@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 +1,88 @@
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+ import { CodeChunk } from "../../compiler/CodeChunk.js";
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+ import { chunk_grid3d_to_index } from "./chunk_grid3d_to_index.js";
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+ import { chunk_index_to_grid3d } from "./chunk_index_to_grid3d.js";
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+
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+ /**
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+ * Interior cells of a tile on each axis: 8 x 8 x 4, one cell per invocation of a 256-invocation
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+ * workgroup.
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+ * @type {number[]}
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+ */
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+ export const GRID_TILE_SIZE = Object.freeze([8, 8, 4]);
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+
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+ /**
13
+ * The tile with a one-cell halo on every side: 10 x 10 x 6.
14
+ * @type {number[]}
15
+ */
16
+ export const GRID_TILE_HALO_SIZE = Object.freeze(GRID_TILE_SIZE.map(n => n + 2));
17
+
18
+ /**
19
+ * Cells of the tile with its halo, 600: 2400 bytes of workgroup memory as f32, 9600 as vec4.
20
+ * @type {number}
21
+ */
22
+ export const GRID_TILE_HALO_CELLS = GRID_TILE_HALO_SIZE[0] * GRID_TILE_HALO_SIZE[1] * GRID_TILE_HALO_SIZE[2];
23
+
24
+ /**
25
+ * Invocations of a workgroup that loads a tile: one per interior cell.
26
+ * @type {number}
27
+ */
28
+ export const GRID_TILE_THREADS = GRID_TILE_SIZE[0] * GRID_TILE_SIZE[1] * GRID_TILE_SIZE[2];
29
+
30
+ /**
31
+ * Cells each invocation loads at most: 600 over 256 invocations.
32
+ * @type {number}
33
+ */
34
+ export const GRID_TILE_LOAD_ROUNDS = Math.ceil(GRID_TILE_HALO_CELLS / GRID_TILE_THREADS);
35
+
36
+ /**
37
+ * The index maths shared by {@link chunk_grid_tile_halo_f32} and {@link chunk_grid_tile_halo_vec4}:
38
+ * the halo block's layout, and where a window-local cell is stored. All of it is per invocation and
39
+ * pure; the halo chunks are the workgroup memory and the barrier around it.
40
+ *
41
+ * **Tile-local** coordinates are relative to a tile's first interior cell, so the block a tile
42
+ * loads spans `[-1, 8] x [-1, 8] x [-1, 4]` and its interior `[0, 8) x [0, 8) x [0, 4)`. The block
43
+ * is stored x fastest, then y, then z.
44
+ *
45
+ * Window-local, world and storage cells are as in {@link GRID_TILE_WINDOW_STRUCT}.
46
+ *
47
+ * @type {CodeChunk}
48
+ */
49
+ export const chunk_grid_tile_window = CodeChunk.from(
50
+ //language=WGSL
51
+ `
52
+ const GRID_TILE_SIZE = vec3<i32>(${GRID_TILE_SIZE.join(', ')});
53
+ const GRID_TILE_HALO_CELLS = ${GRID_TILE_HALO_CELLS}u;
54
+ const GRID_TILE_THREADS = ${GRID_TILE_THREADS}u;
55
+ const GRID_TILE_LOAD_ROUNDS = ${GRID_TILE_LOAD_ROUNDS}u;
56
+
57
+ // The tile-local cell at index of the halo block.
58
+ fn grid_tile_halo_local(index: u32) -> vec3<i32> {
59
+ let block = index_to_grid3d(index, vec2<u32>(${GRID_TILE_HALO_SIZE[0]}u, ${GRID_TILE_HALO_SIZE[1]}u));
60
+
61
+ return vec3<i32>(block) - vec3<i32>(1);
62
+ }
63
+
64
+ // The index in the halo block of a tile-local cell, which must lie in the block.
65
+ fn grid_tile_halo_index(local: vec3<i32>) -> u32 {
66
+ return grid3d_to_index(
67
+ vec3<u32>(local + vec3<i32>(1)),
68
+ vec2<u32>(${GRID_TILE_HALO_SIZE[0]}u, ${GRID_TILE_HALO_SIZE[1]}u)
69
+ );
70
+ }
71
+
72
+ // Whether a window-local cell lies inside a window of size cells on each axis.
73
+ fn grid_tile_window_contains(window_local: vec3<i32>, size: vec3<u32>) -> bool {
74
+ return all(window_local >= vec3<i32>(0)) && all(window_local < vec3<i32>(size));
75
+ }
76
+
77
+ // Where a window-local cell inside the window is stored: the corner's storage cell plus the
78
+ // offset, which is below twice the period because the offset is below the size and the size at
79
+ // most the period, so one conditional subtract wraps it.
80
+ fn grid_tile_window_storage(window_local: vec3<i32>, corner_storage: vec3<u32>, period: vec3<u32>) -> vec3<u32> {
81
+ let unwrapped = corner_storage + vec3<u32>(window_local);
82
+
83
+ return select(unwrapped, unwrapped - period, unwrapped >= period);
84
+ }
85
+ `, [
86
+ chunk_grid3d_to_index,
87
+ chunk_index_to_grid3d,
88
+ ]);
@@ -1,6 +1,10 @@
1
1
  /**
2
2
  * @see "Practical multiple scattering compensation for microfacet models" by Emmanuel Turquin
3
3
  * Approximates multiple-scattering to preserve energy.
4
+ *
5
+ * `specularF0` is the surface's F0, the metalness blend of `specularF0_dielectric` and `specularF0_metal`.
6
+ * The pure two are needed because the term is quadratic in F0 while metalness blends linearly; see
7
+ * `MULTISCATTER.md` in `chunk/material`.
4
8
  */
5
9
  export const chunk_compute_multiscattering_specular: CodeChunk;
6
10
  import { CodeChunk } from "../../compiler/CodeChunk.js";
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_compute_multiscattering_specular.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/chunk_compute_multiscattering_specular.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,+DAoCC;0BA1CyB,6BAA6B"}
1
+ {"version":3,"file":"chunk_compute_multiscattering_specular.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/light/chunk_compute_multiscattering_specular.js"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AACH,+DA2CC;0BArDyB,6BAA6B"}
@@ -3,6 +3,10 @@ import { CodeChunk } from "../../compiler/CodeChunk.js";
3
3
  /**
4
4
  * @see "Practical multiple scattering compensation for microfacet models" by Emmanuel Turquin
5
5
  * Approximates multiple-scattering to preserve energy.
6
+ *
7
+ * `specularF0` is the surface's F0, the metalness blend of `specularF0_dielectric` and `specularF0_metal`.
8
+ * The pure two are needed because the term is quadratic in F0 while metalness blends linearly; see
9
+ * `MULTISCATTER.md` in `chunk/material`.
6
10
  */
7
11
  export const chunk_compute_multiscattering_specular = CodeChunk.from(
8
12
  // language=WGSL
@@ -10,6 +14,8 @@ export const chunk_compute_multiscattering_specular = CodeChunk.from(
10
14
  fn compute_multiscattering_specular(
11
15
  AB: vec2<f32>,
12
16
  specularF0: vec3<f32>,
17
+ specularF0_dielectric: vec3<f32>,
18
+ specularF0_metal: vec3<f32>,
13
19
  specularF90: f32,
14
20
  single_scatter: ptr<function, vec3<f32>>,
15
21
  multi_scatter: ptr<function, vec3<f32>>
@@ -30,13 +36,18 @@ fn compute_multiscattering_specular(
30
36
 
31
37
  let Ess_clamped = max(Ess, 1e-4); // Avoid div by zero
32
38
  let Kms = Ems / Ess_clamped;
39
+
40
+ // Fms = F0 makes the term quadratic in F0, so at the metalness blend of two F0s it is not the blend of
41
+ // the term at each: it falls short by Kms * A * m(1 - m)(F0_metal - F0_dielectric)^2. That is the
42
+ // product below, written without the metalness; zero for a pure dielectric and for a pure metal.
43
+ let F0_variance = (f0 - specularF0_dielectric) * (specularF0_metal - f0);
33
44
 
34
45
  // write out
35
46
  *single_scatter += FssEss;
36
47
 
37
48
  // The multi-scattering contribution is the single scattering scaled by (Fms * Kms).
38
49
  // Note: This maintains the "shape" of the specular highlight.
39
- *multi_scatter += FssEss * (Fms * Kms);
50
+ *multi_scatter += FssEss * (Fms * Kms) + Kms * AB.x * F0_variance;
40
51
 
41
52
  }
42
53
  `
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_mesh_get_vertices.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mesh_get_vertices.js"],"names":[],"mappings":"AAIA,oDAcE;0BAjBwB,gCAAgC"}
1
+ {"version":3,"file":"chunk_lpv_mesh_get_vertices.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mesh_get_vertices.js"],"names":[],"mappings":"AAKA,oDAcE;0BAlBwB,gCAAgC"}
@@ -1,6 +1,7 @@
1
1
  import { TETRAHEDRAL_MESH_CELL_STRUCT } from "../../../../global_illumination/lpv/TETRAHEDRAL_MESH_CELL_STRUCT.js";
2
2
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
3
3
  import { chunk_u32_array_as_vec4 } from "../../geometry/vec4/chunk_f32_array_as_vec4.js";
4
+ import { LPV_MESH_RESOURCE } from "../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
4
5
 
5
6
  export const chunk_lpv_mesh_get_vertices = CodeChunk.from(
6
7
  //language=WGSL
@@ -16,4 +17,6 @@ fn lpv_mesh_get_vertices(tet_index: u32) -> vec4<u32>{
16
17
  [
17
18
  TETRAHEDRAL_MESH_CELL_STRUCT.declaration_chunk,
18
19
  ]
19
- );
20
+ );
21
+
22
+ chunk_lpv_mesh_get_vertices.requireResource(LPV_MESH_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_mesh_lookup_nearest_cell.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mesh_lookup_nearest_cell.js"],"names":[],"mappings":"AAMA,2DAyDO;0BA/DmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_lpv_mesh_lookup_nearest_cell.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_mesh_lookup_nearest_cell.js"],"names":[],"mappings":"AAOA,2DAyDO;0BAhEmB,gCAAgC"}
@@ -3,6 +3,7 @@ import { BVH_NULL_NODE_DEFINITION } from "../../bvh/BVH_NULL_NODE_DEFINITION.js"
3
3
  import { chunk_aabb3_intersects_point } from "../../geometry/aabb3/chunk_aabb3_intersects_point.js";
4
4
  import { chunk_lpv_mesh_get_barycentric_coordinates } from "./chunk_lpv_mesh_get_barycentric_coordinates.js";
5
5
  import { INVALID_TET_DECLARATION } from "./INVALID_TET_DECLARATION.js";
6
+ import { LPV_LOOKUP_RESOURCE } from "../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
6
7
 
7
8
  export const chunk_lpv_mesh_lookup_nearest_cell = CodeChunk.from(
8
9
  //language=WGSL
@@ -61,4 +62,6 @@ fn lpv_mesh_lookup_nearest_cell(position: vec3<f32>, out_weights:ptr<function, v
61
62
  BVH_NULL_NODE_DEFINITION,
62
63
  chunk_aabb3_intersects_point,
63
64
  chunk_lpv_mesh_get_barycentric_coordinates,
64
- ]);
65
+ ]);
66
+
67
+ chunk_lpv_mesh_lookup_nearest_cell.requireResource(LPV_LOOKUP_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_probe_get_data.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_probe_get_data.js"],"names":[],"mappings":"AAEA,iDAgBG;0BAlBuB,gCAAgC"}
1
+ {"version":3,"file":"chunk_lpv_probe_get_data.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_probe_get_data.js"],"names":[],"mappings":"AAGA,iDAgBG;0BAnBuB,gCAAgC"}
@@ -1,4 +1,5 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { LPV_PROBES_RESOURCE } from "../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
2
3
 
3
4
  export const chunk_lpv_probe_get_data = CodeChunk.from(
4
5
  //language=WGSL
@@ -16,4 +17,6 @@ fn lpv_probe_get_data(probe_index:u32) -> array< vec3<f32>, 4 >{
16
17
 
17
18
  return out;
18
19
  }
19
- `);
20
+ `);
21
+
22
+ chunk_lpv_probe_get_data.requireResource(LPV_PROBES_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_probe_get_position.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_probe_get_position.js"],"names":[],"mappings":"AAGA,qDAUO;0BAbmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_lpv_probe_get_position.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_probe_get_position.js"],"names":[],"mappings":"AAIA,qDAUO;0BAdmB,gCAAgC"}
@@ -1,5 +1,6 @@
1
1
  import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
2
  import { chunk_f32_array_as_vec3 } from "../../geometry/vec3/chunk_f32_array_as_vec3.js";
3
+ import { LPV_PROBES_RESOURCE } from "../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
3
4
 
4
5
  export const chunk_lpv_probe_get_position = CodeChunk.from(
5
6
  //language=WGSL
@@ -11,4 +12,6 @@ fn lpv_probe_get_position(probe_index: u32) -> vec3<f32>{
11
12
  }
12
13
  `, [
13
14
  chunk_f32_array_as_vec3
14
- ]);
15
+ ]);
16
+
17
+ chunk_lpv_probe_get_position.requireResource(LPV_PROBES_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_sample_radiance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_sample_radiance.js"],"names":[],"mappings":"AAOA,kDAkDO;0BAvDmB,gCAAgC"}
1
+ {"version":3,"file":"chunk_lpv_sample_radiance.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/chunk_lpv_sample_radiance.js"],"names":[],"mappings":"AAQA,kDAkDO;0BAxDmB,gCAAgC"}
@@ -4,6 +4,7 @@ import { CodeChunk } from "../../../compiler/CodeChunk.js";
4
4
  import { chunk_lpv_mesh_lookup_nearest_cell } from "./chunk_lpv_mesh_lookup_nearest_cell.js";
5
5
  import { chunk_lpv_mask_weights_by_visibility } from "./depth/chunk_lpv_mask_weights_by_visibility.js";
6
6
  import { INVALID_TET_DECLARATION } from "./INVALID_TET_DECLARATION.js";
7
+ import { LPV_MESH_RESOURCE } from "../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
7
8
 
8
9
  export const chunk_lpv_sample_radiance = CodeChunk.from(
9
10
  //language=WGSL
@@ -55,4 +56,6 @@ fn lpv_sample_radiance(
55
56
  chunk_lpv_mesh_lookup_nearest_cell,
56
57
  chunk_lpv_mask_weights_by_visibility,
57
58
 
58
- ]);
59
+ ]);
60
+
61
+ chunk_lpv_sample_radiance.requireResource(LPV_MESH_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_mask_weights_by_visibility.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_mask_weights_by_visibility.js"],"names":[],"mappings":"AAMA,6DAqGO;AAGP,sEA+EO;0BA1LmB,mCAAmC"}
1
+ {"version":3,"file":"chunk_lpv_mask_weights_by_visibility.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_mask_weights_by_visibility.js"],"names":[],"mappings":"AAOA,6DAqGO;AAKP,sEA+EO;0BA7LmB,mCAAmC"}
@@ -3,6 +3,7 @@ import {
3
3
  } from "../../../../../global_illumination/lpv/deprecated/chunk_lpv_get_visibility_mask.js";
4
4
  import { CodeChunk } from "../../../../compiler/CodeChunk.js";
5
5
  import { chunk_lpv_mesh_get_vertices } from "../chunk_lpv_mesh_get_vertices.js";
6
+ import { LPV_PROBES_RESOURCE } from "../../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
6
7
 
7
8
  export const chunk_lpv_mask_weights_by_visibility = CodeChunk.from(
8
9
  //language=WGSL
@@ -107,6 +108,8 @@ fn lpv_mask_weights_by_visibility(
107
108
  chunk_lpv_get_visibility_mask
108
109
  ]);
109
110
 
111
+ chunk_lpv_mask_weights_by_visibility.requireResource(LPV_PROBES_RESOURCE);
112
+
110
113
 
111
114
  export const chunk_lpv_mask_weights_by_visibility_no_depth = CodeChunk.from(
112
115
  //language=WGSL
@@ -187,4 +190,6 @@ fn lpv_mask_weights_by_visibility(
187
190
  `, [
188
191
  chunk_lpv_mesh_get_vertices,
189
192
  chunk_lpv_get_visibility_mask
190
- ]);
193
+ ]);
194
+
195
+ chunk_lpv_mask_weights_by_visibility_no_depth.requireResource(LPV_PROBES_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_sample_depth_atlas.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_sample_depth_atlas.js"],"names":[],"mappings":"AAUA,qDA4CC;AAGD,4DA2BC;0BApFyB,mCAAmC"}
1
+ {"version":3,"file":"chunk_lpv_sample_depth_atlas.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/light/lpv/depth/chunk_lpv_sample_depth_atlas.js"],"names":[],"mappings":"AAeA,qDA4CC;AAMD,4DA2BC;0BA5FyB,mCAAmC"}
@@ -7,6 +7,11 @@ import {
7
7
  chunk_texture_octahedral_wrap_texel_coordinates
8
8
  } from "../../../texture/octahedral/chunk_texture_octahedral_wrap_texel_coordinates.js";
9
9
  import { chunk_get_bilinear_weights } from "../../../texture/sample/chunk_get_bilinear_weights.js";
10
+ import {
11
+ LPV_ATLAS_DEPTH_RESOURCE,
12
+ LPV_METADATA_RESOURCE
13
+ } from "../../../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
14
+ import { SAMPLER_LINEAR_RESOURCE } from "../../../../../texture/SAMPLER_LINEAR_RESOURCE.js";
10
15
 
11
16
  export const chunk_lpv_sample_depth_atlas = CodeChunk.from(
12
17
  //language=WGSL
@@ -54,6 +59,9 @@ fn lpv_sample_depth_atlas( direction: vec3<f32>, probe_index: u32 ) -> vec2<f32>
54
59
  ]
55
60
  )
56
61
 
62
+ chunk_lpv_sample_depth_atlas.requireResource(LPV_ATLAS_DEPTH_RESOURCE);
63
+ chunk_lpv_sample_depth_atlas.requireResource(LPV_METADATA_RESOURCE);
64
+
57
65
 
58
66
  export const chunk_lpv_sample_depth_atlas_native = CodeChunk.from(
59
67
  //language=WGSL
@@ -82,4 +90,8 @@ fn lpv_sample_depth_atlas( direction: vec3<f32>, probe_index: u32 ) -> vec2<f32>
82
90
  chunk_uv_to_texel_coordinate,
83
91
  chunk_index_to_grid2d,
84
92
  ]
85
- )
93
+ )
94
+
95
+ chunk_lpv_sample_depth_atlas_native.requireResource(LPV_ATLAS_DEPTH_RESOURCE);
96
+ chunk_lpv_sample_depth_atlas_native.requireResource(LPV_METADATA_RESOURCE);
97
+ chunk_lpv_sample_depth_atlas_native.requireResource(SAMPLER_LINEAR_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"MATERIAL_SHADING_INFO_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js"],"names":[],"mappings":"AAIA,wDAgB0B;6BAnBG,4BAA4B"}
1
+ {"version":3,"file":"MATERIAL_SHADING_INFO_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js"],"names":[],"mappings":"AAIA,wDAuB0B;6BA1BG,4BAA4B"}
@@ -16,6 +16,13 @@ export const MATERIAL_SHADING_INFO_STRUCT = WebGPUStruct.from({
16
16
  specularF0: vec3f,
17
17
  specularF90: f32,
18
18
 
19
+ /**
20
+ * The two F0s that `specularF0` blends by metalness: the dielectric's (from its IOR) and the metal's (its
21
+ * base color). Multiple-scattering compensation needs them apart, see `compute_multiscattering_specular`.
22
+ */
23
+ specularF0_dielectric: vec3f,
24
+ specularF0_metal: vec3f,
25
+
19
26
  emissive: vec3f,
20
27
  opacity: f32,
21
28
  }, "MaterialShadingInfo");
@@ -0,0 +1,159 @@
1
+ # Multiple-scattering specular compensation
2
+
3
+ Single-scattering GGX loses the light that bounces between microfacets more than once, and it loses the most
4
+ on rough metals: a white metal at roughness 1 reflects 0.31 of a uniform sky (1 − ln 2 at N·V = 1). Both
5
+ paths now restore it with Turquin's compensation (2019, eq. 16), from the split-sum LUT `tSplitSum`:
6
+
7
+ - **Indirect**, `compute_indirect_specular` → `compute_multiscattering_specular`, as before.
8
+ - **Direct**, `re_direct_multiscatter`: one LUT fetch per pass that shades direct light, after its last
9
+ light, scales the accumulated direct specular by (single + multiple) / single scattering. The ratio
10
+ depends on N·V, roughness and F0 alone, so it serves every light. It is called by
11
+ `shade_standard_material_direct` (the deferred and the forward paths), its ReSTIR twin, and
12
+ `restir_resolve`, so a ReSTIR pixel fetches twice (its directional lights, then its resampled light);
13
+ that cost is not measured. Not by the ReSTIR target function: that is a resampling weight, and the
14
+ compensation is a per-pixel scale of one lobe.
15
+
16
+ It uses the material's roughness, not the roughness a sphere light widens it to in `re_direct_physical`.
17
+
18
+ The same call scales the direct diffuse by what the dielectric's specular leaves, from the same fetch; see
19
+ [Direct diffuse under the specular](#direct-diffuse-under-the-specular).
20
+
21
+ ## Why GI does not already cover it
22
+
23
+ The indirect path's compensation scales the environment's light. The sun and local lights reach a pixel
24
+ only through `re_direct_physical`, a separate additive pass. Measured in the Sponza playground with its
25
+ shipped sun (intensity 7.2) and default IBL environment, the G-buffer read as rough gold
26
+ (F0 1.0, 0.766, 0.336) in both the deferred pass and the indirect resolve, each pass replayed into cleared
27
+ targets so that each pass's own contribution is measured. Means over shaded pixels, linear:
28
+
29
+ | view | roughness | direct red, before → after | indirect red | direct share | luminance lost before |
30
+ |---|---|---|---|---|---|
31
+ | sunlit exterior | 0.8 | 0.734 → 1.193 | 0.577 | 64% | 22% (26% in red) |
32
+ | sunlit exterior | 0.5 | 0.939 → 1.063 | 0.576 | 61% | 6% |
33
+ | shaded atrium | 0.8 | 0.013 → 0.022 | 1.170 | 2% | 0.6% |
34
+
35
+ Where the sun does not reach, GI dominates and the loss was already compensated. On sunlit rough metal,
36
+ direct light is most of the pixel. Dielectrics barely move: Turquin's scale at F0 0.04 is at most 1.09.
37
+
38
+ ## Metalness
39
+
40
+ Turquin's Fms = F0 makes the term quadratic in F0; metalness blends a dielectric F0 and a metal F0
41
+ linearly. Evaluated at the blend, the term falls short by Kms · A · m(1 − m)(F0_metal − F0_dielectric)², so
42
+ `compute_multiscattering_specular` takes both pure F0s (`specularF0_dielectric` and `specularF0_metal` on
43
+ `MaterialShadingInfo`) and adds that back, written as a product that needs no metalness. EEVEE, Frostbite
44
+ and three.js (#32190) evaluate the two separately and mix. For the albedo this is the same sum: exactly so
45
+ in the indirect path, and in the direct path summed over a sky. Per light it is not, because the direct
46
+ path applies the sum as one per-pixel ratio to the blend's lobe: under one directional light, a white
47
+ surface at metalness 0.5 comes out −1.8% to +7.8% of the separately evaluated mix (worst at roughness 1,
48
+ N·V 0.2, the light in the mirror direction). The blended F0 it replaced was up to 30% short there (roughness
49
+ 1, N·V 0.9, lit from beside the viewer).
50
+
51
+ The indirect diffuse sits under the dielectric part only, so it keeps what the *dielectric's* specular
52
+ leaves, not the blend's: the blend's also subtracted the metal's reflection, which the `1 − metalness` in
53
+ `diffuse` had already removed.
54
+
55
+ Measured against applying the term at the blended F0 (`deferred/white_furnace.spec.js`, white base,
56
+ metalness 0.5): the direct specular came up to 0.157 of the sky short, the indirect resolve up to 0.33.
57
+ Split, the direct is within 0.0028 of the blend and the indirect is the blend to one f32 ulp.
58
+
59
+ ## Direct diffuse under the specular
60
+
61
+ `re_direct_physical` adds the EON diffuse on top of the GGX specular, and the light the specular reflected reached
62
+ the diffuse as well: under a uniform sky a white dielectric returned 1.01 – 1.40 of it through direct light, the
63
+ most at low roughness and grazing view. `re_direct_multiscatter` now scales the accumulated direct diffuse by
64
+ 1 − the dielectric's specular albedo at N·V: `compute_multiscattering_specular` at `specularF0_dielectric`, on the
65
+ `f_ab` it already fetched. That is the indirect path's factor, "albedo scaling"; UE 5.4 does the same for direct
66
+ light (`ComputeEnergyPreservation`, by luminance: always under Substrate, in legacy shading only with the project's
67
+ energy-conservation setting on), as do EEVEE Next (by the RGB maximum) and OpenPBR / MaterialX
68
+ (`throughput = 1 − dirAlbedo`). Filament leaves direct diffuse uncoupled (a TODO in
69
+ `surface_shading_model_standard.fs`); three.js since #33985 scales it per light by 1 − F(V·H).
70
+
71
+ The candidates, measured through `shader_deferred_main` on a white dielectric (roughness 0.26 – 0.99, N·V 0.10 –
72
+ 0.99, the spec's grid), and their cost on "Shade From G-Buffer" in Sponza (RTX 4090, 1898 × 982, inside the
73
+ atrium, 16 unshadowed point lights added so that a per-light term shows; with the one sun all were within noise).
74
+ The furnace is to ±0.005, the sky sampled coarsely; under a finer one the taken coupling reads 0.932 – 1.000 and
75
+ Kulla–Conty's at most 1.002. These were measured with the direct lobe on F_Hauber and the LUT on Schlick's fourth
76
+ power; with both on Schlick's fifth (`brdf/FRESNEL_BRIEF_2026_10_16.md`) the LUT's dielectric albedo is the direct
77
+ lobe's own and the taken coupling reads 1.000 – 1.001 under the spec's sky:
78
+
79
+ | coupling | furnace | cost, 16 point lights |
80
+ |---|---|---|
81
+ | none (before) | 1.01 – 1.40 | 427.6 µs |
82
+ | 1 − E(N·V), per pixel (taken) | 0.93 – 1.00 | +0.1 – 0.2% (copy twin 0.998 – 1.002) |
83
+ | 1 − F(V·H), per light (three.js) | 0.97 – 1.34 | +1.3% |
84
+ | Kulla–Conty, (1 − E(N·L))(1 − E(N·V)) / (1 − E_avg), per light | 0.93 – 1.00 | +1.5% |
85
+ | the same without 1 / (1 − E_avg) | 0.86 – 0.98 | |
86
+
87
+ Per light, the Fresnel at V·H does not hold the furnace at grazing view. Kulla–Conty's does, is reciprocal, and adds
88
+ the light's side of the interface, at a `tSplitSum` fetch per light, an E_avg it would need from a fit or a third
89
+ LUT channel, and `tSplitSum` in the two ReSTIR passes that reach `re_direct_physical` through the target function
90
+ (resample, whose candidates and temporal reuse call it, and spatial reuse).
91
+
92
+ The ReSTIR target function stays uncoupled: it is a resampling weight, and the coupling is a per-pixel scale.
93
+
94
+ Shipped: "Shade From G-Buffer" 80.2 against 80.2 µs and 88.6 against 87.8 µs without the coupling's line (Sponza
95
+ with its sun, the views above; copy twin 0.991 – 1.010), and the pass's mean output 3% lower. On a grid of
96
+ dielectric spheres under a sun, the change is at the lit rims and falls with roughness.
97
+
98
+ ## What the furnace holds
99
+
100
+ `deferred/white_furnace.spec.js` lights one texel through the real passes: `shader_deferred_main` (a
101
+ uniform sky as directional lights from GGX visible-normal sampling, with cosine samples beside them where a
102
+ diffuse is lit, or one point light through the cluster) and `shader_resolve_indirect_lighting`. It holds:
103
+
104
+ 1. a white metal's direct light is the sky, to the sampling and the LUT's error (0.32 – 0.99 before the
105
+ compensation, 0.93 – 1.00 while the direct lobe was F_Hauber, whose dip the LUT did not hold, 0.997 – 1.000
106
+ now);
107
+ 2. the direct specular at any metalness is the blend of the pure dielectric's and the pure metal's, white
108
+ and gold, every channel, to 1.3e-5 (0.0028 under F_Hauber's offset);
109
+ 3. the indirect resolve is that blend to float rounding (0.67 – 0.90 of the sky at metalness 0.25 – 0.75
110
+ before);
111
+ 4. for a pure dielectric and a pure gold, the indirect specular is the direct, to the sampling and the LUT's
112
+ error (up to 0.068 above it under F_Hauber): this, not the white furnace, is what sees where the LUT is read;
113
+ 5. a point light is compensated as a directional light is;
114
+ 6. the ReSTIR twin shades its directional lights as the brute-force pass does;
115
+ 7. each channel is shaded by its own colour alone;
116
+ 8. a white dielectric's direct light is at most the sky (1.01 – 1.40 before, 0.932 – 1.000 with the coupling
117
+ under F_Hauber, 1.000 – 1.001 now);
118
+ 9. a white dielectric's direct and indirect totals agree, to the sampling and the LUT's and EON's errors;
119
+ 10. the direct diffuse keeps the share of the sky the indirect diffuse keeps, to EON's own albedo error and
120
+ the sampling's, 0.0015: this sees the coupling's strength more sharply than the totals, which carry EON's
121
+ albedo and the sampling of both lobes as well.
122
+
123
+ Every mutant of the adversarial review is killed — the call doubled or moved ahead of the cluster loop, F0
124
+ for the variance, the variance's sign or half of it, either path's LUT read with its coordinates swapped or at
125
+ roughness², the guard at 1e-1, the diffuse coupled to the blend, a dielectric F0 of 0.08, the term at
126
+ 0.5, 0.9, 0.97 or 1.1 of itself, Fms = 1, the diffuse compensated too, a metal F0 of 1 in either path, one
127
+ channel's ratio for all or none for blue, the ReSTIR twin's call removed — but one: `restir_resolve`'s own
128
+ call. That pass needs the ray-tracing group and is not run at this tier.
129
+
130
+ So is every mutant of the diffuse coupling: removed, doubled, put on the specular, taken from the blend's albedo,
131
+ without the dielectric's multiple scattering, at 0.9, 0.97, 1.03 or 1.1 of itself, at F0 0.08, by F0 alone, with
132
+ F90 = 0, by the white lobe's albedo, or read at N·V = 1, with its coordinates swapped, at roughness² or at 0.8 N·V.
133
+ The multiple-scattering and ±3% ones die only by item 10.
134
+
135
+ What is left on purpose:
136
+
137
+ - **The LUT's edge.** Texel centres are (i + 0.5) / 64, so roughness 1 reads 0.992's albedo: 3% at
138
+ roughness 1, N·V 1.
139
+ - **The resolve's horizon occlusion.** Its bent-normal specular occlusion cuts a lobe reaching under the
140
+ horizon even with nothing there: 0.0041 at roughness 0.51, N·V 0.10. The spec divides it out.
141
+
142
+ ## Cost
143
+
144
+ RTX 4090, Sponza from inside the atrium at 1898 × 982 (every pixel shaded), one sun, "Shade From G-Buffer"
145
+ with and without the call, interleaved in one capture (4-frame blocks, alternating order, 4 captures per
146
+ view): 79.8 against 74.6 µs and 89.6 against 83.0 µs, +7%, ~0.2% of the frame. A byte-identical twin read
147
+ 0.997 – 1.009 of the shipped pass.
148
+
149
+ ## Measured and not changed here
150
+
151
+ - **The direct diffuse is coupled on the view's side only.** It keeps 1 − E(N·V) whatever the light's
152
+ angle, so a smooth dielectric's diffuse under a grazing light is not dimmed by the Fresnel the light meets on
153
+ the way in: at roughness 0.26, N·V 0.9, it keeps 0.96 of the uncoupled diffuse at every N·L, where
154
+ Kulla–Conty's keeps 0.57 at N·L 0.1 and 1.02 at N·L 1 (within 7% of each other at roughness 0.99). Under a
155
+ uniform sky the two agree within 0.007 of it; the cost of Kulla–Conty's is in the section above.
156
+ - **Light the LPV injects is single-scattering.** `graph_lpv_shade.js` shades a probe ray's hit with its own
157
+ `BRDF_GGX` and (1 − F) diffuse, so in LPV mode a rough metal bounces its uncompensated direct light.
158
+ - **The path tracer is single-scattering**, so for rough metals it is not the reference: it reflects what
159
+ the rasterizer did before this.
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_compute_indirect_specular.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_compute_indirect_specular.js"],"names":[],"mappings":"AAKA,wDAmDC;0BAxDyB,6BAA6B"}
1
+ {"version":3,"file":"chunk_compute_indirect_specular.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_compute_indirect_specular.js"],"names":[],"mappings":"AAOA,wDAsEC;0BA7EyB,6BAA6B"}
@@ -2,6 +2,8 @@ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
2
  import { chunk_max_v3 } from "../geometry/vec3/chunk_max_v3.js";
3
3
  import { chunk_compute_multiscattering_specular } from "../light/chunk_compute_multiscattering_specular.js";
4
4
  import { RECIPROCAL_PI_DECLARATION } from "../math/RECIPROCAL_PI_DECLARATION.js";
5
+ import { SPLIT_SUM_LUT_RESOURCE } from "../../../STATIC_GRAPHICS_ENGINE_ASSET_RESOURCES.js";
6
+ import { SAMPLER_LINEAR_RESOURCE } from "../../../texture/SAMPLER_LINEAR_RESOURCE.js";
5
7
 
6
8
  export const chunk_compute_indirect_specular = CodeChunk.from(
7
9
  //language=WGSL
@@ -13,6 +15,8 @@ fn compute_indirect_specular(
13
15
  view_direction: vec3<f32>,
14
16
  material_diffuse: vec3<f32>,
15
17
  material_specularF0: vec3<f32>,
18
+ material_specularF0_dielectric: vec3<f32>,
19
+ material_specularF0_metal: vec3<f32>,
16
20
  material_specularF90: f32,
17
21
  material_roughness: f32
18
22
  ) -> mat2x3<f32> {
@@ -28,17 +32,34 @@ fn compute_indirect_specular(
28
32
  compute_multiscattering_specular(
29
33
  f_ab,
30
34
  material_specularF0,
35
+ material_specularF0_dielectric,
36
+ material_specularF0_metal,
31
37
  material_specularF90,
32
38
  &single_scattering,
33
- &multi_scattering
39
+ &multi_scattering
34
40
  );
35
41
 
36
42
  let totalScattering = single_scattering + multi_scattering;
37
-
43
+
38
44
  var indirect_specular = radiance * totalScattering;
39
-
45
+
46
+ // diffuse lies under the dielectric part of the surface only (material_diffuse carries its 1 - metalness),
47
+ // so it keeps what the dielectric's specular leaves; the blend's would subtract the metal's reflection too
48
+ var single_scattering_dielectric = vec3<f32>( 0.0 );
49
+ var multi_scattering_dielectric = vec3<f32>( 0.0 );
50
+
51
+ compute_multiscattering_specular(
52
+ f_ab,
53
+ material_specularF0_dielectric,
54
+ material_specularF0_dielectric,
55
+ material_specularF0_dielectric,
56
+ material_specularF90,
57
+ &single_scattering_dielectric,
58
+ &multi_scattering_dielectric
59
+ );
60
+
40
61
  // diffuse refelections will only be a portion of whatever remain after spec
41
- let conservation_factor = saturate(vec3<f32>(1.0) - totalScattering);
62
+ let conservation_factor = saturate(vec3<f32>(1.0) - (single_scattering_dielectric + multi_scattering_dielectric));
42
63
 
43
64
  let cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;
44
65
  let diffuse = material_diffuse * conservation_factor;
@@ -54,4 +75,7 @@ fn compute_indirect_specular(
54
75
  RECIPROCAL_PI_DECLARATION,
55
76
  chunk_max_v3,
56
77
  ]
57
- )
78
+ )
79
+
80
+ chunk_compute_indirect_specular.requireResource(SAMPLER_LINEAR_RESOURCE);
81
+ chunk_compute_indirect_specular.requireResource(SPLIT_SUM_LUT_RESOURCE);
@@ -0,0 +1,24 @@
1
+ /**
2
+ * Multiple-scattering compensation for the direct specular, and the direct diffuse's share of what the
3
+ * specular leaves, once per pixel after the last light.
4
+ *
5
+ * `re_direct_physical` evaluates single-scattering GGX per light, which loses the energy that bounces
6
+ * between microfacets more than once: a rough white metal reflects 0.31 of a uniform sky. Turquin's
7
+ * compensation (2019, eq. 16) scales the single-scattering lobe by the ratio of the lobe's total albedo to its
8
+ * single-scattering albedo, both from the split-sum LUT the indirect path already samples. The ratio depends
9
+ * on N·V, roughness and the material's F0s alone, so one LUT fetch here serves every light the pass
10
+ * accumulated, and the indirect path's `compute_multiscattering_specular` supplies it, so the two paths cannot
11
+ * disagree.
12
+ *
13
+ * `re_direct_physical` also adds its diffuse on top of the specular, and a white dielectric returned up to 1.4
14
+ * of a uniform sky that way. The diffuse is scaled here by 1 − the dielectric's specular albedo at N·V, from the
15
+ * same fetch: the indirect path's factor, and what UE5, EEVEE and OpenPBR apply ("albedo scaling"). It is
16
+ * the view's side of the interface only; the light's (Kulla–Conty's 1 − E(N·L)) would cost a fetch per light.
17
+ *
18
+ * Requires `tSplitSum` and `sLinear` in the shader's resources. See `MULTISCATTER.md` beside this chunk.
19
+ *
20
+ * @type {CodeChunk}
21
+ */
22
+ export const chunk_re_direct_multiscatter: CodeChunk;
23
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
24
+ //# sourceMappingURL=chunk_re_direct_multiscatter.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_re_direct_multiscatter.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_re_direct_multiscatter.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,2CAFU,SAAS,CAqDjB;0BAhFwB,6BAA6B"}