@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 +1,29 @@
1
+ /**
2
+ * Record the contact shadow of one light into a new visibility texture: 1 lit, 0 shadowed, at the
3
+ * depth buffer's resolution. One graph pass, one compute dispatch per entry of `dispatch_list`.
4
+ *
5
+ * The caller builds `dispatch_list` for this frame's camera and light (it holds the light's position
6
+ * on screen) and keeps it alive until the graph has executed; `settings` is read at execution too.
7
+ *
8
+ * @param {Object} options
9
+ * @param {FrameGraph} options.graph
10
+ * @param {number} options.depth the depth buffer
11
+ * @param {ArrayLike<number>} options.resolution of `depth`
12
+ * @param {import("./ContactShadowDispatchList.js").ContactShadowDispatchList} options.dispatch_list
13
+ * @param {{surface_thickness: number, bilinear_threshold: number, shadow_contrast: number, flags: number, debug_mode: number}} options.settings
14
+ * @returns {number} the visibility texture
15
+ */
16
+ export function graph_contact_shadow_wavefront({ graph, depth, resolution, dispatch_list, settings }: {
17
+ graph: FrameGraph;
18
+ depth: number;
19
+ resolution: ArrayLike<number>;
20
+ dispatch_list: import("./ContactShadowDispatchList.js").ContactShadowDispatchList;
21
+ settings: {
22
+ surface_thickness: number;
23
+ bilinear_threshold: number;
24
+ shadow_contrast: number;
25
+ flags: number;
26
+ debug_mode: number;
27
+ };
28
+ }): number;
29
+ //# sourceMappingURL=graph_contact_shadow_wavefront.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"graph_contact_shadow_wavefront.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/graph_contact_shadow_wavefront.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;GAcG;AACH;IAP+B,KAAK;IACT,KAAK,EAArB,MAAM;IACqB,UAAU,EAArC,UAAU,MAAM,CAAC;IAC2D,aAAa,EAAzF,OAAO,gCAAgC,EAAE,yBAAyB;IAC2D,QAAQ,EAArI;QAAC,iBAAiB,EAAE,MAAM,CAAC;QAAC,kBAAkB,EAAE,MAAM,CAAC;QAAC,eAAe,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAA;KAAC;IACjH,MAAM,CAsElB"}
@@ -0,0 +1,92 @@
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
3
+ import { graph_prepare_bindings } from "../../shader/graph/graph_prepare_bindings.js";
4
+ import { CONTACT_SHADOW_DISPATCH_STRIDE } from "./ContactShadowDispatchList.js";
5
+ import { shader_contact_shadow_wavefront } from "./shader_contact_shadow_wavefront.js";
6
+
7
+ const BINDING_NAMES = ["tDepth", "tContactShadow"];
8
+
9
+ /**
10
+ * Record the contact shadow of one light into a new visibility texture: 1 lit, 0 shadowed, at the
11
+ * depth buffer's resolution. One graph pass, one compute dispatch per entry of `dispatch_list`.
12
+ *
13
+ * The caller builds `dispatch_list` for this frame's camera and light (it holds the light's position
14
+ * on screen) and keeps it alive until the graph has executed; `settings` is read at execution too.
15
+ *
16
+ * @param {Object} options
17
+ * @param {FrameGraph} options.graph
18
+ * @param {number} options.depth the depth buffer
19
+ * @param {ArrayLike<number>} options.resolution of `depth`
20
+ * @param {import("./ContactShadowDispatchList.js").ContactShadowDispatchList} options.dispatch_list
21
+ * @param {{surface_thickness: number, bilinear_threshold: number, shadow_contrast: number, flags: number, debug_mode: number}} options.settings
22
+ * @returns {number} the visibility texture
23
+ */
24
+ export function graph_contact_shadow_wavefront({ graph, depth, resolution, dispatch_list, settings }) {
25
+ assert.defined(graph, 'graph');
26
+ assert.isNonNegativeInteger(depth, 'depth');
27
+ assert.defined(dispatch_list, 'dispatch_list');
28
+ assert.defined(settings, 'settings');
29
+
30
+ const shader = shader_contact_shadow_wavefront;
31
+
32
+ /*
33
+ One immediate block reused across the dispatches: it is serialised as each dispatch is encoded,
34
+ so writing the next wave offset into it afterwards changes nothing already recorded.
35
+ */
36
+ const immediate = {
37
+ light_coordinate: dispatch_list.light_coordinate,
38
+ wave_offset: [0, 0],
39
+ surface_thickness: 0,
40
+ bilinear_threshold: 0,
41
+ shadow_contrast: 0,
42
+ flags: 0,
43
+ debug_mode: 0,
44
+ };
45
+
46
+ const pass_data = {};
47
+
48
+ /**
49
+ * @param data
50
+ * @param {FramePassResources} resources
51
+ * @param {GraphicsExecutionContext} context
52
+ */
53
+ function execute(data, resources, context) {
54
+ const bindings = graph_prepare_bindings(shader.descriptor, BINDING_NAMES, data, resources, context);
55
+
56
+ immediate.surface_thickness = settings.surface_thickness;
57
+ immediate.bilinear_threshold = settings.bilinear_threshold;
58
+ immediate.shadow_contrast = settings.shadow_contrast;
59
+ immediate.flags = settings.flags;
60
+ immediate.debug_mode = settings.debug_mode;
61
+
62
+ bindings.settings = immediate;
63
+
64
+ const words = dispatch_list.dispatches;
65
+
66
+ for (let i = 0; i < dispatch_list.count; i++) {
67
+ const base = i * CONTACT_SHADOW_DISPATCH_STRIDE;
68
+
69
+ immediate.wave_offset[0] = words[base + 3];
70
+ immediate.wave_offset[1] = words[base + 4];
71
+
72
+ shader.dispatch({
73
+ encoder: context.encoder,
74
+ bindings,
75
+ group_count_x: words[base],
76
+ group_count_y: words[base + 1],
77
+ group_count_z: words[base + 2],
78
+ });
79
+ }
80
+ }
81
+
82
+ const pass = graph.add(shader.descriptor.label, pass_data, execute);
83
+
84
+ pass_data.tDepth = pass.read(depth);
85
+ pass_data.tContactShadow = pass.create("contact shadow", TextureResourceDescriptor.from({
86
+ resolution: [resolution[0], resolution[1]],
87
+ format: "r32float",
88
+ usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.STORAGE_BINDING,
89
+ }));
90
+
91
+ return pass_data.tContactShadow;
92
+ }
@@ -0,0 +1,29 @@
1
+ /**
2
+ * Per dispatch, as immediates.
3
+ *
4
+ * - `to_light`: unit vector toward the light, world space.
5
+ * - `length`: how far toward the light each pixel's ray reaches, world units.
6
+ * - `steps`: linear steps along it, capped by the trace (`SCREEN_SPACE_LINEAR_RAY_STEP_LIMIT`, and one per
7
+ * pixel the ray crosses).
8
+ * - `thickness`: how far behind a depth sample still counts as inside it, view-space units. Marching behind
9
+ * surfaces, it must be at least `length / steps` or a step can pass a surface without seeing it.
10
+ * - `jitter_frame`: 0 for a fixed first step; otherwise the frame, which shifts each pixel's first step by
11
+ * interleaved gradient noise for TAA to integrate.
12
+ *
13
+ * @type {WebGPUStruct}
14
+ */
15
+ export const CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT: WebGPUStruct;
16
+ /**
17
+ * Screen-space contact shadow for one light, by the generic linear trace
18
+ * (`chunk_screen_space_linear_ray`): each pixel marches its own ray toward the light, a world-space length,
19
+ * in up to `steps` steps of at least a pixel, against both the point-sampled and bilinear depth.
20
+ *
21
+ * Writes visibility, 1 lit and 0 shadowed, for every pixel of `tContactShadow`. A thread's work is bounded
22
+ * by the trace's step limit: 4 depth reads a step.
23
+ *
24
+ * @type {ComputeShader}
25
+ */
26
+ export const shader_contact_shadow_linear: ComputeShader;
27
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
28
+ import { ComputeShader } from "../../shader/ComputeShader.js";
29
+ //# sourceMappingURL=shader_contact_shadow_linear.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_contact_shadow_linear.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/shader_contact_shadow_linear.js"],"names":[],"mappings":"AAcA;;;;;;;;;;;;;GAaG;AACH,oDAFU,YAAY,CAQY;AA+ElC;;;;;;;;;GASG;AACH,2CAFU,aAAa,CAMpB;6BAnH0B,mCAAmC;8BAHlC,+BAA+B"}
@@ -0,0 +1,128 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
3
+ import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
4
+ import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
5
+ import { chunk_interleaved_gradient_noise } from "../../shader/chunk/noise/chunk_interleaved_gradient_noise.js";
6
+ import { chunk_screen_space_linear_ray } from "../../shader/chunk/screen_space/chunk_screen_space_linear_ray.js";
7
+ import { chunk_texel_coordinate_to_uv } from "../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
8
+ import { chunk_uv_to_ndc } from "../../shader/chunk/texture/chunk_uv_to_ndc.js";
9
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
+ import { ComputeShader } from "../../shader/ComputeShader.js";
11
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
12
+ import { f32, u32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
13
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
14
+
15
+ /**
16
+ * Per dispatch, as immediates.
17
+ *
18
+ * - `to_light`: unit vector toward the light, world space.
19
+ * - `length`: how far toward the light each pixel's ray reaches, world units.
20
+ * - `steps`: linear steps along it, capped by the trace (`SCREEN_SPACE_LINEAR_RAY_STEP_LIMIT`, and one per
21
+ * pixel the ray crosses).
22
+ * - `thickness`: how far behind a depth sample still counts as inside it, view-space units. Marching behind
23
+ * surfaces, it must be at least `length / steps` or a step can pass a surface without seeing it.
24
+ * - `jitter_frame`: 0 for a fixed first step; otherwise the frame, which shifts each pixel's first step by
25
+ * interleaved gradient noise for TAA to integrate.
26
+ *
27
+ * @type {WebGPUStruct}
28
+ */
29
+ export const CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT = WebGPUStruct.from({
30
+ to_light: vec3f,
31
+ length: f32,
32
+ steps: u32,
33
+ thickness: f32,
34
+ jitter_frame: u32,
35
+ }, "ContactShadowLinearSettings");
36
+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ resources.setImmediate("settings", CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT);
40
+
41
+ resources.createGroup()
42
+ .addTexture("gBufferDepth")
43
+ .addTexture("gBufferNormal", "uint")
44
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
45
+ .addStorageTexture("tContactShadow", "r32float", "2d", "write-only");
46
+
47
+ const body = CodeChunk.from(
48
+ //language=WGSL
49
+ `
50
+ @compute @workgroup_size(8, 8, 1)
51
+ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
52
+ let size = textureDimensions(gBufferDepth);
53
+
54
+ if (any(id.xy >= size)) {
55
+ return;
56
+ }
57
+
58
+ let depth = textureLoad(gBufferDepth, id.xy, 0).r;
59
+
60
+ if (is_background(depth)) {
61
+ textureStore(tContactShadow, id.xy, vec4<f32>(1.0));
62
+ return;
63
+ }
64
+
65
+ let to_light = settings.to_light;
66
+ let geometric_normal = decode_g_buffer_normal(textureLoad(gBufferNormal, id.xy, 0).zw);
67
+
68
+ if (dot(geometric_normal, to_light) <= 0.0) {
69
+ // facing away: the shadow map's term is already 0, nothing to add to it
70
+ textureStore(tContactShadow, id.xy, vec4<f32>(1.0));
71
+ return;
72
+ }
73
+
74
+ let uv = texel_coordinate_to_uv(vec2<f32>(id.xy), size);
75
+ let position_ws = project_position_from_depth(uv, depth, camera.view_projection_matrix_inverse);
76
+
77
+ // from the pixel's own NDC, not a reprojection of it
78
+ var ray = screen_space_linear_ray_new(vec3<f32>(uv_to_ndc(uv), depth));
79
+
80
+ screen_space_linear_ray_to_world(&ray, position_ws + to_light * settings.length, camera.view_projection_matrix);
81
+
82
+ ray.linear_steps = settings.steps;
83
+ ray.depth_thickness = settings.thickness;
84
+ ray.march_behind_surfaces = true;
85
+
86
+ if (settings.jitter_frame != 0u) {
87
+ // in (0, 1]: a first step at 0 would sample the pixel itself
88
+ ray.jitter = 1.0 - interleaved_gradient_noise(vec2<f32>(id.xy) + 5.588238 * f32(settings.jitter_frame % 64u));
89
+ }
90
+
91
+ let hit = screen_space_linear_ray_march(&ray, gBufferDepth, camera);
92
+
93
+ // a hit in the back half of the thickness fades out, as Bevy does: deep hits are the least sure
94
+ var visibility = 1.0;
95
+
96
+ if (hit.hit) {
97
+ visibility = saturate((hit.penetration_fraction - 0.5) / 0.5);
98
+ }
99
+
100
+ textureStore(tContactShadow, id.xy, vec4<f32>(visibility));
101
+ }
102
+ `, [
103
+ CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT.declaration_chunk,
104
+ chunk_is_background,
105
+ chunk_decode_g_buffer_normal,
106
+ chunk_texel_coordinate_to_uv,
107
+ chunk_uv_to_ndc,
108
+ chunk_project_position_from_depth,
109
+ chunk_interleaved_gradient_noise,
110
+ chunk_screen_space_linear_ray,
111
+ ]
112
+ );
113
+
114
+ /**
115
+ * Screen-space contact shadow for one light, by the generic linear trace
116
+ * (`chunk_screen_space_linear_ray`): each pixel marches its own ray toward the light, a world-space length,
117
+ * in up to `steps` steps of at least a pixel, against both the point-sampled and bilinear depth.
118
+ *
119
+ * Writes visibility, 1 lit and 0 shadowed, for every pixel of `tContactShadow`. A thread's work is bounded
120
+ * by the trace's step limit: 4 depth reads a step.
121
+ *
122
+ * @type {ComputeShader}
123
+ */
124
+ export const shader_contact_shadow_linear = ComputeShader.from({
125
+ label: "Contact shadow / linear trace",
126
+ resources,
127
+ body,
128
+ });
@@ -0,0 +1,52 @@
1
+ /**
2
+ * Bits of {@link CONTACT_SHADOW_SETTINGS_STRUCT }'s `flags`.
3
+ */
4
+ export type ContactShadowFlags = number;
5
+ export namespace ContactShadowFlags {
6
+ let IgnoreEdgePixels: number;
7
+ let PrecisionOffset: number;
8
+ let BilinearOffsetMode: number;
9
+ }
10
+ /**
11
+ * What {@link CONTACT_SHADOW_SETTINGS_STRUCT }'s `debug_mode` writes instead of the shadow.
12
+ */
13
+ export type ContactShadowDebugMode = number;
14
+ export namespace ContactShadowDebugMode {
15
+ let None: number;
16
+ let EdgeMask: number;
17
+ let ThreadIndex: number;
18
+ let WaveIndex: number;
19
+ }
20
+ /**
21
+ * Per dispatch, as immediates: the light's coordinate and the dispatch's wave offset from
22
+ * {@link ContactShadowDispatchList}, and the tuning.
23
+ *
24
+ * - `surface_thickness`: how thick each depth sample is taken to be, as a fraction of its device
25
+ * depth. With this engine's reverse-Z infinite projection (device depth = near / view depth) a sample
26
+ * shadows the ray when it is in front of it by up to twice this fraction of its own view distance
27
+ * (Bend's `SurfaceThickness`; their starting value 0.005 is 1% of the distance).
28
+ * - `bilinear_threshold`: two depths further apart than this fraction of the nearer one are an edge,
29
+ * and are not interpolated across (`BilinearThreshold`).
30
+ * - `shadow_contrast`: the slope of the transition in and out of the thickness window
31
+ * (`ShadowContrast`); a sample is fully shadowing over the middle `1 − 2 / contrast` of it.
32
+ *
33
+ * @type {WebGPUStruct}
34
+ */
35
+ export const CONTACT_SHADOW_SETTINGS_STRUCT: WebGPUStruct;
36
+ /**
37
+ * Screen-space contact shadow for one light, Bend Studio's wavefront method (`bend_sss_gpu.h`,
38
+ * Sony Interactive Entertainment, Apache 2.0; "Inside Bend: Screen Space Shadows").
39
+ *
40
+ * Writes visibility, 1 lit and 0 shadowed, for every pixel of `tContactShadow`, from the depth buffer
41
+ * alone. One dispatch per entry of a {@link ContactShadowDispatchList}, each with its own wave offset;
42
+ * the dispatches write disjoint pixels and need no barrier between them.
43
+ *
44
+ * **Bounded per thread.** Each thread reads four depths (two reads of two taps) and
45
+ * {@link SAMPLE_COUNT} words of workgroup memory, and nothing it does depends on the scene.
46
+ *
47
+ * @type {ComputeShader}
48
+ */
49
+ export const shader_contact_shadow_wavefront: ComputeShader;
50
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
51
+ import { ComputeShader } from "../../shader/ComputeShader.js";
52
+ //# sourceMappingURL=shader_contact_shadow_wavefront.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_contact_shadow_wavefront.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/shader_contact_shadow_wavefront.js"],"names":[],"mappings":";;;iCAUU,MAAM;;;;;;;;;qCAwBN,MAAM;;;;;;;AAYhB;;;;;;;;;;;;;;GAcG;AACH,6CAFU,YAAY,CAUM;AA+Q5B;;;;;;;;;;;;GAYG;AACH,8CAFU,aAAa,CAMpB;6BAjW0B,mCAAmC;8BAHlC,+BAA+B"}