@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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@@ -20,6 +20,7 @@ import { PageBufferPool } from "./PageBufferPool.js";
20
20
  import { PageSlotAllocator } from "./PageSlotAllocator.js";
21
21
 
22
22
  /**
23
+ * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
23
24
  * @typedef {import("../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
24
25
  * @typedef {import("./GPUDatabaseDefinition.js").GPUDatabaseDefinition} GPUDatabaseDefinition
25
26
  */
@@ -53,6 +54,17 @@ const UPLOAD_CHUNK_SIZE = 256 * KILOBYTE;
53
54
  */
54
55
  export class GPUDatabase {
55
56
 
57
+ /**
58
+ * Offer the pipelines {@link update} uploads records with — see {@link PipelineEnquiry}.
59
+ *
60
+ * @param {PipelineEnquiry} enquiry
61
+ */
62
+ static enquirePipelines(enquiry) {
63
+ enquiry.compute.push(gpu_table_element_upload_shader.pipeline);
64
+ enquiry.compute.push(gpu_table_partial_upload_shader.pipeline);
65
+ }
66
+
67
+
56
68
  /**
57
69
  * Immutable schema.
58
70
  * @type {GPUDatabaseDefinition}
@@ -3,6 +3,13 @@
3
3
  * @see {GPUDatabase}
4
4
  */
5
5
  export class GPUSingleTypeTable {
6
+ /**
7
+ * Offer the pipeline {@link update} uploads records with, one for every table — see
8
+ * {@link PipelineEnquiry}.
9
+ *
10
+ * @param {PipelineEnquiry} enquiry
11
+ */
12
+ static enquirePipelines(enquiry: PipelineEnquiry): void;
6
13
  /**
7
14
  *
8
15
  * @param {Object} options
@@ -71,6 +78,7 @@ export class GPUSingleTypeTable {
71
78
  destroy(): void;
72
79
  #private;
73
80
  }
81
+ export type PipelineEnquiry = import("../../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
74
82
  export type ShadeGPUCommandContext = import("../../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext;
75
83
  export type WebGPUType = import("../../../shader/type/WebGPUType.js").WebGPUType;
76
84
  //# sourceMappingURL=GPUSingleTypeTable.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"GPUSingleTypeTable.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js"],"names":[],"mappings":"AA6EA;;;GAGG;AACH;IA4DI;;;;;;OAMG;IACH;QAJ8B,MAAM;QACL,IAAI,EAAxB,UAAU;QACO,YAAY,GAA7B,MAAM;OAoBhB;IApFD;;;OAGG;IACH,eAHU,UAAU,CAGf;IAEL;;;OAGG;IACH,2BAAM;IAEN;;;OAGG;IACH,sBAA2E;IAE3E;;;OAGG;IACH,kBAAyB;IA6BzB;;;OAGG;IACH,+BAEC;IA6BD;;;OAGG;IACH,WAFW,MAAM,QAQhB;IAED;;;OAGG;IACH,QAFY,MAAM,CAIjB;IAED;;;;OAIG;IACH,WAHW,MAAM,kBAyChB;IAgCD;;;;OAIG;IACH,aAHW,MAAM,OAiBhB;IAuCD;;;OAGG;IACH,oBAFW,sBAAsB,QAkDhC;IAED,0BAQC;IAED,gBAEC;;CACJ;qCA7WY,OAAO,8CAA8C,EAAE,sBAAsB;yBAC7E,OAAO,oCAAoC,EAAE,UAAU"}
1
+ {"version":3,"file":"GPUSingleTypeTable.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/buffer/table/single/GPUSingleTypeTable.js"],"names":[],"mappings":"AA8EA;;;GAGG;AACH;IAEI;;;;;OAKG;IACH,iCAFW,eAAe,QAIzB;IA6DD;;;;;;OAMG;IACH;QAJ8B,MAAM;QACL,IAAI,EAAxB,UAAU;QACO,YAAY,GAA7B,MAAM;OAoBhB;IApFD;;;OAGG;IACH,eAHU,UAAU,CAGf;IAEL;;;OAGG;IACH,2BAAM;IAEN;;;OAGG;IACH,sBAA2E;IAE3E;;;OAGG;IACH,kBAAyB;IA6BzB;;;OAGG;IACH,+BAEC;IA6BD;;;OAGG;IACH,WAFW,MAAM,QAQhB;IAED;;;OAGG;IACH,QAFY,MAAM,CAIjB;IAED;;;;OAIG;IACH,WAHW,MAAM,kBAyChB;IAgCD;;;;OAIG;IACH,aAHW,MAAM,OAiBhB;IAuCD;;;OAGG;IACH,oBAFW,sBAAsB,QAkDhC;IAED,0BAQC;IAED,gBAEC;;CACJ;8BAzXY,OAAO,gDAAgD,EAAE,eAAe;qCACxE,OAAO,8CAA8C,EAAE,sBAAsB;yBAC7E,OAAO,oCAAoC,EAAE,UAAU"}
@@ -21,6 +21,7 @@ import { inspect_gpu_buffer_typed } from "../../inspect_gpu_buffer_typed.js";
21
21
  import { GPU_DATABASE_UPLOAD_DISPATCH_GROUP_SIZE } from "../GPU_DATABASE_UPLOAD_DISPATCH_GROUP_SIZE.js";
22
22
 
23
23
  /**
24
+ * @typedef {import("../../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
24
25
  * @typedef {import("../../../../device/ShadeGPUCommandContext.js").ShadeGPUCommandContext} ShadeGPUCommandContext
25
26
  * @typedef {import("../../../shader/type/WebGPUType.js").WebGPUType} WebGPUType
26
27
  */
@@ -80,6 +81,17 @@ fn main(@builtin(global_invocation_id) global_id : vec3<u32>){
80
81
  * @see {GPUDatabase}
81
82
  */
82
83
  export class GPUSingleTypeTable {
84
+
85
+ /**
86
+ * Offer the pipeline {@link update} uploads records with, one for every table — see
87
+ * {@link PipelineEnquiry}.
88
+ *
89
+ * @param {PipelineEnquiry} enquiry
90
+ */
91
+ static enquirePipelines(enquiry) {
92
+ enquiry.compute.push(update_shader.pipeline);
93
+ }
94
+
83
95
  /**
84
96
  * @type {WebGPUType}
85
97
  * @readonly
@@ -1 +1 @@
1
- {"version":3,"file":"GPUCameraContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/camera/GPUCameraContext.js"],"names":[],"mappings":"AAgBA;IAyEI;;;;OAIG;IACH,uCAFW,MAAM,EAMhB;IA9ED,iBAEC;IAED;;OAEG;IACH,4BAEC;IAED;;OAEG;IACH,QAFU,cAAc,CAEjB;IAyBP,2CAEC;IAED;;;;OAIG;IACH,qBAHW,MAAM,KACN,MAAM,QAKhB;IAED;;;OAGG;IACH,4CAEC;IAED;;;OAGG;IACH,2CAEC;IAaD,0BAMC;IAED;;;;OAIG;IACH,YAHW,gBAAgB,gBAChB,sBAAsB,QAiChC;IAED,mBAQC;IAED,gBAEC;IAED,eAEC;;CA6EJ;qCArOY,OAAO,wCAAwC,EAAE,sBAAsB;qBACvE,OAAO,aAAa,EAAE,MAAM;+BANV,6BAA6B"}
1
+ {"version":3,"file":"GPUCameraContext.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/camera/GPUCameraContext.js"],"names":[],"mappings":"AAgBA;IAyEI;;;;OAIG;IACH,uCAFW,MAAM,EAMhB;IA9ED,iBAEC;IAED;;OAEG;IACH,4BAEC;IAED;;OAEG;IACH,QAFU,cAAc,CAEjB;IAyBP,2CAEC;IAED;;;;OAIG;IACH,qBAHW,MAAM,KACN,MAAM,QAKhB;IAED;;;OAGG;IACH,4CAEC;IAED;;;OAGG;IACH,2CAEC;IAaD,0BAMC;IAED;;;;OAIG;IACH,YAHW,gBAAgB,gBAChB,sBAAsB,QAiChC;IAED,mBAQC;IAED,gBAEC;IAED,eAEC;;CAwFJ;qCAhPY,OAAO,wCAAwC,EAAE,sBAAsB;qBACvE,OAAO,aAAa,EAAE,MAAM;+BANV,6BAA6B"}
@@ -173,14 +173,25 @@ export class GPUCameraContext {
173
173
  const projection_matrix = new Float64Array(16);
174
174
  projection_matrix.set(camera.projection_matrix);
175
175
 
176
- // Signs are chosen so a positive offset shifts rendered content in the +UV direction
177
- // (right/down), which is what the temporal consumers (TAA/NSS un-jitter,
178
- // chunk_unjitter_uv) assume. The perspective divide negates whatever is added here:
179
- // m[11] == -1 makes clip.w = -z_view, so adding c at m[8]/m[9] shifts NDC by -c —
180
- // hence "-=" for x (NDC x aligns with UV x) and "+=" for y (NDC y is UV-flipped,
181
- // the two negations cancel).
182
- projection_matrix[8] -= this.#view_offset[0];
183
- projection_matrix[9] += this.#view_offset[1];
176
+ // The offset is a constant shift in NDC, at every depth: clip.xy += offset * clip.w, a
177
+ // translation applied after the projection. Folded into the matrix, that adds the offset
178
+ // times its w row to its x and y rows. A perspective w row is (0, 0, -1, 0), so the shift
179
+ // lands in the column view z multiplies, off-axis; an orthographic one is (0, 0, 0, 1), so
180
+ // it lands in the translation column. Adding to column 2 for both would make the
181
+ // orthographic shift scale with view z.
182
+ //
183
+ // A positive offset shifts rendered content in the +UV direction (right/down), which is
184
+ // what the temporal consumers (TAA/NSS un-jitter, chunk_unjitter_uv) assume: NDC x
185
+ // aligns with UV x, NDC y is UV-flipped.
186
+ const offset_x = this.#view_offset[0];
187
+ const offset_y = -this.#view_offset[1];
188
+
189
+ for (let column = 0; column < 16; column += 4) {
190
+ const w = projection_matrix[column + 3];
191
+
192
+ projection_matrix[column] += offset_x * w;
193
+ projection_matrix[column + 1] += offset_y * w;
194
+ }
184
195
 
185
196
  // build view-projection matrix
186
197
  const view_projection_matrix = this.#view_projection_matrix;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_read_gBuffer_material.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_read_gBuffer_material.js"],"names":[],"mappings":"AAQA,oDAqDE;0BAvDwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_read_gBuffer_material.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_read_gBuffer_material.js"],"names":[],"mappings":"AASA,oDAwDE;0BA1DwB,iCAAiC"}
@@ -1,4 +1,5 @@
1
1
  import { BSDF_ROUGHNESS_MINIMUM } from "../light/environment/DEFINES.js";
2
+ import { chunk_MIN_DIELECTRICS_F0 } from "../shader/chunk/brdf/chunk_MIN_DIELECTRICS_F0.js";
2
3
  import { chunk_rgbe9995_decode } from "../shader/chunk/color/rgbe9995/chunk_rgbe9995_decode.js";
3
4
  import { chunk_decode_g_buffer_metalness } from "../shader/chunk/material/chunk_decode_g_buffer_metalness.js";
4
5
  import { chunk_decode_g_buffer_roughness } from "../shader/chunk/material/chunk_decode_g_buffer_roughness.js";
@@ -47,6 +48,8 @@ fn read_gBuffer_material(
47
48
 
48
49
  material.specularF0 = metalness_to_specular_color(f_metalness, albedo);
49
50
  material.specularF90 = 1.0;
51
+ material.specularF0_dielectric = vec3(MIN_DIELECTRICS_F0);
52
+ material.specularF0_metal = albedo;
50
53
 
51
54
  material.emissive = emissive;
52
55
 
@@ -55,6 +58,7 @@ fn read_gBuffer_material(
55
58
  `, [
56
59
  MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
57
60
  chunk_metalness_to_specular_color,
61
+ chunk_MIN_DIELECTRICS_F0,
58
62
  chunk_decode_g_buffer_roughness,
59
63
  chunk_decode_g_buffer_metalness,
60
64
  chunk_rgbe9995_decode
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shade_standard_material_direct.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct.js"],"names":[],"mappings":"AAYA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,mDAFU,SAAS,CAuFjB;0BAhHwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_shade_standard_material_direct.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,mDAFU,SAAS,CA0FjB;0BAnHwB,iCAAiC"}
@@ -3,6 +3,7 @@ import { chunk_light_cluster_metadata_by_position } from "../light/cluster/chunk
3
3
  import { chunk_get_point_light_info_by_index } from "../shader/chunk/light/io/chunk_get_point_light_info_by_index.js";
4
4
  import { chunk_get_spot_light_info_by_index } from "../shader/chunk/light/io/chunk_get_spot_light_info_by_index.js";
5
5
  import { REFLECTED_LIGHT_STRUCT } from "../shader/chunk/light/REFLECTED_LIGHT_STRUCT.js";
6
+ import { chunk_re_direct_multiscatter } from "../shader/chunk/material/chunk_re_direct_multiscatter.js";
6
7
  import { chunk_re_direct_physical } from "../shader/chunk/material/chunk_re_direct_physical.js";
7
8
  import { GEOMETRIC_SHADING_INFO_STRUCT } from "../shader/chunk/material/GEOMETRIC_SHADING_INFO_STRUCT.js";
8
9
  import { MATERIAL_SHADING_INFO_STRUCT } from "../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
@@ -100,6 +101,8 @@ fn shade_standard_material_direct(
100
101
  re_direct_physical(direct_light, geometry, material, &reflected_light);
101
102
  }
102
103
 
104
+ re_direct_multiscatter(geometry, material, &reflected_light);
105
+
103
106
  var total_emissive_radiance = vec3(material.emissive);
104
107
 
105
108
  let outgoing_light = reflected_light.diffuse + reflected_light.specular + total_emissive_radiance;
@@ -111,6 +114,7 @@ fn shade_standard_material_direct(
111
114
  GEOMETRIC_SHADING_INFO_STRUCT.declaration_chunk,
112
115
  MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
113
116
  chunk_re_direct_physical,
117
+ chunk_re_direct_multiscatter,
114
118
  chunk_light_cluster_metadata_by_position,
115
119
  chunk_light_cluster_counts,
116
120
  chunk_get_point_light_info_by_index,
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shade_standard_material_direct_restir.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;GAWG;AACH,0DAFU,SAAS,CA6BjB;0BA1CwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_shade_standard_material_direct_restir.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;GAWG;AACH,0DAFU,SAAS,CAgCjB;0BA7CwB,iCAAiC"}
@@ -1,4 +1,5 @@
1
1
  import { REFLECTED_LIGHT_STRUCT } from "../shader/chunk/light/REFLECTED_LIGHT_STRUCT.js";
2
+ import { chunk_re_direct_multiscatter } from "../shader/chunk/material/chunk_re_direct_multiscatter.js";
2
3
  import { GEOMETRIC_SHADING_INFO_STRUCT } from "../shader/chunk/material/GEOMETRIC_SHADING_INFO_STRUCT.js";
3
4
  import { MATERIAL_SHADING_INFO_STRUCT } from "../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
4
5
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
@@ -30,6 +31,8 @@ fn shade_standard_material_direct(
30
31
 
31
32
  shade_directional_lights(material, geometry, &reflected_light);
32
33
 
34
+ re_direct_multiscatter(geometry, material, &reflected_light);
35
+
33
36
  // ReSTIR-resolved point + spot direct lighting (already visibility-tested).
34
37
  let restir_radiance = textureLoad(tRestirRadiance, vec2<u32>(coord), 0).rgb;
35
38
 
@@ -42,5 +45,6 @@ fn shade_standard_material_direct(
42
45
  GEOMETRIC_SHADING_INFO_STRUCT.declaration_chunk,
43
46
  MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
44
47
  chunk_shade_directional_lights,
48
+ chunk_re_direct_multiscatter,
45
49
  ]
46
50
  );
@@ -1 +1 @@
1
- {"version":3,"file":"shader_deferred_main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_deferred_main.js"],"names":[],"mappings":"AAkJA;;;GAGG;AACH,mCAFU,WAAW,CAMlB;AAEH;;;;GAIG;AACH,0CAFU,WAAW,CAMlB;4BAxJyB,0BAA0B"}
1
+ {"version":3,"file":"shader_deferred_main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_deferred_main.js"],"names":[],"mappings":"AAqJA;;;GAGG;AACH,mCAFU,WAAW,CAMlB;AAEH;;;;GAIG;AACH,0CAFU,WAAW,CAMlB;4BA3JyB,0BAA0B"}
@@ -51,6 +51,9 @@ function build_deferred_main_shader({ label, shading_chunk, with_restir }) {
51
51
 
52
52
  gbuffer_group.addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE);
53
53
 
54
+ // the split-sum LUT, for the direct specular's multiple-scattering compensation
55
+ gbuffer_group.addTexture("tSplitSum", "float");
56
+
54
57
  resources.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
55
58
 
56
59
  resources.createGroup()
@@ -1,3 +1,9 @@
1
+ /**
2
+ * The HDR output with {@link ShadeToneMappingMode.GT7}: GT7 at the display's peak, with the same paper white as
3
+ * {@link shader_tonemap_LDR}, written as extended Display P3 where 1.0 is SDR white.
4
+ *
5
+ * @type {ImageShader}
6
+ */
1
7
  export const shader_tonemap_HDR: ImageShader;
2
8
  import { ImageShader } from "../shader/ImageShader.js";
3
9
  //# sourceMappingURL=shader_tonemap_HDR.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_HDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR.js"],"names":[],"mappings":"AA8DA,6CAYG;4BAlEyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_HDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR.js"],"names":[],"mappings":"AAkEA;;;;;GAKG;AACH,iCAFU,WAAW,CAclB;4BA3EyB,0BAA0B"}
@@ -4,6 +4,7 @@ import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
4
4
  import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
5
5
  import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
6
6
  import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
7
+ import { chunk_PAPER_WHITE_NITS } from "../shader/chunk/color/tonemap/chunk_PAPER_WHITE_NITS.js";
7
8
  import { chunk_tonemap_gt7 } from "../shader/chunk/color/tonemap/gt7/chunk_tonemap_gt7.js";
8
9
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
10
  import { ImageShader } from "../shader/ImageShader.js";
@@ -11,13 +12,15 @@ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSe
11
12
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
12
13
 
13
14
  const SETTINGS_STRUCT = WebGPUStruct.from({
15
+ /**
16
+ * The display's peak, cd/m². The paper white is not a setting: it is PAPER_WHITE_NITS on both outputs.
17
+ */
14
18
  peak_nits: f32,
15
- paper_white_nits: f32,
16
19
  });
17
20
 
18
21
  const resources = new ShaderResourceSetDescriptor();
19
22
 
20
- // per-pass, eight bytes, read-only: immediate data rather than a uniform buffer. exposure stays
23
+ // per-pass, four bytes, read-only: immediate data rather than a uniform buffer. exposure stays
21
24
  // bound - it is computed on the GPU, so there is no CPU value to write.
22
25
  resources.setImmediate("settings", SETTINGS_STRUCT);
23
26
  resources.createGroup()
@@ -39,7 +42,7 @@ fn main(
39
42
  color *= exposure.value;
40
43
 
41
44
  // Finally tonemap
42
- color = tonemap_gt7(color, settings.peak_nits, settings.paper_white_nits);
45
+ color = tonemap_gt7(color, settings.peak_nits, PAPER_WHITE_NITS);
43
46
 
44
47
  // NOTE: no dithering, colorspace is wide
45
48
 
@@ -54,12 +57,19 @@ fn main(
54
57
  }
55
58
  `, [
56
59
  chunk_tonemap_gt7,
60
+ chunk_PAPER_WHITE_NITS,
57
61
  chunk_CRM_FROM_REC709_TO_REC2020,
58
62
  chunk_CRM_FROM_REC2020_TO_P3,
59
63
  chunk_sRGBTransferOETF,
60
64
  ]
61
65
  );
62
66
 
67
+ /**
68
+ * The HDR output with {@link ShadeToneMappingMode.GT7}: GT7 at the display's peak, with the same paper white as
69
+ * {@link shader_tonemap_LDR}, written as extended Display P3 where 1.0 is SDR white.
70
+ *
71
+ * @type {ImageShader}
72
+ */
63
73
  export const shader_tonemap_HDR = new ImageShader({
64
74
  descriptor: ShaderDescriptor.from({
65
75
  label: "Tonemap/HDR",
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The HDR output with {@link ShadeToneMappingMode.NONE}: exposure and extended Display P3, where 1.0 is SDR white,
3
+ * and nothing in between.
4
+ *
5
+ * @type {ImageShader}
6
+ */
7
+ export const shader_tonemap_HDR_none: ImageShader;
8
+ import { ImageShader } from "../shader/ImageShader.js";
9
+ //# sourceMappingURL=shader_tonemap_HDR_none.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_tonemap_HDR_none.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR_none.js"],"names":[],"mappings":"AA4CA;;;;;GAKG;AACH,sCAFU,WAAW,CAclB;4BAzDyB,0BAA0B"}
@@ -0,0 +1,63 @@
1
+ import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
2
+ import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
3
+ import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
4
+ import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
5
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
+ import { ImageShader } from "../shader/ImageShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
9
+
10
+ const resources = new ShaderResourceSetDescriptor();
11
+ resources.createGroup()
12
+ .addTexture("input_color", "float")
13
+ .addUniform("exposure", F32_CONTAINER_STRUCT)
14
+
15
+ const body = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ @fragment
19
+ fn main(
20
+ @builtin(position) coord : vec4<f32>,
21
+ ) -> @location(0) vec4<f32> {
22
+
23
+ // scene color in linear Rec. 709
24
+ var color = textureLoad(input_color, vec2i(coord.xy), 0).rgb;
25
+
26
+ color *= exposure.value;
27
+
28
+ // no tone mapping: 1.0 is SDR white, and what lies above it is shown as far as the display reaches
29
+
30
+ // NOTE: no dithering, colorspace is wide
31
+
32
+ // output in p3 color space
33
+ let color_p3 = CRM_FROM_REC2020_TO_P3 * (CRM_FROM_REC709_TO_REC2020 * color);
34
+
35
+ // apply gamma. Note that gamma is the same same for "Display P3" and "sRGB"
36
+ return vec4(sRGBTransferOETF(color_p3), 1.0);
37
+ }
38
+ `, [
39
+ chunk_CRM_FROM_REC709_TO_REC2020,
40
+ chunk_CRM_FROM_REC2020_TO_P3,
41
+ chunk_sRGBTransferOETF,
42
+ ]
43
+ );
44
+
45
+ /**
46
+ * The HDR output with {@link ShadeToneMappingMode.NONE}: exposure and extended Display P3, where 1.0 is SDR white,
47
+ * and nothing in between.
48
+ *
49
+ * @type {ImageShader}
50
+ */
51
+ export const shader_tonemap_HDR_none = new ImageShader({
52
+ descriptor: ShaderDescriptor.from({
53
+ label: "Tonemap/HDR/none",
54
+ resources,
55
+ body
56
+ }),
57
+ targets: [
58
+ {
59
+ label: "tone-mapped",
60
+ format: "rgba16float"
61
+ }
62
+ ]
63
+ });
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The HDR output with {@link ShadeToneMappingMode.PBR_NEUTRAL}: Khronos PBR Neutral with the display's peak over the
3
+ * paper white in place of the specification's 1, written as extended Display P3 where 1.0 is SDR white. Below the
4
+ * compression start it writes what {@link shader_tonemap_LDR_pbr_neutral} writes.
5
+ *
6
+ * @type {ImageShader}
7
+ */
8
+ export const shader_tonemap_HDR_pbr_neutral: ImageShader;
9
+ import { ImageShader } from "../shader/ImageShader.js";
10
+ //# sourceMappingURL=shader_tonemap_HDR_pbr_neutral.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_tonemap_HDR_pbr_neutral.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js"],"names":[],"mappings":"AAmEA;;;;;;GAMG;AACH,6CAFU,WAAW,CAclB;4BA7EyB,0BAA0B"}
@@ -0,0 +1,87 @@
1
+ import { f32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
3
+ import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
4
+ import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
5
+ import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
6
+ import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
7
+ import { chunk_PAPER_WHITE_NITS } from "../shader/chunk/color/tonemap/chunk_PAPER_WHITE_NITS.js";
8
+ import { chunk_tonemap_khronos_pbr } from "../shader/chunk/color/tonemap/chunk_tonemap_khronos_pbr.js";
9
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
10
+ import { ImageShader } from "../shader/ImageShader.js";
11
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
12
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
13
+
14
+ const SETTINGS_STRUCT = WebGPUStruct.from({
15
+ /**
16
+ * The display's peak, cd/m². The paper white is not a setting: it is PAPER_WHITE_NITS on both outputs.
17
+ */
18
+ peak_nits: f32,
19
+ });
20
+
21
+ const resources = new ShaderResourceSetDescriptor();
22
+
23
+ // per-pass, four bytes, read-only: immediate data rather than a uniform buffer. exposure stays
24
+ // bound - it is computed on the GPU, so there is no CPU value to write.
25
+ resources.setImmediate("settings", SETTINGS_STRUCT);
26
+ resources.createGroup()
27
+ .addTexture("input_color", "float")
28
+ .addUniform("exposure", F32_CONTAINER_STRUCT)
29
+
30
+ const body = CodeChunk.from(
31
+ //language=WGSL
32
+ `
33
+ @fragment
34
+ fn main(
35
+ @builtin(position) coord : vec4<f32>,
36
+ ) -> @location(0) vec4<f32> {
37
+
38
+ // scene color in linear Rec. 709
39
+ var color = textureLoad(input_color, vec2i(coord.xy), 0).rgb;
40
+
41
+ // Apply exposure
42
+ color *= exposure.value;
43
+
44
+ // the display's peak in units of SDR white. A display under the paper white gets the SDR form, which is where
45
+ // the operator is defined.
46
+ let peak = max(settings.peak_nits / PAPER_WHITE_NITS, 1.0);
47
+
48
+ // It takes non-negative input.
49
+ color = tonemap_khronos_pbr(max(color, vec3<f32>(0.0)), peak);
50
+
51
+ // NOTE: no dithering, colorspace is wide
52
+
53
+ // output in p3 color space
54
+ let color_p3 = CRM_FROM_REC2020_TO_P3 * (CRM_FROM_REC709_TO_REC2020 * color);
55
+
56
+ // apply gamma. Note that gamma is the same same for "Display P3" and "sRGB"
57
+ return vec4(sRGBTransferOETF(color_p3), 1.0);
58
+ }
59
+ `, [
60
+ chunk_tonemap_khronos_pbr,
61
+ chunk_PAPER_WHITE_NITS,
62
+ chunk_CRM_FROM_REC709_TO_REC2020,
63
+ chunk_CRM_FROM_REC2020_TO_P3,
64
+ chunk_sRGBTransferOETF,
65
+ ]
66
+ );
67
+
68
+ /**
69
+ * The HDR output with {@link ShadeToneMappingMode.PBR_NEUTRAL}: Khronos PBR Neutral with the display's peak over the
70
+ * paper white in place of the specification's 1, written as extended Display P3 where 1.0 is SDR white. Below the
71
+ * compression start it writes what {@link shader_tonemap_LDR_pbr_neutral} writes.
72
+ *
73
+ * @type {ImageShader}
74
+ */
75
+ export const shader_tonemap_HDR_pbr_neutral = new ImageShader({
76
+ descriptor: ShaderDescriptor.from({
77
+ label: "Tonemap/HDR/pbr_neutral",
78
+ resources,
79
+ body
80
+ }),
81
+ targets: [
82
+ {
83
+ label: "tone-mapped",
84
+ format: "rgba16float"
85
+ }
86
+ ]
87
+ });
@@ -1,3 +1,9 @@
1
+ /**
2
+ * The SDR output with {@link ShadeToneMappingMode.GT7}: exposure, GT7 in its SDR mode, Display P3, the sRGB transfer
3
+ * curve and an 8-bit dither. {@link shader_tonemap_HDR} is the same operator for an HDR display.
4
+ *
5
+ * @type {ImageShader}
6
+ */
1
7
  export const shader_tonemap_LDR: ImageShader;
2
8
  import { ImageShader } from "../shader/ImageShader.js";
3
9
  //# sourceMappingURL=shader_tonemap_LDR.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_LDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_LDR.js"],"names":[],"mappings":"AA+CA,6CAYG;4BAlDyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_LDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_LDR.js"],"names":[],"mappings":"AA2DA;;;;;GAKG;AACH,iCAFU,WAAW,CAclB;4BAjEyB,0BAA0B"}
@@ -1,8 +1,11 @@
1
1
  import { f32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
2
  import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
3
3
  import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
4
+ import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
5
+ import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
4
6
  import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
5
- import { chunk_tonemap_aces } from "../shader/chunk/color/tonemap/chunk_tonemap_aces.js";
7
+ import { chunk_PAPER_WHITE_NITS } from "../shader/chunk/color/tonemap/chunk_PAPER_WHITE_NITS.js";
8
+ import { chunk_tonemap_gt7 } from "../shader/chunk/color/tonemap/gt7/chunk_tonemap_gt7.js";
6
9
  import {
7
10
  chunk_dither_color_8bit_triangle_noise
8
11
  } from "../shader/chunk/texture/dither/chunk_dither_color_8bit_triangle_noise.js";
@@ -28,10 +31,16 @@ fn main(
28
31
 
29
32
  color *= exposure.value;
30
33
 
31
- color = tonemap_aces(color);
34
+ // GT7's SDR mode: the peak is the paper white, so the result tops out at 1.0. The HDR pass keeps the same paper
35
+ // white, so below the shoulder the two write the same colour.
36
+ color = tonemap_gt7(color, PAPER_WHITE_NITS, PAPER_WHITE_NITS);
32
37
 
33
- // conversion to output colorspace
34
- color = sRGBTransferOETF(color);
38
+ // the canvas is configured "display-p3", so output in P3, as the HDR pass does
39
+ let color_2020 = CRM_FROM_REC709_TO_REC2020 * color;
40
+ let color_p3 = CRM_FROM_REC2020_TO_P3 * color_2020;
41
+
42
+ // apply gamma. Note that gamma is the same for "Display P3" and "sRGB"
43
+ color = sRGBTransferOETF(color_p3);
35
44
 
36
45
  // apply dither to remove color banding
37
46
  color += dither_color_8bit_triangle_noise(coord.xy);
@@ -39,12 +48,21 @@ fn main(
39
48
  return vec4(color, 1.0);
40
49
  }
41
50
  `, [
42
- chunk_tonemap_aces,
51
+ chunk_tonemap_gt7,
52
+ chunk_PAPER_WHITE_NITS,
53
+ chunk_CRM_FROM_REC709_TO_REC2020,
54
+ chunk_CRM_FROM_REC2020_TO_P3,
43
55
  chunk_dither_color_8bit_triangle_noise,
44
56
  chunk_sRGBTransferOETF,
45
57
  ]
46
58
  );
47
59
 
60
+ /**
61
+ * The SDR output with {@link ShadeToneMappingMode.GT7}: exposure, GT7 in its SDR mode, Display P3, the sRGB transfer
62
+ * curve and an 8-bit dither. {@link shader_tonemap_HDR} is the same operator for an HDR display.
63
+ *
64
+ * @type {ImageShader}
65
+ */
48
66
  export const shader_tonemap_LDR = new ImageShader({
49
67
  descriptor: ShaderDescriptor.from({
50
68
  label: "Tonemap/LDR",
@@ -0,0 +1,9 @@
1
+ /**
2
+ * The SDR output with {@link ShadeToneMappingMode.NONE}: exposure, Display P3, the sRGB transfer curve and an 8-bit
3
+ * dither, and nothing in between.
4
+ *
5
+ * @type {ImageShader}
6
+ */
7
+ export const shader_tonemap_LDR_none: ImageShader;
8
+ import { ImageShader } from "../shader/ImageShader.js";
9
+ //# sourceMappingURL=shader_tonemap_LDR_none.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_tonemap_LDR_none.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_LDR_none.js"],"names":[],"mappings":"AAiDA;;;;;GAKG;AACH,sCAFU,WAAW,CAclB;4BA3DyB,0BAA0B"}
@@ -0,0 +1,68 @@
1
+ import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
2
+ import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
3
+ import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
4
+ import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
5
+ import {
6
+ chunk_dither_color_8bit_triangle_noise
7
+ } from "../shader/chunk/texture/dither/chunk_dither_color_8bit_triangle_noise.js";
8
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
+ import { ImageShader } from "../shader/ImageShader.js";
10
+ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
11
+ import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
12
+
13
+ const resources = new ShaderResourceSetDescriptor();
14
+ resources.createGroup()
15
+ .addTexture("input_color", "float")
16
+ .addUniform("exposure", F32_CONTAINER_STRUCT)
17
+
18
+ const body = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ @fragment
22
+ fn main(
23
+ @builtin(position) coord : vec4<f32>,
24
+ ) -> @location(0) vec4<f32> {
25
+
26
+ var color = textureLoad(input_color, vec2i(coord.xy), 0).rgb;
27
+
28
+ color *= exposure.value;
29
+
30
+ // no tone mapping: the exposed colour as it is, 1.0 at SDR white. The 8-bit target clips what lies above.
31
+
32
+ // the canvas is configured "display-p3"
33
+ let color_p3 = CRM_FROM_REC2020_TO_P3 * (CRM_FROM_REC709_TO_REC2020 * color);
34
+
35
+ color = sRGBTransferOETF(color_p3);
36
+
37
+ // apply dither to remove color banding
38
+ color += dither_color_8bit_triangle_noise(coord.xy);
39
+
40
+ return vec4(color, 1.0);
41
+ }
42
+ `, [
43
+ chunk_CRM_FROM_REC709_TO_REC2020,
44
+ chunk_CRM_FROM_REC2020_TO_P3,
45
+ chunk_dither_color_8bit_triangle_noise,
46
+ chunk_sRGBTransferOETF,
47
+ ]
48
+ );
49
+
50
+ /**
51
+ * The SDR output with {@link ShadeToneMappingMode.NONE}: exposure, Display P3, the sRGB transfer curve and an 8-bit
52
+ * dither, and nothing in between.
53
+ *
54
+ * @type {ImageShader}
55
+ */
56
+ export const shader_tonemap_LDR_none = new ImageShader({
57
+ descriptor: ShaderDescriptor.from({
58
+ label: "Tonemap/LDR/none",
59
+ resources,
60
+ body
61
+ }),
62
+ targets: [
63
+ {
64
+ label: "tone-mapped",
65
+ format: "rgba8unorm"
66
+ }
67
+ ]
68
+ });