@woosh/meep-engine 3.47.0 → 3.50.0

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 (1770) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
  7. package/package.json +1 -1
  8. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
  9. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
  10. package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
  11. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
  12. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
  13. package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
  14. package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
  15. package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
  16. package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
  17. package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
  18. package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
  19. package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
  20. package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
  21. package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
  22. package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
  23. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
  24. package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
  25. package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
  26. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
  27. package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
  28. package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
  29. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
  30. package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
  31. package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
  32. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
  33. package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
  34. package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
  35. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
  36. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
  37. package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
  38. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
  39. package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
  40. package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
  41. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
  42. package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
  43. package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
  44. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
  45. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
  46. package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
  47. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
  48. package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
  49. package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
  50. package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
  51. package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
  52. package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
  53. package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
  54. package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
  55. package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
  56. package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
  57. package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
  58. package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
  59. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
  60. package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
  61. package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
  62. package/src/core/math/falloff_quadratic.d.ts +13 -0
  63. package/src/core/math/falloff_quadratic.d.ts.map +1 -0
  64. package/src/core/math/falloff_quadratic.js +20 -0
  65. package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
  66. package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
  67. package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
  68. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
  69. package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
  70. package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
  71. package/src/engine/EngineHarness.d.ts.map +1 -1
  72. package/src/engine/EngineHarness.js +6 -0
  73. package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
  74. package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
  75. package/src/engine/ecs/EntityComponentDataset.js +120 -11
  76. package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  78. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  80. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
  81. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  82. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  83. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
  84. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  85. package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
  86. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
  87. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  88. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
  89. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
  90. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
  91. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
  92. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  93. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  94. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  95. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  96. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  97. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  98. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  99. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  100. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  101. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  102. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  103. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  104. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  105. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  106. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  107. package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
  108. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  109. package/src/engine/graphics3/GraphicsEngine.js +8 -1
  110. package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
  111. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  112. package/src/engine/graphics3/ParticipatingMedia.js +145 -5
  113. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
  114. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
  115. package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
  116. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
  117. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
  118. package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
  119. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  120. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  121. package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
  122. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  123. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  124. package/src/engine/graphics3/WaterSystem.js +53 -15
  125. package/src/engine/network/NetworkSession.d.ts +16 -5
  126. package/src/engine/network/NetworkSession.d.ts.map +1 -1
  127. package/src/engine/network/NetworkSession.js +104 -7
  128. package/src/engine/network/README.md +27 -1
  129. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
  130. package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
  131. package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
  132. package/src/engine/network/replication/Replicator.d.ts +15 -4
  133. package/src/engine/network/replication/Replicator.d.ts.map +1 -1
  134. package/src/engine/network/replication/Replicator.js +50 -16
  135. package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
  136. package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
  137. package/src/engine/network/state/RecordArrivalRing.js +144 -0
  138. package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
  139. package/src/engine/physics/cloth/PLAN.md +106 -7
  140. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  141. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  142. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  143. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  144. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  145. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  146. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  147. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  148. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  149. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  150. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  151. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
  152. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  153. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
  154. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
  155. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  156. package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
  157. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  158. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  159. package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
  160. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
  161. package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
  162. package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
  163. package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
  164. package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
  165. package/src/engine/physics/cloth/playground/README.md +8 -4
  166. package/src/engine/physics/cloth/playground/collide.html +5 -3
  167. package/src/engine/physics/cloth/playground/collide_main.js +14 -13
  168. package/src/engine/physics/cloth/playground/wind.html +4 -4
  169. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  170. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  171. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  172. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  173. package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
  174. package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
  175. package/src/engine/physics/cloth/solver/ClothState.js +62 -4
  176. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
  177. package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
  178. package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
  179. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
  180. package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
  181. package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
  182. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
  183. package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
  184. package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
  185. package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
  186. package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
  187. package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
  188. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
  189. package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
  190. package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
  191. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
  192. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
  193. package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
  194. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
  195. package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
  196. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  197. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  198. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  199. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  200. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  201. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  202. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  203. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  204. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  205. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  206. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  207. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  208. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  209. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  210. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  211. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  213. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  214. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  215. package/src/engine/physics/fluid/FluidField.js +26 -6
  216. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  217. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  219. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  220. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  221. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  222. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  223. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  224. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  225. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  226. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  227. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  228. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  229. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  230. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  231. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  232. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  233. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  234. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  235. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  236. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  237. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  238. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  239. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  240. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  241. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  242. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  243. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  244. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  245. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  246. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  247. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  248. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  249. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  250. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  251. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  252. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  253. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  254. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  255. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  256. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  257. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
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@@ -0,0 +1,18 @@
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+ /**
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+ * The draw's own group, group 2: the view, the AVBOIT volume, and what every indirect lighting mode
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+ * reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
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+ *
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+ * @type {ShaderResourceGroupDescriptor}
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+ */
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+ export const AVBOIT_DRAW_VIEW_GROUP: ShaderResourceGroupDescriptor;
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+ /**
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+ * AVBOIT draw. See `avboit_draw_fragment_body.js`. One pipeline per template that can be drawn
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+ * forward and per switch set: the set picks the indirect lighting the fragment links
11
+ * (`chunk_forward_sample_indirect`), and the bindings are the same for every set.
12
+ *
13
+ * @type {TemplatePassDescriptor}
14
+ */
15
+ export const shader_avboit_draw: TemplatePassDescriptor;
16
+ import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
17
+ import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
18
+ //# sourceMappingURL=shader_avboit_draw.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_draw.js"],"names":[],"mappings":"AA+BA;;;;;GAKG;AACH,qCAFU,6BAA6B,CAEmC;AAgC1E;;;;;;GAMG;AACH,iCAFU,sBAAsB,CAmC7B;8CApG2C,2DAA2D;uCAalE,iCAAiC"}
@@ -12,9 +12,7 @@ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
12
12
  import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
13
13
  import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
14
14
  import { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
15
- import {
16
- chunk_forward_shade_standard_fragment_brick4
17
- } from "../../forward/chunk_forward_shade_standard_fragment_brick4.js";
15
+ import { chunk_forward_shade_standard_fragment } from "../../forward/chunk_forward_shade_standard_fragment.js";
18
16
  import {
19
17
  FORWARD_LIGHT_LAYOUT,
20
18
  forward_fragment_resources,
@@ -31,16 +29,21 @@ import {
31
29
  AVBOIT_DRAW_TARGETS
32
30
  } from "./avboit_draw_fragment_body.js";
33
31
 
34
- // Order is load-bearing: the orchestrator's view bind group lists its entries in this sequence.
35
- // Identical to the IBL variant except for the brick4 buffer after the integral sampler.
36
- const view_group = new ShaderResourceGroupDescriptor();
32
+ /**
33
+ * The draw's own group, group 2: the view, the AVBOIT volume, and what every indirect lighting mode
34
+ * reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
35
+ *
36
+ * @type {ShaderResourceGroupDescriptor}
37
+ */
38
+ export const AVBOIT_DRAW_VIEW_GROUP = new ShaderResourceGroupDescriptor();
37
39
 
38
- view_group
40
+ AVBOIT_DRAW_VIEW_GROUP
39
41
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
40
42
  .addUniform("view", VIEW_UNIFORM_STRUCT)
41
43
  .addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
42
44
  // sampled through sLinear below: linear, clamped on every axis, which is what the integral needs
43
45
  .addTexture("tIntegral", "float", "3d")
46
+ // the light map, read under Brick4 indirect lighting
44
47
  .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
45
48
  .addTexture("tSplitSum", "float")
46
49
  .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
@@ -49,39 +52,41 @@ view_group
49
52
  .addTexture("tVolumetrics", "float", "3d")
50
53
  .addTexture("tSTBN_vec3", "float", "3d")
51
54
 
52
- const pass_groups = [view_group, SHADING_LIGHT_RESOURCE_GROUP];
55
+ const pass_groups = [AVBOIT_DRAW_VIEW_GROUP, SHADING_LIGHT_RESOURCE_GROUP];
53
56
 
54
57
  // the view group keeps the visibility the orchestrator builds its bind group for, as the vertex stage
55
58
  // reads the camera from it; the lights are the fragment stage's alone
56
59
  const pass_layouts = [
57
- view_group.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
60
+ AVBOIT_DRAW_VIEW_GROUP.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
58
61
  FORWARD_LIGHT_LAYOUT,
59
62
  ];
60
63
 
61
64
  const shader_vertex = ShaderDescriptor.from({
62
- label: 'AVBOIT Brick4 / vertex shader',
65
+ label: 'AVBOIT / vertex shader',
63
66
  body: vertex_shader_chunk,
64
- resources: forward_vertex_resources([view_group]),
67
+ resources: forward_vertex_resources([AVBOIT_DRAW_VIEW_GROUP]),
65
68
  });
66
69
 
67
70
  /**
68
- * AVBOIT draw, Brick4 (sparse volumetric lightmap) indirect lighting. See `avboit_draw_fragment_body.js`.
69
- * One pipeline per template that can be drawn forward.
71
+ * AVBOIT draw. See `avboit_draw_fragment_body.js`. One pipeline per template that can be drawn
72
+ * forward and per switch set: the set picks the indirect lighting the fragment links
73
+ * (`chunk_forward_sample_indirect`), and the bindings are the same for every set.
70
74
  *
71
75
  * @type {TemplatePassDescriptor}
72
76
  */
73
- export const shader_avboit_draw_brick4 = new TemplatePassDescriptor("AVBOIT Brick4 / draw", template => {
77
+ export const shader_avboit_draw = new TemplatePassDescriptor("AVBOIT / draw", (template, switches) => {
74
78
  const shader_fragment = ShaderDescriptor.from({
75
- label: "AVBOIT Brick4 / draw",
79
+ label: "AVBOIT / draw",
76
80
  resources: forward_fragment_resources(template, pass_groups),
77
81
  body: CodeChunk.from(AVBOIT_DRAW_FRAGMENT_BODY, [
78
82
  ...AVBOIT_DRAW_FRAGMENT_DEPENDENCIES,
79
- chunk_forward_shade_standard_fragment_brick4,
83
+ chunk_forward_shade_standard_fragment,
80
84
  ])
81
- });
85
+ }).variant(switches);
82
86
 
83
87
  return RenderPipelineDescriptor.from({
84
- label: "AVBOIT Brick4 / draw",
88
+ // the variant's, which names the switch values it was built for
89
+ label: shader_fragment.label,
85
90
  layout: forward_pipeline_layout(template, pass_layouts),
86
91
  vertex: {
87
92
  module: {
@@ -105,11 +110,11 @@ export const shader_avboit_draw_brick4 = new TemplatePassDescriptor("AVBOIT Bric
105
110
  });
106
111
 
107
112
  // the standard template's, for what reads one pipeline: its groups 1 and up are every template's
108
- shader_avboit_draw_brick4.pipeline = shader_avboit_draw_brick4.template_pipeline_descriptor(STANDARD_MATERIAL_TEMPLATE);
109
- shader_avboit_draw_brick4.colorAttachments = AVBOIT_DRAW_TARGETS.map(() => RenderPassColorAttachmentDescriptor.from({
113
+ shader_avboit_draw.pipeline = shader_avboit_draw.template_pipeline_descriptor(STANDARD_MATERIAL_TEMPLATE);
114
+ shader_avboit_draw.colorAttachments = AVBOIT_DRAW_TARGETS.map(() => RenderPassColorAttachmentDescriptor.from({
110
115
  clearValue: [0, 0, 0, 0],
111
116
  }));
112
117
  /**
113
118
  * Clear depth to 0 for reverse Z technique
114
119
  */
115
- shader_avboit_draw_brick4.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
120
+ shader_avboit_draw.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
@@ -4,7 +4,7 @@ import { atomic_u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js"
4
4
  import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
5
5
  import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
6
6
  import { STANDARD_MATERIAL_TEMPLATE } from "../../../material/standard/STANDARD_MATERIAL_TEMPLATE.js";
7
- import { chunk_F_Hauber } from "../../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
7
+ import { chunk_F_Schlick } from "../../../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
8
8
  import { chunk_get_view_space_depth } from "../../../shader/chunk/depth/chunk_get_view_space_depth.js";
9
9
  import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
10
10
  import { chunk_dielectric_specular_color } from "../../../shader/chunk/material/chunk_dielectric_specular_color.js";
@@ -125,7 +125,7 @@ fn main(
125
125
  let view_position = mat4_extract_position(camera.transform);
126
126
  let view_direction = normalize(view_position - vert.position_ws);
127
127
  let nov = saturate(abs(dot(normalize(vert.normal), view_direction)));
128
- let f_view = F_Hauber(specular_f0, 1.0, nov);
128
+ let f_view = F_Schlick(specular_f0, 1.0, nov);
129
129
  let f_scalar = max(f_view.r, max(f_view.g, f_view.b));
130
130
 
131
131
  opacity = mix(surface_alpha, f_scalar, f_transmission);
@@ -158,7 +158,7 @@ fn main(
158
158
  chunk_get_view_space_depth,
159
159
  chunk_mat4_extract_position,
160
160
  chunk_dielectric_specular_color,
161
- chunk_F_Hauber,
161
+ chunk_F_Schlick,
162
162
  chunk_avboit_splat_slice,
163
163
  chunk_avboit_transmission_tint,
164
164
  chunk_avboit_transmittance_to_extinction,
@@ -12,8 +12,9 @@
12
12
  * @param {number} light_cluster_lookup
13
13
  * @param {number} light_cluster_data
14
14
  * @param {number} shadowmap_atlas
15
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
15
+ * @param {ShaderSwitchSet} [shader_switches] the renderer's; the resolve's pipelines are built for them, and
16
+ * the set is all the resolve needs to know of the indirect lighting mode
16
17
  * @returns {number} resource ID of modified color texture
17
18
  */
18
- export function graph_rasterize_meshes_transparent_oit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, indirect_lighting_mode, }: FrameGraph): number;
19
+ export function graph_rasterize_meshes_transparent_oit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, shader_switches, }: FrameGraph): number;
19
20
  //# sourceMappingURL=graph_rasterize_meshes_transparent_oit.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_meshes_transparent_oit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js"],"names":[],"mappings":"AA6ZA;;;;;;;;;;;;;;;;GAgBG;AACH,uSAFa,MAAM,CAyOlB"}
1
+ {"version":3,"file":"graph_rasterize_meshes_transparent_oit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js"],"names":[],"mappings":"AAuYA;;;;;;;;;;;;;;;;;GAiBG;AACH,gSAFa,MAAM,CAyOlB"}
@@ -5,7 +5,6 @@ import { BindGroupDescriptor } from "../../../binding/BindGroupDescriptor.js";
5
5
  import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
6
6
  import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
7
7
  import { TransparencyMode } from "../../../material/TransparencyMode.js";
8
- import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
9
8
  import { graph_image_pass } from "../../../shader/graph/graph_image_pass.js";
10
9
  import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
11
10
  import { graph_import_texture } from "../../../shader/graph/graph_import_texture.js";
@@ -26,8 +25,8 @@ import {
26
25
  import { material_draw_indirect } from "../material_draw_indirect.js";
27
26
  import { shader_oit_blend } from "./shader_oit_blend.js";
28
27
  import { shader_oit_generate_moments } from "./shader_oit_generate_moments.js";
29
- import { shader_oit_resolve_moments } from "./shader_oit_resolve_moments.js";
30
- import { shader_oit_resolve_moments_ibl } from "./shader_oit_resolve_moments_ibl.js";
28
+ import { OIT_RESOLVE_VIEW_GROUP, shader_oit_resolve_moments } from "./shader_oit_resolve_moments.js";
29
+ import { ShaderSwitchSet } from "../../../shader/compiler/ShaderSwitchSet.js";
31
30
  import { FORWARD_LIGHT_LAYOUT } from "../../forward/forward_template_pipeline.js";
32
31
  import { SHADING_SCENE_LAYOUT } from "../../forward/SHADING_SCENE_RESOURCE_GROUP.js";
33
32
 
@@ -49,7 +48,7 @@ import { SHADING_SCENE_LAYOUT } from "../../forward/SHADING_SCENE_RESOURCE_GROUP
49
48
  * @param {number} shadowmap_atlas
50
49
  * @param {number} output
51
50
  * @param {PrimitiveState} primitive
52
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
51
+ * @param {ShaderSwitchSet} shader_switches the renderer's; the resolve's pipelines are built for them
53
52
  * @return {number}
54
53
  */
55
54
  function graph_oit_resolve_moments({
@@ -74,7 +73,7 @@ function graph_oit_resolve_moments({
74
73
  volumetrics_metadata,
75
74
 
76
75
  output = -1,
77
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
76
+ shader_switches = ShaderSwitchSet.EMPTY,
78
77
  }) {
79
78
 
80
79
  assert.isNonNegativeInteger(material_count, 'material_count');
@@ -146,11 +145,7 @@ function graph_oit_resolve_moments({
146
145
  ]
147
146
  ));
148
147
 
149
- // Select render pass descriptor based on indirect lighting mode
150
- const use_brick4 = data.indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
151
- const render_pass_descriptor = use_brick4
152
- ? shader_oit_resolve_moments
153
- : shader_oit_resolve_moments_ibl;
148
+ const render_pass_descriptor = shader_oit_resolve_moments.variant(data.shader_switches);
154
149
 
155
150
  const pass_encoder = encoder.beginRenderPass(render_pass_descriptor.toGPU({
156
151
  colorTargets: [t_resolved],
@@ -171,39 +166,22 @@ function graph_oit_resolve_moments({
171
166
 
172
167
  const stbn_vec3 = graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3);
173
168
 
174
- // Brick4 variant requires brick4 buffer in the view bind group;
175
- // IBL variant does not. Volumetrics bindings are appended last (after sLinear), matching
176
- // the order declared in shader_oit_resolve_moments[_ibl].
177
- const view_bind_entries = use_brick4
178
- ? [
179
- { buffer: view_ctx.camera.buffer.buffer },
180
- { buffer: view_ctx.uniform_buffer.buffer },
181
- t_moments.obtainView(),
182
- t_optical_depth.obtainView(),
183
- { buffer: view_ctx.scene.volumetric_light_map.buffer },
184
- t_split_sum_lut.obtainView(),
185
- sampler_linear,
186
- // volumetrics
187
- { buffer: volumetrics_metadata },
188
- t_volumetrics_lut.obtainView(),
189
- stbn_vec3.obtainView(),
190
- ]
191
- : [
192
- { buffer: view_ctx.camera.buffer.buffer },
193
- { buffer: view_ctx.uniform_buffer.buffer },
194
- t_moments.obtainView(),
195
- t_optical_depth.obtainView(),
196
- t_split_sum_lut.obtainView(),
197
- sampler_linear,
198
- // volumetrics
199
- { buffer: volumetrics_metadata },
200
- t_volumetrics_lut.obtainView(),
201
- stbn_vec3.obtainView(),
202
- ];
203
-
169
+ // by name: every indirect lighting mode's resources, whichever the pipeline's variant reads
204
170
  const view_bindings = bind_manager.obtain(BindGroupDescriptor.from(
205
- render_pass_descriptor.pipeline.layout.bindGroupLayouts[RASTERIZATION_SHADER_BIND_GROUP_VIEW],
206
- view_bind_entries
171
+ render_pass_descriptor.pipeline_layout.bindGroupLayouts[RASTERIZATION_SHADER_BIND_GROUP_VIEW],
172
+ OIT_RESOLVE_VIEW_GROUP.generateBindings({
173
+ camera: view_ctx.camera.buffer.buffer,
174
+ view: view_ctx.uniform_buffer.buffer,
175
+ moments: t_moments,
176
+ optical_depth: t_optical_depth,
177
+ brick4: view_ctx.scene.volumetric_light_map.buffer,
178
+ tSplitSum: t_split_sum_lut,
179
+ sLinear: sampler_linear,
180
+ // volumetrics
181
+ volumetrics_metadata,
182
+ tVolumetrics: t_volumetrics_lut,
183
+ tSTBN_vec3: stbn_vec3,
184
+ }, encoder)
207
185
  ));
208
186
 
209
187
  pass_encoder.setBindGroup(RASTERIZATION_SHADER_BIND_GROUP_VIEW, view_bindings);
@@ -224,7 +202,7 @@ function graph_oit_resolve_moments({
224
202
  }
225
203
 
226
204
  const pass_data = {
227
- indirect_lighting_mode,
205
+ shader_switches,
228
206
  };
229
207
  const pass = graph.add("MBOIT/resolve moments", pass_data, execute);
230
208
 
@@ -425,7 +403,8 @@ function graph_oit_generate_moments({
425
403
  * @param {number} light_cluster_lookup
426
404
  * @param {number} light_cluster_data
427
405
  * @param {number} shadowmap_atlas
428
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
406
+ * @param {ShaderSwitchSet} [shader_switches] the renderer's; the resolve's pipelines are built for them, and
407
+ * the set is all the resolve needs to know of the indirect lighting mode
429
408
  * @returns {number} resource ID of modified color texture
430
409
  */
431
410
  export function graph_rasterize_meshes_transparent_oit({
@@ -445,7 +424,7 @@ export function graph_rasterize_meshes_transparent_oit({
445
424
  volumetrics_lut,
446
425
  volumetrics_metadata,
447
426
 
448
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
427
+ shader_switches = ShaderSwitchSet.EMPTY,
449
428
  }) {
450
429
 
451
430
 
@@ -615,7 +594,7 @@ export function graph_rasterize_meshes_transparent_oit({
615
594
  volumetrics_lut,
616
595
  volumetrics_metadata,
617
596
 
618
- indirect_lighting_mode,
597
+ shader_switches,
619
598
  });
620
599
 
621
600
  resolved = graph_oit_resolve_moments({
@@ -642,7 +621,7 @@ export function graph_rasterize_meshes_transparent_oit({
642
621
  volumetrics_lut,
643
622
  volumetrics_metadata,
644
623
 
645
- indirect_lighting_mode,
624
+ shader_switches,
646
625
  });
647
626
 
648
627
  const [blended] = graph_image_pass({
@@ -1,13 +1,17 @@
1
1
  /**
2
- * The fragment stage of the MBOIT resolve pass, shared verbatim by the IBL and Brick4 pipelines
3
- * (`shader_oit_resolve_moments_ibl`, `shader_oit_resolve_moments`), which differ only in which
4
- * `forward_shade_standard_fragment` they link and in one storage buffer in the view group.
2
+ * The most point lights, and separately spot lights, of a fragment's cluster cell the MBOIT resolve shades.
3
+ * Every transparent layer over a pixel pays it. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
4
+ * @type {number}
5
+ */
6
+ export const OIT_RESOLVE_LIGHT_BUDGET: number;
7
+ /**
8
+ * The fragment stage of the MBOIT resolve pass (`shader_oit_resolve_moments`), which links it with
9
+ * `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that.
5
10
  *
6
- * `diff` over the two files used to report differences on exactly those two imports, that one bind
7
- * entry and five label strings — the ~110 lines of WGSL were character-identical. Only one of the two
8
- * runs at a time, whichever `indirect_lighting_mode` selects, so a fix landing in one and not the other
9
- * had nothing to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all
10
- * live in here now.
11
+ * It once ran in two pipelines, one per indirect lighting mode, whose files `diff` reported as
12
+ * differing in two imports, one bind entry and five label strings — the ~110 lines of WGSL were
13
+ * character-identical. Only one ran at a time, so a fix landing in one and not the other had nothing
14
+ * to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all live in here.
11
15
  *
12
16
  * Same arrangement as `avboit_draw_fragment_body.js`, which reached it first: the body is a literal
13
17
  * WGSL string and the dependencies a list, so neither is generated or templated — the caller adds its
@@ -1 +1 @@
1
- {"version":3,"file":"oit_resolve_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/oit_resolve_fragment_body.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;GAgBG;AACH,wCAFU,MAAM,CA4DN;AAEV;;;;;GAKG;AACH,gDAFU,WAAW,CAQnB;AAEF;;;;;GAKG;AACH,kCAFU,qBAAqB,CAkB7B"}
1
+ {"version":3,"file":"oit_resolve_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/oit_resolve_fragment_body.js"],"names":[],"mappings":"AASA;;;;GAIG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;;;;;;;;;;GAcG;AACH,wCAFU,MAAM,CA4DN;AAEV;;;;;GAKG;AACH,gDAFU,WAAW,CAQnB;AAEF;;;;;GAKG;AACH,kCAFU,qBAAqB,CAkB7B"}
@@ -1,123 +1,128 @@
1
- import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
2
- import {
3
- chunk_resolve_power_moments_4
4
- } from "../../../shader/chunk/mboit/moments/power/chunk_resolve_power_moments_4.js";
5
- import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
6
- import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
7
- import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
8
- import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
9
-
10
- /**
11
- * The fragment stage of the MBOIT resolve pass, shared verbatim by the IBL and Brick4 pipelines
12
- * (`shader_oit_resolve_moments_ibl`, `shader_oit_resolve_moments`), which differ only in which
13
- * `forward_shade_standard_fragment` they link and in one storage buffer in the view group.
14
- *
15
- * `diff` over the two files used to report differences on exactly those two imports, that one bind
16
- * entry and five label strings — the ~110 lines of WGSL were character-identical. Only one of the two
17
- * runs at a time, whichever `indirect_lighting_mode` selects, so a fix landing in one and not the other
18
- * had nothing to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all
19
- * live in here now.
20
- *
21
- * Same arrangement as `avboit_draw_fragment_body.js`, which reached it first: the body is a literal
22
- * WGSL string and the dependencies a list, so neither is generated or templated — the caller adds its
23
- * shading chunk to the list and links it.
24
- *
25
- * @type {string}
26
- */
27
- export const OIT_RESOLVE_FRAGMENT_BODY =
28
- //language=WGSL
29
- `
30
- @fragment
31
- fn main(
32
- @builtin(front_facing) front_facing : bool,
33
- vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
34
- ) -> @location(0) vec4<f32>{
35
-
36
- let coord_u = vec2u(vert.position.xy);
37
-
38
- // this is total absorbance
39
- let b_0 = textureLoad(optical_depth, coord_u, 0).r;
40
-
41
- if(b_0 < 0.00100050033f){
42
- // indicates that pixel has no opacity
43
- // would result in division by 0
44
- discard;
45
- }
46
-
47
- // need to unjitter UV to account for TAA
48
- var vert_adjusted = vert;
49
- vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
50
-
51
- let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
52
-
53
- // composite volumetric fog between the camera and this transparent fragment. Use the linear
54
- // view-space depth from the fragment's device depth (vert.position is @builtin(position), so
55
- // .z is the device depth — the same metric the opaque path feeds the froxel lookup). NOT
56
- // oit_linearize_depth, which returns a normalized [0,1] log-depth for the moment warp and would
57
- // collapse every fragment onto a near slice (no fog).
58
- let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
59
- let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
60
- let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
61
-
62
- let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
63
- let opacity = shaded.a;
64
-
65
- // if opacity is 1 - we end up with 0 transmittance, which breaks the algorithm
66
- let coverage = min(opacity, ${OIT_COVERAGE_MAX});
67
-
68
- let total_moments1234 = textureLoad(moments, coord_u, 0);
69
-
70
- // linear distance to fragment (vert_adjusted.position is @builtin(position); .z is device depth)
71
- let depth = oit_linearize_depth(vert_adjusted.position.z, camera);
72
-
73
- let transmittance = resolve_power_moments_4(
74
- depth,
75
- b_0,
76
- total_moments1234,
77
- );
78
-
79
- return vec4(
80
- color * coverage, // premultiply
81
- coverage
82
- ) * transmittance;
83
-
84
- }
85
- `;
86
-
87
- /**
88
- * Everything {@link OIT_RESOLVE_FRAGMENT_BODY} needs except the shading chunk, which is the one thing
89
- * the two pipelines choose differently.
90
- *
91
- * @type {CodeChunk[]}
92
- */
93
- export const OIT_RESOLVE_FRAGMENT_DEPENDENCIES = [
94
- FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
95
- chunk_resolve_power_moments_4,
96
- chunk_oit_linearize_depth,
97
- chunk_unjitter_uv,
98
- chunk_sample_volumetrics,
99
- ];
100
-
101
- /**
102
- * The single HDR colour target both resolve pipelines write, additively — the resolve sums one
103
- * premultiplied contribution per transparent fragment, which is what makes it order-independent.
104
- *
105
- * @type {GPUColorTargetState[]}
106
- */
107
- export const OIT_RESOLVE_TARGETS = [
108
- {
109
- format: "rgba16float",
110
- blend: {
111
- color: {
112
- operation: "add",
113
- srcFactor: "one",
114
- dstFactor: "one",
115
- },
116
- alpha: {
117
- operation: "add",
118
- srcFactor: "one",
119
- dstFactor: "one",
120
- }
121
- }
122
- }
123
- ];
1
+ import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
2
+ import {
3
+ chunk_resolve_power_moments_4
4
+ } from "../../../shader/chunk/mboit/moments/power/chunk_resolve_power_moments_4.js";
5
+ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
6
+ import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
7
+ import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
8
+ import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
9
+
10
+ /**
11
+ * The most point lights, and separately spot lights, of a fragment's cluster cell the MBOIT resolve shades.
12
+ * Every transparent layer over a pixel pays it. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
13
+ * @type {number}
14
+ */
15
+ export const OIT_RESOLVE_LIGHT_BUDGET = 32;
16
+
17
+ /**
18
+ * The fragment stage of the MBOIT resolve pass (`shader_oit_resolve_moments`), which links it with
19
+ * `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that.
20
+ *
21
+ * It once ran in two pipelines, one per indirect lighting mode, whose files `diff` reported as
22
+ * differing in two imports, one bind entry and five label strings — the ~110 lines of WGSL were
23
+ * character-identical. Only one ran at a time, so a fix landing in one and not the other had nothing
24
+ * to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all live in here.
25
+ *
26
+ * Same arrangement as `avboit_draw_fragment_body.js`, which reached it first: the body is a literal
27
+ * WGSL string and the dependencies a list, so neither is generated or templated — the caller adds its
28
+ * shading chunk to the list and links it.
29
+ *
30
+ * @type {string}
31
+ */
32
+ export const OIT_RESOLVE_FRAGMENT_BODY =
33
+ //language=WGSL
34
+ `
35
+ @fragment
36
+ fn main(
37
+ @builtin(front_facing) front_facing : bool,
38
+ vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
39
+ ) -> @location(0) vec4<f32>{
40
+
41
+ let coord_u = vec2u(vert.position.xy);
42
+
43
+ // this is total absorbance
44
+ let b_0 = textureLoad(optical_depth, coord_u, 0).r;
45
+
46
+ if(b_0 < 0.00100050033f){
47
+ // indicates that pixel has no opacity
48
+ // would result in division by 0
49
+ discard;
50
+ }
51
+
52
+ // need to unjitter UV to account for TAA
53
+ var vert_adjusted = vert;
54
+ vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
55
+
56
+ let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing, ${OIT_RESOLVE_LIGHT_BUDGET}u, ${OIT_RESOLVE_LIGHT_BUDGET}u);
57
+
58
+ // composite volumetric fog between the camera and this transparent fragment. Use the linear
59
+ // view-space depth from the fragment's device depth (vert.position is @builtin(position), so
60
+ // .z is the device depth — the same metric the opaque path feeds the froxel lookup). NOT
61
+ // oit_linearize_depth, which returns a normalized [0,1] log-depth for the moment warp and would
62
+ // collapse every fragment onto a near slice (no fog).
63
+ let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
64
+ let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
65
+ let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
66
+
67
+ let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
68
+ let opacity = shaded.a;
69
+
70
+ // if opacity is 1 - we end up with 0 transmittance, which breaks the algorithm
71
+ let coverage = min(opacity, ${OIT_COVERAGE_MAX});
72
+
73
+ let total_moments1234 = textureLoad(moments, coord_u, 0);
74
+
75
+ // linear distance to fragment (vert_adjusted.position is @builtin(position); .z is device depth)
76
+ let depth = oit_linearize_depth(vert_adjusted.position.z, camera);
77
+
78
+ let transmittance = resolve_power_moments_4(
79
+ depth,
80
+ b_0,
81
+ total_moments1234,
82
+ );
83
+
84
+ return vec4(
85
+ color * coverage, // premultiply
86
+ coverage
87
+ ) * transmittance;
88
+
89
+ }
90
+ `;
91
+
92
+ /**
93
+ * Everything {@link OIT_RESOLVE_FRAGMENT_BODY} needs except the shading chunk, which is the one thing
94
+ * the two pipelines choose differently.
95
+ *
96
+ * @type {CodeChunk[]}
97
+ */
98
+ export const OIT_RESOLVE_FRAGMENT_DEPENDENCIES = [
99
+ FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
100
+ chunk_resolve_power_moments_4,
101
+ chunk_oit_linearize_depth,
102
+ chunk_unjitter_uv,
103
+ chunk_sample_volumetrics,
104
+ ];
105
+
106
+ /**
107
+ * The single HDR colour target both resolve pipelines write, additively — the resolve sums one
108
+ * premultiplied contribution per transparent fragment, which is what makes it order-independent.
109
+ *
110
+ * @type {GPUColorTargetState[]}
111
+ */
112
+ export const OIT_RESOLVE_TARGETS = [
113
+ {
114
+ format: "rgba16float",
115
+ blend: {
116
+ color: {
117
+ operation: "add",
118
+ srcFactor: "one",
119
+ dstFactor: "one",
120
+ },
121
+ alpha: {
122
+ operation: "add",
123
+ srcFactor: "one",
124
+ dstFactor: "one",
125
+ }
126
+ }
127
+ }
128
+ ];