@woosh/meep-engine 3.47.0 → 3.49.0

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 (619) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +1 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +2 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.js +1 -1
  6. package/package.json +1 -1
  7. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  8. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  9. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +11 -0
  10. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  11. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  12. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  13. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  14. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  15. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  16. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  17. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  18. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  19. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  20. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  21. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  22. package/src/engine/graphics3/ParticipatingMedia.d.ts +84 -1
  23. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  24. package/src/engine/graphics3/ParticipatingMedia.js +139 -5
  25. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  26. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  27. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  28. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  29. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  30. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  31. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/ParticipatingMediaSystem.js +46 -3
  33. package/src/engine/network/NetworkSession.d.ts +16 -5
  34. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  35. package/src/engine/network/NetworkSession.js +104 -7
  36. package/src/engine/network/README.md +27 -1
  37. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  38. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  39. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  40. package/src/engine/network/replication/Replicator.d.ts +15 -4
  41. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  42. package/src/engine/network/replication/Replicator.js +50 -16
  43. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  44. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  45. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  46. package/src/engine/physics/cloth/MEASUREMENTS.md +354 -0
  47. package/src/engine/physics/cloth/PLAN.md +85 -5
  48. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +0 -12
  49. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  50. package/src/engine/physics/cloth/ecs/ClothInstance.js +0 -13
  51. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +2 -1
  52. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  53. package/src/engine/physics/cloth/ecs/ClothSystem.js +7 -1
  54. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  55. package/src/engine/physics/cloth/ecs/ClothWorld.js +4 -15
  56. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  57. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  58. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  59. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  60. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  61. package/src/engine/physics/cloth/playground/collide.html +5 -3
  62. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  63. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  64. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  65. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  66. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  67. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  68. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  69. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  70. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  71. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  72. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  73. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  74. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  75. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  76. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  77. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  78. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  79. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  80. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  81. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  82. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  83. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  84. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  85. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  86. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  87. package/src/shade/device/mock/SoftwareGPUDevice.d.ts +15 -0
  88. package/src/shade/device/mock/SoftwareGPUDevice.d.ts.map +1 -1
  89. package/src/shade/device/mock/SoftwareGPUDevice.js +21 -0
  90. package/src/shade/device/pipeline/ComputePipelineManager.d.ts +20 -0
  91. package/src/shade/device/pipeline/ComputePipelineManager.d.ts.map +1 -1
  92. package/src/shade/device/pipeline/ComputePipelineManager.js +80 -6
  93. package/src/shade/device/pipeline/PipelineEnquiry.d.ts +52 -0
  94. package/src/shade/device/pipeline/PipelineEnquiry.d.ts.map +1 -0
  95. package/src/shade/device/pipeline/PipelineEnquiry.js +63 -0
  96. package/src/shade/device/pipeline/RenderPipelineManager.d.ts +21 -0
  97. package/src/shade/device/pipeline/RenderPipelineManager.d.ts.map +1 -1
  98. package/src/shade/device/pipeline/RenderPipelineManager.js +84 -4
  99. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts +137 -0
  100. package/src/shade/playground/contact_shadows/ContactShadowLab.d.ts.map +1 -0
  101. package/src/shade/playground/contact_shadows/ContactShadowLab.js +654 -0
  102. package/src/shade/playground/contact_shadows/README.md +126 -0
  103. package/src/shade/playground/contact_shadows/index.html +191 -0
  104. package/src/shade/playground/contact_shadows/main.d.ts +2 -0
  105. package/src/shade/playground/contact_shadows/main.d.ts.map +1 -0
  106. package/src/shade/playground/contact_shadows/main.js +888 -0
  107. package/src/shade/playground/contact_shadows/scenes.d.ts +48 -0
  108. package/src/shade/playground/contact_shadows/scenes.d.ts.map +1 -0
  109. package/src/shade/playground/contact_shadows/scenes.js +620 -0
  110. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts +36 -0
  111. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -0
  112. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +245 -0
  113. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts +15 -0
  114. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -0
  115. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +120 -0
  116. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts +55 -0
  117. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.d.ts.map +1 -0
  118. package/src/shade/playground/contact_shadows/shader_contact_lab_stats.js +216 -0
  119. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts +20 -0
  120. package/src/shade/playground/contact_shadows/shader_contact_lab_view.d.ts.map +1 -0
  121. package/src/shade/playground/contact_shadows/shader_contact_lab_view.js +114 -0
  122. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts +11 -0
  123. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -0
  124. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +90 -0
  125. package/src/shade/playground/contact_shadows/textures.d.ts +16 -0
  126. package/src/shade/playground/contact_shadows/textures.d.ts.map +1 -0
  127. package/src/shade/playground/contact_shadows/textures.js +123 -0
  128. package/src/shade/playground/particle_ecs/README.md +1 -1
  129. package/src/shade/playground/particle_ecs/effects/flame.json +1932 -1881
  130. package/src/shade/playground/particle_ecs/effects/smoke.json +99 -1
  131. package/src/shade/playground/particle_ecs/effects/soot.json +152 -145
  132. package/src/shade/playground/tonemap_sdr/README.md +90 -0
  133. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts +105 -0
  134. package/src/shade/playground/tonemap_sdr/ToneMapCompare.d.ts.map +1 -0
  135. package/src/shade/playground/tonemap_sdr/ToneMapCompare.js +380 -0
  136. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts +32 -0
  137. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.d.ts.map +1 -0
  138. package/src/shade/playground/tonemap_sdr/chunk_tonemap_gt7_sdr_reference.js +104 -0
  139. package/src/shade/playground/tonemap_sdr/index.html +90 -0
  140. package/src/shade/playground/tonemap_sdr/main.d.ts +2 -0
  141. package/src/shade/playground/tonemap_sdr/main.d.ts.map +1 -0
  142. package/src/shade/playground/tonemap_sdr/main.js +306 -0
  143. package/src/shade/playground/tonemap_sdr/scenes.d.ts +26 -0
  144. package/src/shade/playground/tonemap_sdr/scenes.d.ts.map +1 -0
  145. package/src/shade/playground/tonemap_sdr/scenes.js +404 -0
  146. package/src/shade/playground/volumetrics_froxel/main.d.ts.map +1 -1
  147. package/src/shade/playground/volumetrics_froxel/main.js +85 -4
  148. package/src/shade/playground/water_refraction/README.md +26 -18
  149. package/src/shade/playground/water_refraction/index.html +1 -1
  150. package/src/shade/renderer/Renderer.d.ts +35 -3
  151. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  152. package/src/shade/renderer/Renderer.js +208 -12
  153. package/src/shade/renderer/ShadeToneMappingMode.d.ts +14 -0
  154. package/src/shade/renderer/ShadeToneMappingMode.d.ts.map +1 -0
  155. package/src/shade/renderer/ShadeToneMappingMode.js +30 -0
  156. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +9 -0
  157. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  158. package/src/shade/renderer/animation/GPUAnimationManager.js +14 -0
  159. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.d.ts.map +1 -1
  160. package/src/shade/renderer/animation/skinning/shader_meshlet_apply_skinning.js +5 -3
  161. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts +7 -0
  162. package/src/shade/renderer/buffer/table/GPUDatabase.d.ts.map +1 -1
  163. package/src/shade/renderer/buffer/table/GPUDatabase.js +12 -0
  164. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts +8 -0
  165. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.d.ts.map +1 -1
  166. package/src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js +12 -0
  167. package/src/shade/renderer/camera/GPUCameraContext.d.ts.map +1 -1
  168. package/src/shade/renderer/camera/GPUCameraContext.js +19 -8
  169. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  170. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +4 -0
  171. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.d.ts.map +1 -1
  172. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct.js +4 -0
  173. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.d.ts.map +1 -1
  174. package/src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js +4 -0
  175. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  176. package/src/shade/renderer/deferred/shader_deferred_main.js +3 -0
  177. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts +6 -0
  178. package/src/shade/renderer/deferred/shader_tonemap_HDR.d.ts.map +1 -1
  179. package/src/shade/renderer/deferred/shader_tonemap_HDR.js +13 -3
  180. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts +9 -0
  181. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.d.ts.map +1 -0
  182. package/src/shade/renderer/deferred/shader_tonemap_HDR_none.js +63 -0
  183. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts +10 -0
  184. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.d.ts.map +1 -0
  185. package/src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js +87 -0
  186. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts +6 -0
  187. package/src/shade/renderer/deferred/shader_tonemap_LDR.d.ts.map +1 -1
  188. package/src/shade/renderer/deferred/shader_tonemap_LDR.js +23 -5
  189. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts +9 -0
  190. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.d.ts.map +1 -0
  191. package/src/shade/renderer/deferred/shader_tonemap_LDR_none.js +68 -0
  192. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts +10 -0
  193. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.d.ts.map +1 -0
  194. package/src/shade/renderer/deferred/shader_tonemap_LDR_pbr_neutral.js +73 -0
  195. package/src/shade/renderer/geometry/meshlet/MeshletBatch.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/meshlet/MeshletBatch.js +58 -9
  197. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +35 -25
  198. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +97 -196
  200. package/src/shade/renderer/geometry/sdf/shader_build_sdf.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/sdf/shader_build_sdf.js +121 -129
  202. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.d.ts.map +1 -1
  203. package/src/shade/renderer/global_illumination/brick4/gpu/bake/brick4_bake_basic.js +3 -0
  204. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/bake/shader_brick4_bake_probes.js +4 -0
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +4 -0
  208. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.d.ts.map +1 -1
  209. package/src/shade/renderer/global_illumination/lpv/bake/GPULightProbeVolumeRenderer.js +3 -0
  210. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.d.ts.map +1 -1
  211. package/src/shade/renderer/global_illumination/lpv/deprecated/probe_trace_compute_shader_code.js +4 -0
  212. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.d.ts.map +1 -1
  213. package/src/shade/renderer/global_illumination/probe/octahedral/graph_sample_light_probes.js +4 -0
  214. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
  215. package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +4 -0
  216. package/src/shade/renderer/gpu_primitive/bvh/GPU_BVH_BUILD_PLAN.md +131 -1
  217. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts +7 -0
  218. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.d.ts.map +1 -1
  219. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_delta.js +45 -38
  220. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts +2 -0
  221. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.d.ts.map +1 -1
  222. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_determine_range.js +81 -79
  223. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts +2 -0
  224. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.d.ts.map +1 -1
  225. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_find_split.js +5 -3
  226. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts +21 -0
  227. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.d.ts.map +1 -0
  228. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_internal_children.js +42 -0
  229. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts +19 -0
  230. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.d.ts.map +1 -0
  231. package/src/shade/renderer/gpu_primitive/bvh/chunk_bvh_morton_code.js +44 -0
  232. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts +23 -5
  233. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.d.ts.map +1 -1
  234. package/src/shade/renderer/gpu_primitive/bvh/graph_bvh_build_lbvh.js +139 -23
  235. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts +25 -0
  236. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.d.ts.map +1 -0
  237. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_build_single_workgroup.js +179 -0
  238. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts +2 -2
  239. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.d.ts.map +1 -1
  240. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_emit_hierarchy.js +7 -16
  241. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts +3 -4
  242. package/src/shade/renderer/gpu_primitive/bvh/shader_bvh_morton.d.ts.map +1 -1
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@@ -0,0 +1,48 @@
1
+ /**
2
+ * Build one of the scenes.
3
+ *
4
+ * @param {import("../../renderer/Renderer.js").Renderer} renderer
5
+ * @param {string} name one of {@link CONTACT_SCENE_NAMES}
6
+ * @returns {Promise<ContactScene>}
7
+ */
8
+ export function create_contact_scene(renderer: import("../../renderer/Renderer.js").Renderer, name: string): Promise<ContactScene>;
9
+ /**
10
+ * The scenes' names, in the order the panel lists them.
11
+ * @type {string[]}
12
+ */
13
+ export const CONTACT_SCENE_NAMES: string[];
14
+ export type ContactScene = {
15
+ name: string;
16
+ title: string;
17
+ /**
18
+ * what this scene is built to show
19
+ */
20
+ failure: string;
21
+ scene: Scene;
22
+ /**
23
+ * unit vector toward the sun
24
+ */
25
+ to_light: Float32Array;
26
+ /**
27
+ * camera framings, [from, to]
28
+ */
29
+ presets: {
30
+ [x: string]: number[][];
31
+ };
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+ /**
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+ * camera at time t (seconds of path), into from and to
34
+ */
35
+ path: (arg0: number, arg1: number[], arg2: number[]) => void;
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+ /**
37
+ * movers at time t
38
+ */
39
+ update: (arg0: number) => void;
40
+ /**
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+ * controls the scene asks for when it is opened
42
+ */
43
+ defaults: {
44
+ taa?: boolean;
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+ };
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+ };
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+ import { Scene } from "../../renderer/scene/Scene.js";
48
+ //# sourceMappingURL=scenes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"scenes.d.ts","sourceRoot":"","sources":["../../../../../src/shade/playground/contact_shadows/scenes.js"],"names":[],"mappings":"AA4lBA;;;;;;GAMG;AACH,+CAJW,OAAO,4BAA4B,EAAE,QAAQ,QAC7C,MAAM,GACJ,QAAQ,YAAY,CAAC,CAUjC;AArBD;;;GAGG;AACH,kCAFU,MAAM,EAAE,CAEqC;;UArkBzC,MAAM;WACN,MAAM;;;;aACN,MAAM;WACN,KAAK;;;;cACL,YAAY;;;;;YACL,MAAM,GAAE,MAAM,EAAE,EAAE;;;;;iBAChB,MAAM,QAAE,MAAM,EAAE,QAAE,MAAM,EAAE,KAAG,IAAI;;;;mBACjC,MAAM,KAAG,IAAI;;;;cACtB;QAAC,GAAG,CAAC,EAAE,OAAO,CAAA;KAAC;;sBAdP,+BAA+B"}
@@ -0,0 +1,620 @@
1
+ import { Color } from "../../../core/color/Color.js";
2
+ import Quaternion from "../../../core/geom/Quaternion.js";
3
+ import Vector3 from "../../../core/geom/Vector3.js";
4
+ import { EntityComponentDataset } from "../../../engine/ecs/EntityComponentDataset.js";
5
+ import { Transform64 } from "../../../engine/ecs/transform/Transform64.js";
6
+ import { BoxGeometry } from "../../renderer/geometry/BoxGeometry.js";
7
+ import { CylinderGeometry } from "../../renderer/geometry/CylinderGeometry.js";
8
+ import { MeshoptClusterizer } from "../../renderer/geometry/meshlet/build/meshoptimizer/meshopt_clusterizer.js";
9
+ import { UVSphereGeometry } from "../../renderer/geometry/UVSphereGeometry.js";
10
+ import { make_sunlight } from "../../renderer/light/make_sunlight.js";
11
+ import { place_light } from "../../renderer/light/place_light.js";
12
+ import { ShadeDrawSide } from "../../renderer/material/ShadeDrawSide.js";
13
+ import { StandardShadeMaterial } from "../../renderer/material/StandardShadeMaterial.js";
14
+ import { TransparencyMode } from "../../renderer/material/TransparencyMode.js";
15
+ import { move_primitive, place_primitive } from "../../renderer/scene/rows/place_primitive.js";
16
+ import { Scene } from "../../renderer/scene/Scene.js";
17
+ import { make_flat_environment } from "../skinned_blas_refit/flat_environment.js";
18
+ import { make_bump_normal_texture, make_leaf_texture } from "./textures.js";
19
+
20
+ /**
21
+ * @typedef {Object} ContactScene
22
+ * @property {string} name
23
+ * @property {string} title
24
+ * @property {string} failure what this scene is built to show
25
+ * @property {Scene} scene
26
+ * @property {Float32Array} to_light unit vector toward the sun
27
+ * @property {Object<string, number[][]>} presets camera framings, [from, to]
28
+ * @property {function(number, number[], number[]): void} path camera at time t (seconds of path), into from and to
29
+ * @property {function(number): void} update movers at time t
30
+ * @property {{taa?: boolean}} defaults controls the scene asks for when it is opened
31
+ */
32
+
33
+ const DEG = Math.PI / 180;
34
+
35
+ /**
36
+ * Everything a scene shares: a scene with a dataset, a box placer, materials, a flat sky and a sun.
37
+ *
38
+ * @param {import("../../renderer/Renderer.js").Renderer} renderer
39
+ * @param {number} elevation of the sun, degrees
40
+ * @param {number} azimuth of the sun about +y from +z, degrees
41
+ */
42
+ async function scene_base(renderer, elevation, azimuth) {
43
+ await MeshoptClusterizer.ready;
44
+
45
+ const scene = new Scene();
46
+
47
+ scene.dataset = new EntityComponentDataset();
48
+
49
+ const scene_context = renderer.scenes.obtain(scene);
50
+
51
+ const cube = new BoxGeometry();
52
+
53
+ /**
54
+ * @param {number[]} rgb
55
+ * @param {number} [roughness]
56
+ */
57
+ const material = (rgb, roughness = 0.8) => {
58
+ const result = new StandardShadeMaterial();
59
+
60
+ result.diffuse_color.copy(new Color(...rgb));
61
+ result.roughness_factor = roughness;
62
+ result.metallic_factor = 0;
63
+
64
+ return result;
65
+ };
66
+
67
+ /**
68
+ * @param {import("../../renderer/geometry/MeshletGeometry.js").MeshletGeometry} geometry
69
+ * @param {StandardShadeMaterial} mat
70
+ * @param {number[]} position
71
+ * @param {number[]} [scale]
72
+ * @param {number[]} [rotation] quaternion
73
+ * @param {string} [name]
74
+ */
75
+ const place = (geometry, mat, position, scale = [1, 1, 1], rotation = [0, 0, 0, 1], name = '') => {
76
+ const transform = new Transform64();
77
+
78
+ transform.setTranslation(position[0], position[1], position[2]);
79
+ transform.setScale(scale[0], scale[1], scale[2]);
80
+ transform.setRotation(rotation[0], rotation[1], rotation[2], rotation[3]);
81
+ transform.updateMatrix();
82
+
83
+ return { entity: place_primitive(scene_context, geometry, mat, transform, { name }), transform };
84
+ };
85
+
86
+ /**
87
+ * A box from its base centre: [x, y of the base, z], [width, height, depth].
88
+ */
89
+ const box = (mat, base, size, rotation, name = 'box') => place(
90
+ cube, mat, [base[0], base[1] + size[1] * 0.5, base[2]], size, rotation, name
91
+ );
92
+
93
+ scene.lights.environment = make_flat_environment([0.05, 0.065, 0.09]);
94
+
95
+ const to_light = new Float32Array([
96
+ Math.cos(elevation * DEG) * Math.sin(azimuth * DEG),
97
+ Math.sin(elevation * DEG),
98
+ Math.cos(elevation * DEG) * Math.cos(azimuth * DEG),
99
+ ]);
100
+
101
+ const sun = make_sunlight({
102
+ intensity: 3,
103
+ temperature: 5800,
104
+ direction: new Vector3(-to_light[0], -to_light[1], -to_light[2]),
105
+ });
106
+
107
+ place_light(scene, sun);
108
+
109
+ const ground = material([0.5, 0.48, 0.45], 0.9);
110
+
111
+ box(ground, [0, -0.2, -40], [200, 0.2, 200], undefined, 'ground');
112
+
113
+ return { scene, scene_context, material, place, box, cube, sun, to_light };
114
+ }
115
+
116
+ /**
117
+ * Write a camera on a circle about `centre` into from/to.
118
+ */
119
+ function orbit(from, to, centre, radius, height, angle) {
120
+ from[0] = centre[0] + Math.sin(angle) * radius;
121
+ from[1] = height;
122
+ from[2] = centre[2] + Math.cos(angle) * radius;
123
+
124
+ to[0] = centre[0];
125
+ to[1] = centre[1];
126
+ to[2] = centre[2];
127
+ }
128
+
129
+ /**
130
+ * Half a turn about an axis, as a quaternion.
131
+ * @param {number[]} axis unit
132
+ * @param {number} angle radians
133
+ */
134
+ function rotation(axis, angle) {
135
+ const q = new Quaternion();
136
+
137
+ q.fromAxisAngle(new Vector3(...axis), angle);
138
+
139
+ return [q.x, q.y, q.z, q.w];
140
+ }
141
+
142
+ const scenes = {
143
+ /**
144
+ * The depth buffer is a heightfield: it holds each caster's front and nothing behind it, so a
145
+ * contact pass guesses how thick every pixel is. Thin poles and a thin floating plank get the
146
+ * guess too thick (shadow smeared and lengthened behind them); a block two and a half metres deep
147
+ * gets it too thin (a ray passing behind its front face reads as passing behind it).
148
+ */
149
+ async thickness(renderer) {
150
+ const base = await scene_base(renderer, 28, -70);
151
+ const { material, box, place } = base;
152
+
153
+ const light = material([0.75, 0.72, 0.66]);
154
+ const dark = material([0.32, 0.34, 0.38]);
155
+
156
+ for (const [i, radius] of [0.01, 0.025, 0.05].entries()) {
157
+ place(new CylinderGeometry(radius, radius, 1.5, 12), dark, [-2.6 + i * 0.5, 0.75, 0.2], undefined, undefined, 'pole');
158
+ }
159
+
160
+ // a 2 cm plank 25 cm off the ground on two thin legs
161
+ box(light, [-0.7, 0.25, 0.4], [1.2, 0.02, 0.4], undefined, 'plank');
162
+ box(dark, [-1.2, 0, 0.4], [0.02, 0.25, 0.02], undefined, 'leg');
163
+ box(dark, [-0.2, 0, 0.4], [0.02, 0.25, 0.02], undefined, 'leg');
164
+
165
+ box(light, [0.6, 0, 0.2], [0.5, 0.5, 0.5], undefined, 'cube');
166
+
167
+ // deep along the view, so rays behind its front face are inside it
168
+ box(light, [2.0, 0, -0.8], [1.0, 1.2, 2.5], undefined, 'block');
169
+
170
+ return {
171
+ ...base,
172
+ name: 'thickness',
173
+ title: 'Thickness: thin poles, a floating plank, a deep block',
174
+ failure: 'The depth buffer is a heightfield: thin casters smear, thick ones leak.',
175
+ presets: { default: [[0, 1.6, 5.2], [0, 0.4, 0]] },
176
+ path(t, from, to) {
177
+ orbit(from, to, [0, 0.4, 0], 5.2, 1.6, Math.sin(t * 0.25) * 40 * DEG);
178
+ },
179
+ update() {
180
+ },
181
+ defaults: {},
182
+ };
183
+ },
184
+
185
+ /**
186
+ * Receivers the sun grazes at 8°: a flat ground the camera also grazes, a low-poly sphere and
187
+ * cylinder whose smooth shading normals disagree with their faceted depth, a ramp, and a slab whose
188
+ * bumps exist only in its normal map. A ray leaving such a surface runs almost along it, so the
189
+ * surface's own neighbouring depths sit just in front of the ray.
190
+ */
191
+ async grazing(renderer) {
192
+ const base = await scene_base(renderer, 8, -60);
193
+ const { material, box, place } = base;
194
+
195
+ const light = material([0.75, 0.72, 0.66]);
196
+
197
+ place(new UVSphereGeometry(0.6, 8, 6), light, [-1.6, 0.6, -0.5], undefined, undefined, 'low-poly sphere');
198
+ place(new CylinderGeometry(0.4, 0.4, 1.2, 6), light, [0, 0.6, -1.2], undefined, undefined, 'hexagonal column');
199
+
200
+ box(light, [1.8, 0, -0.5], [1.6, 0.05, 2.4], rotation([1, 0, 0], -12 * DEG), 'ramp');
201
+
202
+ const bumpy = material([0.62, 0.6, 0.56], 0.7);
203
+
204
+ bumpy.texture_normal = make_bump_normal_texture();
205
+
206
+ box(bumpy, [-0.4, 0, 1.4], [2.4, 0.02, 1.6], undefined, 'normal-mapped slab');
207
+
208
+ return {
209
+ ...base,
210
+ name: 'grazing',
211
+ title: 'Grazing sun: flat ground, facets, a ramp, a normal map',
212
+ failure: 'Self-shadowing where the sun or the view grazes a surface.',
213
+ presets: { default: [[0, 0.7, 6], [0, 0.3, -2]] },
214
+ path(t, from, to) {
215
+ const s = Math.sin(t * 0.3);
216
+
217
+ from[0] = s * 1.5;
218
+ from[1] = 0.7 + 0.3 * Math.sin(t * 0.21);
219
+ from[2] = 6 - 2 * (0.5 + 0.5 * s);
220
+
221
+ to[0] = 0;
222
+ to[1] = 0.3;
223
+ to[2] = -2;
224
+ },
225
+ update() {
226
+ },
227
+ defaults: {},
228
+ };
229
+ },
230
+
231
+ /**
232
+ * Small casters seen from every side: a table, a sphere and a cube on the ground, and a post that
233
+ * hides the cube from part of the orbit. A screen-space shadow exists only where its caster is on
234
+ * screen and in front, and its reach is counted in pixels, so the same contact changes as the
235
+ * camera goes round.
236
+ */
237
+ async view(renderer) {
238
+ const base = await scene_base(renderer, 35, -40);
239
+ const { material, box, place } = base;
240
+
241
+ const light = material([0.75, 0.72, 0.66]);
242
+ const wood = material([0.55, 0.38, 0.22]);
243
+
244
+ box(wood, [0, 0.72, 0], [1.2, 0.04, 0.8], undefined, 'table top');
245
+
246
+ for (const [x, z] of [[-0.55, -0.35], [0.55, -0.35], [-0.55, 0.35], [0.55, 0.35]]) {
247
+ box(wood, [x, 0, z], [0.05, 0.72, 0.05], undefined, 'table leg');
248
+ }
249
+
250
+ place(new UVSphereGeometry(0.3, 32, 16), light, [1.4, 0.3, 0.6], undefined, undefined, 'sphere');
251
+ box(light, [-1.5, 0, 0.8], [0.4, 0.4, 0.4], undefined, 'cube');
252
+ box(material([0.3, 0.32, 0.36]), [-1.5, 0, 1.6], [0.15, 1.8, 0.15], undefined, 'post');
253
+
254
+ return {
255
+ ...base,
256
+ name: 'view',
257
+ title: 'View dependence: an orbit round small casters',
258
+ failure: 'Shadows that change as the camera moves: occluded casters, reach in pixels.',
259
+ presets: { default: [[0, 1.8, 4], [0, 0.35, 0]], far: [[0, 4, 11], [0, 0.35, 0]] },
260
+ path(t, from, to) {
261
+ orbit(from, to, [0, 0.35, 0], 4 + Math.sin(t * 0.17) * 1.5, 1.4 + 0.6 * Math.sin(t * 0.23), t * 0.35);
262
+ },
263
+ update() {
264
+ },
265
+ defaults: {},
266
+ };
267
+ },
268
+
269
+ /**
270
+ * Fine detail under a moving camera: a grating of 2 cm slats a hand's width off the ground, a picket
271
+ * fence and a patch of thin blades. Every sub-pixel step of the camera, and every TAA jitter,
272
+ * changes which slats the depth buffer holds.
273
+ */
274
+ async noise(renderer) {
275
+ const base = await scene_base(renderer, 40, -55);
276
+ const { material, box } = base;
277
+
278
+ const metal = material([0.6, 0.6, 0.62], 0.5);
279
+ const wood = material([0.55, 0.38, 0.22]);
280
+ const grass = material([0.25, 0.42, 0.15]);
281
+
282
+ for (let i = 0; i < 40; i++) {
283
+ box(metal, [-1.5 + i * 0.06, 0.1, 0.5], [0.02, 0.02, 1.4], undefined, 'grating slat');
284
+ }
285
+
286
+ box(metal, [-0.3, 0, 0.0], [2.4, 0.1, 0.03], undefined, 'grating support');
287
+ box(metal, [-0.3, 0, 1.0], [2.4, 0.1, 0.03], undefined, 'grating support');
288
+
289
+ for (let i = 0; i < 30; i++) {
290
+ box(wood, [-2 + i * 0.12, 0, -1.2], [0.03, 0.9, 0.03], undefined, 'picket');
291
+ }
292
+
293
+ box(wood, [-0.25, 0.75, -1.2], [3.7, 0.05, 0.03], undefined, 'rail');
294
+
295
+ // a deterministic scatter of blades
296
+ let seed = 12345;
297
+ const random = () => {
298
+ seed = (seed * 1664525 + 1013904223) >>> 0;
299
+ return seed / 4294967296;
300
+ };
301
+
302
+ for (let i = 0; i < 300; i++) {
303
+ box(grass, [1.5 + random() * 1.5, 0, 0.5 + random() * 1.5], [0.01, 0.15 + random() * 0.15, 0.01], undefined, 'blade');
304
+ }
305
+
306
+ return {
307
+ ...base,
308
+ name: 'noise',
309
+ title: 'Fine detail: a grating, pickets and blades, camera moving',
310
+ failure: 'Noise and TAA instability: sub-pixel detail flickering in and out of the depth buffer.',
311
+ presets: { default: [[0.2, 1.3, 3.6], [0.2, 0.2, 0.2]] },
312
+ path(t, from, to) {
313
+ const s = Math.sin(t * 0.4);
314
+
315
+ from[0] = 0.2 + s * 1.2;
316
+ from[1] = 1.3 + 0.15 * Math.sin(t * 0.7);
317
+ from[2] = 3.6 - 0.4 * Math.cos(t * 0.4);
318
+
319
+ to[0] = 0.2 + s * 0.6;
320
+ to[1] = 0.2;
321
+ to[2] = 0.2;
322
+ },
323
+ update() {
324
+ },
325
+ defaults: { taa: true },
326
+ };
327
+ },
328
+
329
+ /**
330
+ * Casters that move, and ground that the camera's pan uncovers from behind pillars: a box circling
331
+ * close to the ground, a plank sliding back and forth, a sphere rolling across. The contact pass
332
+ * keeps no history of its own; what trails is whatever TAA keeps.
333
+ */
334
+ async disocclusion(renderer) {
335
+ const base = await scene_base(renderer, 45, -35);
336
+ const { material, box, place, scene_context } = base;
337
+
338
+ const light = material([0.75, 0.72, 0.66]);
339
+ const red = material([0.8, 0.25, 0.15], 0.5);
340
+
341
+ for (let i = 0; i < 4; i++) {
342
+ box(light, [-2.25 + i * 1.5, 0, -0.2], [0.3, 2, 0.3], undefined, 'pillar');
343
+ }
344
+
345
+ const orbiter = box(red, [0, 0.05, 1], [0.4, 0.4, 0.4], undefined, 'orbiter');
346
+ const plank = box(red, [0, 0.12, 1.8], [0.8, 0.03, 0.3], undefined, 'sliding plank');
347
+ const ball = place(new UVSphereGeometry(0.25, 32, 16), red, [0, 0.25, 0.4], undefined, undefined, 'rolling ball');
348
+
349
+ return {
350
+ ...base,
351
+ name: 'disocclusion',
352
+ title: 'Movers and revealed ground: a circling box, a plank, a ball',
353
+ failure: 'Disocclusion: shadows of moving casters, and ground the camera uncovers.',
354
+ presets: { default: [[0, 1.5, 4.5], [0, 0.3, 0.6]] },
355
+ path(t, from, to) {
356
+ from[0] = Math.sin(t * 0.35) * 2.5;
357
+ from[1] = 1.5;
358
+ from[2] = 4.5;
359
+
360
+ to[0] = from[0] * 0.4;
361
+ to[1] = 0.3;
362
+ to[2] = 0.6;
363
+ },
364
+ update(t) {
365
+ const o = orbiter.transform;
366
+
367
+ o.setTranslation(Math.cos(t * 0.9) * 1.2, 0.2 + 0.05 + 0.04 * Math.sin(t * 2.3), 1 + Math.sin(t * 0.9) * 0.6);
368
+ o.updateMatrix();
369
+ move_primitive(scene_context, orbiter.entity, o);
370
+
371
+ const p = plank.transform;
372
+
373
+ p.setTranslation(Math.sin(t * 0.6) * 1.5, 0.12 + 0.015, 1.8);
374
+ p.updateMatrix();
375
+ move_primitive(scene_context, plank.entity, p);
376
+
377
+ const b = ball.transform;
378
+
379
+ b.setTranslation(-2 + ((t * 0.5) % 4), 0.25, 0.4);
380
+ b.updateMatrix();
381
+ move_primitive(scene_context, ball.entity, b);
382
+ },
383
+ defaults: { taa: true },
384
+ };
385
+ },
386
+
387
+ /**
388
+ * Posts whose shadows fall into the view from the left while the camera pans them off the screen,
389
+ * and a beam above the top edge. Off-screen depth reads as the far plane, which shadows nothing.
390
+ */
391
+ async screen_edge(renderer) {
392
+ const base = await scene_base(renderer, 25, -100);
393
+ const { material, box } = base;
394
+
395
+ const light = material([0.75, 0.72, 0.66]);
396
+
397
+ for (let i = 0; i < 5; i++) {
398
+ box(light, [-3 + i * 0.45, 0, -0.5 + i * 0.6], [0.2, 3, 0.2], undefined, 'post');
399
+ }
400
+
401
+ box(light, [0, 2.4, -1.5], [6, 0.15, 0.15], undefined, 'beam');
402
+ box(light, [-3.2, 0, -1.5], [0.15, 2.4, 0.15], undefined, 'beam post');
403
+ box(light, [3.2, 0, -1.5], [0.15, 2.4, 0.15], undefined, 'beam post');
404
+
405
+ return {
406
+ ...base,
407
+ name: 'screen_edge',
408
+ title: 'Screen edges: posts panned off the left edge',
409
+ failure: 'Casters that leave the screen take their contact shadows with them.',
410
+ presets: { default: [[-0.5, 1.4, 4.5], [-0.5, 0.6, 0]] },
411
+ path(t, from, to) {
412
+ const x = -0.5 + 2.5 * (0.5 - 0.5 * Math.cos(t * 0.3));
413
+
414
+ from[0] = x;
415
+ from[1] = 1.4;
416
+ from[2] = 4.5;
417
+
418
+ to[0] = x;
419
+ to[1] = 0.6;
420
+ to[2] = 0;
421
+ },
422
+ update() {
423
+ },
424
+ defaults: {},
425
+ };
426
+ },
427
+
428
+ /**
429
+ * One cube and pole pair at 2, 5, 10, 20, 50, 100 and 200 metres down an avenue. The pass reaches
430
+ * 60 pixels and takes a thickness proportional to depth, so the same contact is short and thin near
431
+ * the camera and long and fat in world terms far away.
432
+ */
433
+ async distance(renderer) {
434
+ const base = await scene_base(renderer, 30, -60);
435
+ const { material, box } = base;
436
+
437
+ const light = material([0.75, 0.72, 0.66]);
438
+ const dark = material([0.32, 0.34, 0.38]);
439
+
440
+ for (const [i, d] of [2, 5, 10, 20, 50, 100, 200].entries()) {
441
+ const x = (i % 2 === 0 ? -1 : 1) * (0.6 + d * 0.06);
442
+
443
+ box(light, [x, 0, -d], [0.5, 0.5, 0.5], undefined, `cube ${d} m`);
444
+ box(dark, [x + 0.7, 0, -d], [0.05, 1.5, 0.05], undefined, `pole ${d} m`);
445
+ }
446
+
447
+ return {
448
+ ...base,
449
+ name: 'distance',
450
+ title: 'Distance: the same contact from 2 m to 200 m',
451
+ failure: 'Scale with distance: a reach in pixels and a thickness in proportion to depth.',
452
+ presets: { default: [[0, 1.7, 2], [0, 0.6, -60]] },
453
+ path(t, from, to) {
454
+ const z = 2 - 18 * (0.5 - 0.5 * Math.cos(t * 0.2));
455
+
456
+ from[0] = 0;
457
+ from[1] = 1.7;
458
+ from[2] = z;
459
+
460
+ to[0] = 0;
461
+ to[1] = 0.6;
462
+ to[2] = z - 60;
463
+ },
464
+ update() {
465
+ },
466
+ defaults: {},
467
+ };
468
+ },
469
+
470
+ /**
471
+ * Alpha-tested foliage: plants of crossed leaf cards, a low hedge of them, and grass cards. Cards
472
+ * are a few millimetres thick in the depth buffer and their cut-outs alias per texel; they are
473
+ * two-sided, so a back-lit card is also a receiver whose own depth sits in front of its rays.
474
+ */
475
+ async foliage(renderer) {
476
+ const base = await scene_base(renderer, 35, -50);
477
+ const { material, box } = base;
478
+
479
+ const leaves = material([0.22, 0.45, 0.14], 0.8);
480
+
481
+ leaves.texture_albedo = make_leaf_texture();
482
+ leaves.transparency_mode = TransparencyMode.AlphaTested;
483
+ leaves.draw_side = ShadeDrawSide.Double;
484
+
485
+ const card = (base_xyz, size, angle, name) => box(leaves, base_xyz, [size, size, 0.004], rotation([0, 1, 0], angle), name);
486
+
487
+ for (const [x, z, s] of [[-1.2, 0, 1.1], [0.4, -0.6, 1.4], [1.6, 0.5, 0.9]]) {
488
+ for (let k = 0; k < 3; k++) {
489
+ card([x, 0, z], s, k * 60 * DEG, 'plant card');
490
+ }
491
+ }
492
+
493
+ for (let i = 0; i < 12; i++) {
494
+ card([-2 + i * 0.35, 0, 1.6], 0.5, (i % 2) * 90 * DEG + 20 * DEG, 'hedge card');
495
+ }
496
+
497
+ let seed = 777;
498
+ const random = () => {
499
+ seed = (seed * 1664525 + 1013904223) >>> 0;
500
+ return seed / 4294967296;
501
+ };
502
+
503
+ for (let i = 0; i < 80; i++) {
504
+ card([-2.5 + random() * 5, 0, -1.5 + random() * 2.5], 0.25, random() * Math.PI, 'grass card');
505
+ }
506
+
507
+ return {
508
+ ...base,
509
+ name: 'foliage',
510
+ title: 'Foliage: alpha-tested leaf cards, a hedge, grass',
511
+ failure: 'Alpha-tested foliage: thin, two-sided, aliasing cut-outs.',
512
+ presets: { default: [[0, 1.6, 4.6], [0, 0.4, 0]] },
513
+ path(t, from, to) {
514
+ orbit(from, to, [0, 0.4, 0], 4.6, 1.6, Math.sin(t * 0.2) * 50 * DEG);
515
+ },
516
+ update() {
517
+ },
518
+ defaults: { taa: true },
519
+ };
520
+ },
521
+
522
+ /**
523
+ * Where the contact term meets the shadow map: a box, a sphere and a column at the sun's angle that
524
+ * leaves the cascades' bias gap at their bases, and a slab on low supports under a soft shadow-map
525
+ * penumbra. Multiply darkens where both terms are partial; min does not.
526
+ */
527
+ async combine(renderer) {
528
+ const base = await scene_base(renderer, 35, -45);
529
+ const { material, box, place } = base;
530
+
531
+ const light = material([0.75, 0.72, 0.66]);
532
+
533
+ box(light, [-1.2, 0, 0], [1, 0.6, 1], undefined, 'box');
534
+ place(new UVSphereGeometry(0.4, 48, 24), light, [0.4, 0.4, 0.3], undefined, undefined, 'sphere');
535
+ place(new CylinderGeometry(0.15, 0.15, 2, 24), light, [1.5, 1, -0.3], undefined, undefined, 'column');
536
+
537
+ box(light, [-0.2, 0.08, 1.4], [1.6, 0.04, 0.6], undefined, 'low slab');
538
+ box(light, [-0.9, 0, 1.4], [0.05, 0.08, 0.5], undefined, 'slab support');
539
+ box(light, [0.5, 0, 1.4], [0.05, 0.08, 0.5], undefined, 'slab support');
540
+
541
+ return {
542
+ ...base,
543
+ name: 'combine',
544
+ title: 'Combining: bias gaps at caster bases, penumbrae, double darkening',
545
+ failure: 'Double darkening against the shadow map term and its bias.',
546
+ presets: { default: [[0.3, 1.5, 3.8], [0, 0.2, 0.4]], close: [[0.6, 0.6, 1.6], [0.4, 0.05, 0.3]] },
547
+ path(t, from, to) {
548
+ orbit(from, to, [0, 0.2, 0.4], 3.8 - 1.2 * (0.5 - 0.5 * Math.cos(t * 0.3)), 1.5, Math.sin(t * 0.25) * 35 * DEG);
549
+ },
550
+ update() {
551
+ },
552
+ defaults: {},
553
+ };
554
+ },
555
+
556
+ /**
557
+ * A field of posts and boxes with a low sun, and a camera turning on the spot, so the sun's point on
558
+ * screen crosses the view (rays converge on it) and then lies behind the camera (they leave the
559
+ * point opposite). Near the sun's point every ray is a few pixels long.
560
+ */
561
+ async sun_in_view(renderer) {
562
+ const base = await scene_base(renderer, 15, 0);
563
+ const { material, box } = base;
564
+
565
+ const light = material([0.75, 0.72, 0.66]);
566
+
567
+ for (let i = 0; i < 24; i++) {
568
+ const a = i / 24 * Math.PI * 2;
569
+ const r = 3 + (i % 3);
570
+
571
+ box(light, [Math.sin(a) * r, 0, Math.cos(a) * r], [0.15, 1.5, 0.15], undefined, 'post');
572
+ box(light, [Math.sin(a + 0.1) * r * 0.6, 0, Math.cos(a + 0.1) * r * 0.6], [0.4, 0.4, 0.4], undefined, 'cube');
573
+ }
574
+
575
+ return {
576
+ ...base,
577
+ name: 'sun_in_view',
578
+ title: 'Sun in view: turning toward and away from the sun',
579
+ failure: 'Rays converge on the sun\'s point on screen and are a few pixels long near it.',
580
+ presets: { toward: [[0, 1.6, 0], [0, 1.0, 8]], away: [[0, 1.6, 0], [0, 1.0, -8]] },
581
+ path(t, from, to) {
582
+ const a = t * 0.25;
583
+
584
+ from[0] = 0;
585
+ from[1] = 1.6;
586
+ from[2] = 0;
587
+
588
+ to[0] = Math.sin(a) * 8;
589
+ to[1] = 1.0;
590
+ to[2] = Math.cos(a) * 8;
591
+ },
592
+ update() {
593
+ },
594
+ defaults: {},
595
+ };
596
+ },
597
+ };
598
+
599
+ /**
600
+ * The scenes' names, in the order the panel lists them.
601
+ * @type {string[]}
602
+ */
603
+ export const CONTACT_SCENE_NAMES = Object.keys(scenes);
604
+
605
+ /**
606
+ * Build one of the scenes.
607
+ *
608
+ * @param {import("../../renderer/Renderer.js").Renderer} renderer
609
+ * @param {string} name one of {@link CONTACT_SCENE_NAMES}
610
+ * @returns {Promise<ContactScene>}
611
+ */
612
+ export function create_contact_scene(renderer, name) {
613
+ const make = scenes[name];
614
+
615
+ if (make === undefined) {
616
+ throw new Error(`no scene '${name}'; there are ${CONTACT_SCENE_NAMES.join(', ')}`);
617
+ }
618
+
619
+ return make(renderer);
620
+ }