+ let iterations = max(i, 1u);
114
+ if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 1u); }
115
+ let receiver = screen_space_ray_load_receiver(uv, depth, normals, inverse_projection, world_to_view);
116
+ if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 2u); }
117
+ // The seed is the undisplaced background, not an update; only updated lookups are accepted.
118
+ if (i > 0u) {
119
+ hit = screen_space_ray_accept(ray, uv, receiver, size, projection, inverse_projection, distance_tolerance);
120
+ hit.iterations = i;
121
+ if (hit.status == 0u || hit.status == 1u || i == updates) { return hit; }
122
+ }
76
123
  hit.iterations = i + 1u;
77
- if (!screen_space_ray_in_bounds(uv)) { hit.status = 1u; return hit; }
78
- let coord = vec2<i32>(uv * vec2<f32>(size));
79
- let d = textureLoad(depth, coord, 0).r;
80
- if (is_background(d)) { hit.status = 2u; return hit; }
81
- let center = (vec2<f32>(coord) + 0.5) / vec2<f32>(size);
82
- let receiver = inv_project_position(vec3<f32>(center, d), inverse_projection);
83
- // .zw is the geometric face normal; .xy includes material normal mapping.
84
- let world_normal = decode_g_buffer_normal(textureLoad(normals, coord, 0).zw);
85
- let normal = (world_to_view * vec4<f32>(world_normal, 0.0)).xyz;
86
- if (!(abs(dot(ray.direction, normal)) > 1e-4)) { hit.status = 3u; return hit; }
87
- let plane = plane_from_normal_and_point(normal, receiver);
88
- let travel = plane_ray_raycast(ray.origin, ray.direction, plane);
124
+ if (!(abs(dot(ray.direction, receiver.plane.xyz)) > 1e-4)) { hit.status = 3u; return hit; }
125
+ let travel = plane_ray_raycast(ray.origin, ray.direction, receiver.plane);
89
126
  if (!(travel > 1e-4 && travel <= ray.tmax)) { hit.status = 4u; return hit; }
90
127
  let next = ray_at(ray.origin, ray.direction, travel);
91
128
  if (!screen_space_ray_projectable(next, projection)) { hit.status = 1u; return hit; }
92
129
  uv = project_position(next, projection).xy;
93
- hit = screen_space_ray_validate(ray, uv, depth, normals, projection, inverse_projection, world_to_view, distance_tolerance);
94
- hit.iterations = i + 1u;
95
- if (hit.status == 0u || hit.status == 1u || hit.status == 2u) { return hit; }
96
130
  }
97
131
  return hit;
98
132
  }
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The band `l` a band-major coefficient index belongs to — the inverse of `sh_index(m, l)` up to `m`,
3
+ * which is then `index - l * (l + 1)`.
4
+ *
5
+ * `floor(sqrt(index))`, corrected by one either way: `f32` square roots of perfect squares are exact,
6
+ * but the correction keeps the answer integer-exact rather than trusting rounding near a square — for
7
+ * every index below 65535², past which `(l + 1)²` wraps in `u32`. The ten bands the engine generates
8
+ * stop at index 99.
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_sh_band_of_index: CodeChunk;
13
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_sh_band_of_index.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_band_of_index.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh_band_of_index.js"],"names":[],"mappings":"AAEA;;;;;;;;;;GAUG;AACH,qCAFU,SAAS,CAkBhB;0BA7BuB,6BAA6B"}
@@ -0,0 +1,30 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * The band `l` a band-major coefficient index belongs to — the inverse of `sh_index(m, l)` up to `m`,
5
+ * which is then `index - l * (l + 1)`.
6
+ *
7
+ * `floor(sqrt(index))`, corrected by one either way: `f32` square roots of perfect squares are exact,
8
+ * but the correction keeps the answer integer-exact rather than trusting rounding near a square — for
9
+ * every index below 65535², past which `(l + 1)²` wraps in `u32`. The ten bands the engine generates
10
+ * stop at index 99.
11
+ *
12
+ * @type {CodeChunk}
13
+ */
14
+ export const chunk_sh_band_of_index = CodeChunk.from(
15
+ //language=WGSL
16
+ `
17
+ fn sh_band_of_index(index: u32) -> u32 {
18
+ var l = u32(sqrt(f32(index)));
19
+
20
+ if ((l + 1u) * (l + 1u) <= index) {
21
+ l += 1u;
22
+ }
23
+
24
+ if (l * l > index) {
25
+ l -= 1u;
26
+ }
27
+
28
+ return l;
29
+ }
30
+ `);
@@ -0,0 +1,19 @@
1
+ /**
2
+ * One real spherical harmonic `Y(l, m)` at a unit direction, for any band — the general form of the
3
+ * fixed-order `sh2_basis_at`/`sh3_basis_at` and of the generated `sh{N}_basis_at` chunks, in the same
4
+ * convention: all-positive (no Condon-Shortley phase), zonal axis +Z, `m` signed as in `sh_index(m, l)`
5
+ * (negative `m` is the `sin`/`y` family).
6
+ *
7
+ * Fully normalized associated Legendre recurrence plus `(x + iy)^|m|` for the azimuth, so there is no
8
+ * trigonometry and no factorial: `|m|` steps to the sectoral term, then `l - |m|` steps up the band.
9
+ * The work is `O(l)`; at the ten bands the SH-exponential encoder uses that is at most nineteen steps.
10
+ * Meant for kernels that run once (projection, fitting), where one function serving every order beats
11
+ * a chunk per order. Per-pixel reconstruction should use the unrolled `sh{N}_*` chunks instead.
12
+ *
13
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_basis_at.js`, which documents the recurrence.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_sh_basis_function: CodeChunk;
18
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
19
+ //# sourceMappingURL=chunk_sh_basis_function.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_basis_function.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh_basis_function.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,sCAFU,SAAS,CAwDhB;0BAxEuB,6BAA6B"}
@@ -0,0 +1,73 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * One real spherical harmonic `Y(l, m)` at a unit direction, for any band — the general form of the
5
+ * fixed-order `sh2_basis_at`/`sh3_basis_at` and of the generated `sh{N}_basis_at` chunks, in the same
6
+ * convention: all-positive (no Condon-Shortley phase), zonal axis +Z, `m` signed as in `sh_index(m, l)`
7
+ * (negative `m` is the `sin`/`y` family).
8
+ *
9
+ * Fully normalized associated Legendre recurrence plus `(x + iy)^|m|` for the azimuth, so there is no
10
+ * trigonometry and no factorial: `|m|` steps to the sectoral term, then `l - |m|` steps up the band.
11
+ * The work is `O(l)`; at the ten bands the SH-exponential encoder uses that is at most nineteen steps.
12
+ * Meant for kernels that run once (projection, fitting), where one function serving every order beats
13
+ * a chunk per order. Per-pixel reconstruction should use the unrolled `sh{N}_*` chunks instead.
14
+ *
15
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_basis_at.js`, which documents the recurrence.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_sh_basis_function = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn sh_basis_function(m: i32, l: i32, direction: vec3<f32>) -> f32 {
23
+ let order = u32(abs(m));
24
+ let band = u32(l);
25
+
26
+ let x = direction.x;
27
+ let y = direction.y;
28
+ let z = direction.z;
29
+
30
+ // (x + iy)^|m| = c + i s, and Q(|m|, |m|) / sqrt(2|m| + 1)
31
+ var c = 1.0;
32
+ var s = 0.0;
33
+ var sectoral = 0.28209479177387814; // 1 / sqrt(4 pi)
34
+
35
+ for (var k = 1u; k <= order; k++) {
36
+ let c_next = x * c - y * s;
37
+ s = x * s + y * c;
38
+ c = c_next;
39
+
40
+ sectoral *= sqrt(f32(2u * k - 1u) / f32(2u * k));
41
+ }
42
+
43
+ var q_previous = 0.0;
44
+ var q = sectoral * sqrt(f32(2u * order + 1u));
45
+
46
+ if (band > order) {
47
+ q_previous = q;
48
+ q = sqrt(f32(2u * order + 3u)) * z * q;
49
+ }
50
+
51
+ let mm = f32(order * order);
52
+
53
+ for (var k = order + 2u; k <= band; k++) {
54
+ let kk = f32(k * k);
55
+ let k1 = f32((k - 1u) * (k - 1u));
56
+
57
+ let a = sqrt((4.0 * kk - 1.0) / (kk - mm));
58
+ let b = sqrt((k1 - mm) / (4.0 * k1 - 1.0));
59
+
60
+ let q_next = a * (z * q - b * q_previous);
61
+
62
+ q_previous = q;
63
+ q = q_next;
64
+ }
65
+
66
+ if (m == 0) {
67
+ return q;
68
+ }
69
+
70
+ // sqrt(2), the real basis' factor on every m != 0 term
71
+ return 1.4142135623730951 * q * select(s, c, m > 0);
72
+ }
73
+ `);
@@ -0,0 +1,19 @@
1
+ /**
2
+ * Band `l`'s attenuation under convolution with a von Mises-Fisher lobe of concentration `kappa`:
3
+ * `exp(-l(l+1) / (2 kappa))`. Band 0 is never attenuated.
4
+ *
5
+ * The large-kappa form of the vMF's zonal coefficients — Ref-NeRF's integrated directional encoding
6
+ * (Verbin et al., CVPR 2022, [VHM*22]), which Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai use to
7
+ * encode roughness continuously in "Spherical Harmonic Exponentials for Efficient Glossy Reflections"
8
+ * (HPG 2025, https://doi.org/10.1111/cgf.70219), with `kappa = 1 / alpha`.
9
+ *
10
+ * The generated `sh{N}_color_evaluate_vmf` chunks fold the same factor into their unrolled bands;
11
+ * this is the one-band form for kernels that walk coefficients by index.
12
+ *
13
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_vmf_window.js`.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_sh_vmf_window: CodeChunk;
18
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
19
+ //# sourceMappingURL=chunk_sh_vmf_window.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_sh_vmf_window.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/chunk_sh_vmf_window.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;GAeG;AACH,kCAFU,SAAS,CAQhB;0BAxBuB,6BAA6B"}
@@ -0,0 +1,25 @@
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * Band `l`'s attenuation under convolution with a von Mises-Fisher lobe of concentration `kappa`:
5
+ * `exp(-l(l+1) / (2 kappa))`. Band 0 is never attenuated.
6
+ *
7
+ * The large-kappa form of the vMF's zonal coefficients — Ref-NeRF's integrated directional encoding
8
+ * (Verbin et al., CVPR 2022, [VHM*22]), which Silvennoinen, Sloan, Iwanicki and Nowrouzezahrai use to
9
+ * encode roughness continuously in "Spherical Harmonic Exponentials for Efficient Glossy Reflections"
10
+ * (HPG 2025, https://doi.org/10.1111/cgf.70219), with `kappa = 1 / alpha`.
11
+ *
12
+ * The generated `sh{N}_color_evaluate_vmf` chunks fold the same factor into their unrolled bands;
13
+ * this is the one-band form for kernels that walk coefficients by index.
14
+ *
15
+ * CPU twin: `core/geom/3d/sphere/harmonics/sh_vmf_window.js`.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_sh_vmf_window = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn sh_vmf_window(l: f32, kappa: f32) -> f32 {
23
+ return exp(-l * (l + 1.0) / (2.0 * kappa));
24
+ }
25
+ `);
@@ -0,0 +1,17 @@
1
+ /**
2
+ * A spherical-harmonic-exponential reflection probe in the configuration of Silvennoinen et al.'s
3
+ * results (HPG 2025, https://doi.org/10.1111/cgf.70219): P to degree 4, Q to degree 2 — five and three
4
+ * bands. What `SHExpEncoder` writes with `SH_EXP_P4Q2_SETTINGS` (see `sh_exp_probe_vec4_count` for the
5
+ * layout), 560 bytes:
6
+ *
7
+ * - `header`: `(alpha_min, alpha_max, 5, 3)` — the GGX alpha range the probe was fitted over and its band counts;
8
+ * - `p`: log-radiance coefficients of the reflection term, RGB, band-major;
9
+ * - `q`: those of the half-reflection term; `q[0]` is always zero, its band 0 being folded into `p[0]`.
10
+ *
11
+ * 33 of the 35 slots carry information, three floats each; `vec3` arrays stride 16 bytes in WGSL.
12
+ *
13
+ * @type {WebGPUStruct}
14
+ */
15
+ export const SH_EXP_P4Q2_PROBE_STRUCT: WebGPUStruct;
16
+ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
17
+ //# sourceMappingURL=SH_EXP_P4Q2_PROBE_STRUCT.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SH_EXP_P4Q2_PROBE_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/exponential/SH_EXP_P4Q2_PROBE_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;GAaG;AACH,uCAFU,YAAY,CAMD;6BApBQ,+BAA+B"}
@@ -0,0 +1,23 @@
1
+ import { vec3f, vec4f } from "../../../type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
4
+
5
+ /**
6
+ * A spherical-harmonic-exponential reflection probe in the configuration of Silvennoinen et al.'s
7
+ * results (HPG 2025, https://doi.org/10.1111/cgf.70219): P to degree 4, Q to degree 2 — five and three
8
+ * bands. What `SHExpEncoder` writes with `SH_EXP_P4Q2_SETTINGS` (see `sh_exp_probe_vec4_count` for the
9
+ * layout), 560 bytes:
10
+ *
11
+ * - `header`: `(alpha_min, alpha_max, 5, 3)` — the GGX alpha range the probe was fitted over and its band counts;
12
+ * - `p`: log-radiance coefficients of the reflection term, RGB, band-major;
13
+ * - `q`: those of the half-reflection term; `q[0]` is always zero, its band 0 being folded into `p[0]`.
14
+ *
15
+ * 33 of the 35 slots carry information, three floats each; `vec3` arrays stride 16 bytes in WGSL.
16
+ *
17
+ * @type {WebGPUStruct}
18
+ */
19
+ export const SH_EXP_P4Q2_PROBE_STRUCT = WebGPUStruct.from({
20
+ header: vec4f,
21
+ p: WebGPUArray.from(vec3f, 25),
22
+ q: WebGPUArray.from(vec3f, 9),
23
+ }, "SHExpProbeP4Q2");