@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.
- package/build/bundle-worker-terrain.js +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -2
- package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
- package/editor/particles/effect/ParticleReferenceSimulation.js +30 -4
- package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
- package/editor/view/particles/effect/ParticleGraphEditorView.js +3 -1
- package/package.json +1 -1
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts +11 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.d.ts.map +1 -0
- package/src/core/color/xyz/m3_rgb_to_xyz_from_primaries.js +40 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts +24 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.d.ts.map +1 -0
- package/src/core/geom/3d/mat4/m4_decompose_rigid_array.js +80 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts +10 -0
- package/src/core/geom/3d/shape/PosedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/PosedShape3D.js +50 -11
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts +37 -0
- package/src/core/geom/3d/shape/TransformedShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/TransformedShape3D.js +73 -49
- package/src/core/geom/3d/shape/UnionShape3D.d.ts +13 -0
- package/src/core/geom/3d/shape/UnionShape3D.d.ts.map +1 -1
- package/src/core/geom/3d/shape/UnionShape3D.js +17 -4
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts +65 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecord.js +72 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts +13 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/ShapeRecordKind.js +39 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts +19 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_local_bounds.js +61 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts +88 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack.js +418 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts +23 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_pack_bounding_box.js +69 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts +52 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.d.ts.map +1 -0
- package/src/core/geom/3d/shape/record/shape_record_signed_distance.js +135 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts +7 -0
- package/src/core/geom/3d/shape/sdf/sdf3_plane.d.ts.map +1 -1
- package/src/core/geom/3d/shape/sdf/sdf3_plane.js +7 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts +3 -0
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.d.ts.map +1 -1
- package/src/core/geom/3d/shape/util/compute_signed_distance_gradient_by_sampling.js +19 -13
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts +141 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.d.ts.map +1 -0
- package/src/core/geom/clipmap/ClipmapWindowSet.js +301 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts +20 -0
- package/src/core/geom/clipmap/clipmap_select_finest.d.ts.map +1 -0
- package/src/core/geom/clipmap/clipmap_select_finest.js +53 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts +22 -0
- package/src/core/geom/clipmap/quantize_hysteretic.d.ts.map +1 -0
- package/src/core/geom/clipmap/quantize_hysteretic.js +33 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts +25 -0
- package/src/core/geom/clipmap/window_scroll_regions.d.ts.map +1 -0
- package/src/core/geom/clipmap/window_scroll_regions.js +83 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts +59 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.d.ts.map +1 -0
- package/src/core/geom/vec3/v3_clamp_to_cone.js +197 -0
- package/src/core/math/falloff_quadratic.d.ts +13 -0
- package/src/core/math/falloff_quadratic.d.ts.map +1 -0
- package/src/core/math/falloff_quadratic.js +20 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts +40 -0
- package/src/core/math/physics/fluid/vortex_swirl.d.ts.map +1 -0
- package/src/core/math/physics/fluid/vortex_swirl.js +91 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts +27 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.d.ts.map +1 -0
- package/src/core/math/physics/kinematics/rigid_velocity_at_point.js +40 -0
- package/src/engine/EngineHarness.d.ts.map +1 -1
- package/src/engine/EngineHarness.js +6 -0
- package/src/engine/ecs/EntityComponentDataset.d.ts +48 -4
- package/src/engine/ecs/EntityComponentDataset.d.ts.map +1 -1
- package/src/engine/ecs/EntityComponentDataset.js +120 -11
- package/src/engine/ecs/async/WORKER_SYSTEM_PLAN.md +27 -11
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
- package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
- package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +13 -0
- package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
- package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +2 -2
- package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffect.js +7 -7
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +8 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +11 -3
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +26 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +91 -0
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
- package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
- package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
- package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
- package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +2 -2
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine.js +8 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts +90 -1
- package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMedia.js +145 -5
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts +6 -2
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSerializationAdapter.js +29 -4
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts +10 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.d.ts.map +1 -0
- package/src/engine/graphics3/ParticipatingMediaSerializationUpgrader_0_1.js +38 -0
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
- package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
- package/src/engine/graphics3/ParticipatingMediaSystem.js +236 -45
- package/src/engine/graphics3/WaterSystem.d.ts +9 -2
- package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/WaterSystem.js +53 -15
- package/src/engine/network/NetworkSession.d.ts +16 -5
- package/src/engine/network/NetworkSession.d.ts.map +1 -1
- package/src/engine/network/NetworkSession.js +104 -7
- package/src/engine/network/README.md +27 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts +40 -18
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.d.ts.map +1 -1
- package/src/engine/network/orchestrator/ServerAuthoritativeServer.js +180 -190
- package/src/engine/network/replication/Replicator.d.ts +15 -4
- package/src/engine/network/replication/Replicator.d.ts.map +1 -1
- package/src/engine/network/replication/Replicator.js +50 -16
- package/src/engine/network/state/RecordArrivalRing.d.ts +57 -0
- package/src/engine/network/state/RecordArrivalRing.d.ts.map +1 -0
- package/src/engine/network/state/RecordArrivalRing.js +144 -0
- package/src/engine/physics/cloth/MEASUREMENTS.md +393 -0
- package/src/engine/physics/cloth/PLAN.md +106 -7
- package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
- package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
- package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
- package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -21
- package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -22
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +5 -3
- package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothSystem.js +10 -3
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
- package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/ClothWorld.js +140 -43
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts +2 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/WorkerClothSystem.js +6 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.d.ts.map +1 -1
- package/src/engine/physics/cloth/ecs/cloth_build_rows.js +20 -10
- package/src/engine/physics/cloth/playground/README.md +8 -4
- package/src/engine/physics/cloth/playground/collide.html +5 -3
- package/src/engine/physics/cloth/playground/collide_main.js +14 -13
- package/src/engine/physics/cloth/playground/wind.html +4 -4
- package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
- package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
- package/src/engine/physics/cloth/playground/wind_build.js +4 -3
- package/src/engine/physics/cloth/playground/wind_main.js +58 -19
- package/src/engine/physics/cloth/solver/ClothState.d.ts +30 -2
- package/src/engine/physics/cloth/solver/ClothState.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/ClothState.js +62 -4
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts +11 -3
- package/src/engine/physics/cloth/solver/cloth_self_find.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_self_find.js +52 -11
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts +42 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.d.ts.map +1 -0
- package/src/engine/physics/cloth/solver/cloth_self_radius.js +64 -0
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts +99 -24
- package/src/engine/physics/cloth/solver/cloth_solver_constants.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_solver_constants.js +102 -25
- package/src/engine/physics/cloth/solver/cloth_step.d.ts +5 -1
- package/src/engine/physics/cloth/solver/cloth_step.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step.js +13 -3
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts +0 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/cloth_step_instance.js +12 -14
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts +23 -4
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_contact_row.js +36 -8
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.d.ts.map +1 -1
- package/src/engine/physics/cloth/solver/constraint/cloth_self_row.js +4 -2
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
- package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
- package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
- package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
- package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
- package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
- package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
- package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
- package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
- package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
- package/src/engine/physics/fluid/FluidField.d.ts +14 -2
- package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidField.js +26 -6
- package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
- package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
- package/src/engine/physics/fluid/FluidSimulator.js +13 -2
- package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
- package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
- package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
- package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
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- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.d.ts.map +1 -0
- package/src/shade/renderer/wind/chunk_wind_field_sample_uniform.js +22 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts +15 -0
- package/src/shade/renderer/wind/wind_field_add_resources.d.ts.map +1 -0
- package/src/shade/renderer/wind/wind_field_add_resources.js +22 -0
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts +5 -2
- package/src/shade/wgsl/emulator/CPUBitmapData.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/CPUBitmapData.js +5 -2
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts +5 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLJavaScriptCompiler.js +118 -31
- package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
- package/src/shade/wgsl/emulator/WGSLLanguageCore.js +90 -22
- package/src/engine/network/transport/Channel.d.ts +0 -85
- package/src/engine/network/transport/Channel.d.ts.map +0 -1
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts +0 -155
- package/src/engine/network/transport/ReliableCommandPipeline.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts +0 -105
- package/src/engine/network/transport/fragments/FragmentAssembler.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts +0 -103
- package/src/engine/network/transport/fragments/FragmentRetention.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/fragment_send.d.ts +0 -61
- package/src/engine/network/transport/fragments/fragment_send.d.ts.map +0 -1
- package/src/engine/network/transport/fragments/packet_size.d.ts +0 -99
- package/src/engine/network/transport/fragments/packet_size.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts +0 -87
- package/src/engine/physics/cloth/wind/ClothAmbientWind.d.ts.map +0 -1
- package/src/engine/physics/cloth/wind/ClothAmbientWind.js +0 -185
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts +0 -7
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js +0 -25
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts +0 -43
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/GPUClipMap3D.js +0 -207
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts +0 -21
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/RadianceField.js +0 -40
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts +0 -13
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/chunk_clip_cascade_wrap_coord.js +0 -47
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts +0 -7
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/clipmap/shader_update_clipmap_cascade.js +0 -115
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts +0 -7
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/LIGHT_CLUSTER_LOCAL_LIGHT_LIMIT.js +0 -6
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts +0 -21
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.d.ts.map +0 -1
- package/src/shade/renderer/light/cluster/chunk_cluster_keep_smallest.js +0 -47
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/build_ssr_resolve_shader.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_Brick4.js +0 -24
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_IBL.js +0 -21
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -178
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -110
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
- package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -110
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts +0 -6
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_RRTAndODTFit.js +0 -16
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_aces.js +0 -46
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts +0 -10
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_agx.js +0 -127
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts +0 -7
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/chunk_tonemap_pbr_neutral.js +0 -39
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
- package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
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* @param {boolean} [transient_default] when a frame graph pass is given nothing for this binding, it binds
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addStorageBuffer(name, type, write_enabled = false) {
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assert.isObject(type, 'type');
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this.#add(resource);
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addStorageBuffer(name, type, write_enabled = false, transient_default = false) {
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/**
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@@ -474,41 +422,7 @@ export class ShaderResourceGroupDescriptor {
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assert.isOneOf(type, [
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"depth"
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], 'type');
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assert.isOneOf(dimension, [
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"2d-array",
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"cube-array",
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"3d"
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], "dimension");
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const resource = new ShaderResourceDescriptor();
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resource.name = name;
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resource.type = ResourceType.Texture;
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resource.member_descriptor = TextureBindingLayout.fromJSON({
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sampleType: type,
|
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viewDimension: dimension,
|
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multisampled
|
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});
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if (default_value !== undefined) {
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assert.equal(default_value.isShadeTexture, true, 'default_value.isShadeTexture !== true');
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resource.default_value = default_value;
|
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}
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this.#add(resource);
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this.#add(ShaderResourceDescriptor.texture(name, type, dimension, multisampled, default_value));
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return this;
|
|
514
428
|
}
|
|
@@ -527,21 +441,7 @@ export class ShaderResourceGroupDescriptor {
|
|
|
527
441
|
dimension,
|
|
528
442
|
access
|
|
529
443
|
) {
|
|
530
|
-
|
|
531
|
-
assert.isString(name, 'name');
|
|
532
|
-
|
|
533
|
-
const resource = new ShaderResourceDescriptor();
|
|
534
|
-
|
|
535
|
-
resource.name = name;
|
|
536
|
-
resource.type = ResourceType.StorageTexture;
|
|
537
|
-
|
|
538
|
-
resource.member_descriptor = StorageTextureBindingLayout.fromJSON({
|
|
539
|
-
format,
|
|
540
|
-
access,
|
|
541
|
-
viewDimension: dimension
|
|
542
|
-
});
|
|
543
|
-
|
|
544
|
-
this.#add(resource);
|
|
444
|
+
this.#add(ShaderResourceDescriptor.storageTexture(name, format, dimension, access));
|
|
545
445
|
|
|
546
446
|
return this;
|
|
547
447
|
}
|
|
@@ -554,29 +454,7 @@ export class ShaderResourceGroupDescriptor {
|
|
|
554
454
|
* @returns {ShaderResourceGroupDescriptor}
|
|
555
455
|
*/
|
|
556
456
|
addSampler(name, type = "filtering", default_value = undefined) {
|
|
557
|
-
|
|
558
|
-
assert.isOneOf(type, ["filtering", "non-filtering", "comparison"])
|
|
559
|
-
|
|
560
|
-
|
|
561
|
-
const resource = new ShaderResourceDescriptor();
|
|
562
|
-
|
|
563
|
-
resource.name = name;
|
|
564
|
-
resource.type = ResourceType.Sampler;
|
|
565
|
-
|
|
566
|
-
resource.member_descriptor = SamplerBindingLayout.fromJSON({
|
|
567
|
-
type
|
|
568
|
-
});
|
|
569
|
-
|
|
570
|
-
if (default_value !== undefined) {
|
|
571
|
-
assert.isObject(default_value, 'default_value');
|
|
572
|
-
assert.equal(default_value.isSamplerDescriptor, true, 'default_value.isSamplerDescriptor !== true');
|
|
573
|
-
|
|
574
|
-
// TODO validate that type matches
|
|
575
|
-
|
|
576
|
-
resource.default_value = default_value;
|
|
577
|
-
}
|
|
578
|
-
|
|
579
|
-
this.#add(resource);
|
|
457
|
+
this.#add(ShaderResourceDescriptor.sampler(name, type, default_value));
|
|
580
458
|
|
|
581
459
|
return this;
|
|
582
460
|
}
|
|
@@ -1,6 +1,11 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* Given a set of bindings (the target), fill out the rest with defaults where applicable
|
|
3
3
|
* Make sure that you run this at the end, once all the other bindings have been assigned
|
|
4
|
+
*
|
|
5
|
+
* A storage buffer declared with a transient default gets a transient buffer of its type's minimum
|
|
6
|
+
* binding size from the frame's pool, contents undefined; see
|
|
7
|
+
* {@link ShaderResourceGroupDescriptor#addStorageBuffer}.
|
|
8
|
+
*
|
|
4
9
|
* @param {Object} target
|
|
5
10
|
* @param {GraphicsExecutionContext} context
|
|
6
11
|
* @param {ShaderResourceSetDescriptor} resources
|
package/src/shade/renderer/shader/resource/encoder_prepare_shader_bindings_defaults.d.ts.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"encoder_prepare_shader_bindings_defaults.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/resource/encoder_prepare_shader_bindings_defaults.js"],"names":[],"mappings":"AAEA
|
|
1
|
+
{"version":3,"file":"encoder_prepare_shader_bindings_defaults.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/resource/encoder_prepare_shader_bindings_defaults.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH,uJA+BC"}
|
|
@@ -3,6 +3,11 @@ import { encoder_prepare_shader_binding } from "./encoder_prepare_shader_binding
|
|
|
3
3
|
/**
|
|
4
4
|
* Given a set of bindings (the target), fill out the rest with defaults where applicable
|
|
5
5
|
* Make sure that you run this at the end, once all the other bindings have been assigned
|
|
6
|
+
*
|
|
7
|
+
* A storage buffer declared with a transient default gets a transient buffer of its type's minimum
|
|
8
|
+
* binding size from the frame's pool, contents undefined; see
|
|
9
|
+
* {@link ShaderResourceGroupDescriptor#addStorageBuffer}.
|
|
10
|
+
*
|
|
6
11
|
* @param {Object} target
|
|
7
12
|
* @param {GraphicsExecutionContext} context
|
|
8
13
|
* @param {ShaderResourceSetDescriptor} resources
|
|
@@ -30,7 +35,12 @@ export function encoder_prepare_shader_bindings_defaults(target, context, resour
|
|
|
30
35
|
const binding = encoder_prepare_shader_binding(context, resource.default_value, resource);
|
|
31
36
|
|
|
32
37
|
target[resource_name] = binding;
|
|
38
|
+
} else if (resource.transient_default) {
|
|
39
|
+
target[resource_name] = context.encoder.allocateTransientBuffer(
|
|
40
|
+
GPUBufferUsage.STORAGE,
|
|
41
|
+
resource.buffer_type.aligned_size
|
|
42
|
+
);
|
|
33
43
|
}
|
|
34
44
|
}
|
|
35
45
|
}
|
|
36
|
-
}
|
|
46
|
+
}
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Threads in one workgroup of the screen-space contact shadow pass, and the pixels one workgroup
|
|
3
|
+
* walks along a single ray toward the light's position on screen. The threads of a workgroup sit
|
|
4
|
+
* one pixel apart on that ray, so each thread's samples are its neighbours' depth reads, shared
|
|
5
|
+
* through workgroup memory rather than read again.
|
|
6
|
+
*
|
|
7
|
+
* 64 is Bend Studio's: the only width their released code was tested with. It does not depend on
|
|
8
|
+
* the subgroup size (on the 4090 it is two 32-wide subgroups), because the sharing goes through
|
|
9
|
+
* workgroup memory behind a barrier.
|
|
10
|
+
*
|
|
11
|
+
* @type {number}
|
|
12
|
+
*/
|
|
13
|
+
export const CONTACT_SHADOW_WAVE_SIZE: number;
|
|
14
|
+
//# sourceMappingURL=CONTACT_SHADOW_WAVE_SIZE.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"CONTACT_SHADOW_WAVE_SIZE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/CONTACT_SHADOW_WAVE_SIZE.js"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AACH,uCAFU,MAAM,CAE2B"}
|
|
@@ -0,0 +1,13 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Threads in one workgroup of the screen-space contact shadow pass, and the pixels one workgroup
|
|
3
|
+
* walks along a single ray toward the light's position on screen. The threads of a workgroup sit
|
|
4
|
+
* one pixel apart on that ray, so each thread's samples are its neighbours' depth reads, shared
|
|
5
|
+
* through workgroup memory rather than read again.
|
|
6
|
+
*
|
|
7
|
+
* 64 is Bend Studio's: the only width their released code was tested with. It does not depend on
|
|
8
|
+
* the subgroup size (on the 4090 it is two 32-wide subgroups), because the sharing goes through
|
|
9
|
+
* workgroup memory behind a barrier.
|
|
10
|
+
*
|
|
11
|
+
* @type {number}
|
|
12
|
+
*/
|
|
13
|
+
export const CONTACT_SHADOW_WAVE_SIZE = 64;
|
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Most dispatches one light needs: two for each quadrant of the screen around the light's position.
|
|
3
|
+
* @type {number}
|
|
4
|
+
*/
|
|
5
|
+
export const CONTACT_SHADOW_DISPATCH_LIMIT: number;
|
|
6
|
+
/**
|
|
7
|
+
* Words per dispatch in {@link ContactShadowDispatchList#dispatches}: workgroup counts x, y, z, then
|
|
8
|
+
* the wave offset x, y in pixels.
|
|
9
|
+
* @type {number}
|
|
10
|
+
*/
|
|
11
|
+
export const CONTACT_SHADOW_DISPATCH_STRIDE: number;
|
|
12
|
+
/**
|
|
13
|
+
* Furthest the light's coordinate may sit from the viewport's centre, in pixels: 2^20, where f32
|
|
14
|
+
* spacing is 1/8 pixel. See {@link ContactShadowDispatchList#build}.
|
|
15
|
+
* @type {number}
|
|
16
|
+
*/
|
|
17
|
+
export const CONTACT_SHADOW_LIGHT_DISTANCE_LIMIT: number;
|
|
18
|
+
/**
|
|
19
|
+
* The compute dispatches that cover a viewport with wavefronts converging on one light's position on
|
|
20
|
+
* screen, and the light coordinate every one of them is handed.
|
|
21
|
+
*
|
|
22
|
+
* A port of Bend Studio's `Bend::BuildDispatchList` (`bend_sss_cpu.h`, Sony Interactive Entertainment,
|
|
23
|
+
* Apache 2.0). The screen is split into the four quadrants around the light; each is a stack of square
|
|
24
|
+
* rings of {@link CONTACT_SHADOW_WAVE_SIZE} pixels, and a quadrant whose rectangle is not square is split
|
|
25
|
+
* along the diagonal through the light into a second dispatch. One to two dispatches when the light is
|
|
26
|
+
* off screen, up to eight when it is on it.
|
|
27
|
+
*
|
|
28
|
+
* Built on the CPU because the counts depend on where the light lands on screen, which is a function
|
|
29
|
+
* of the camera and the light the CPU already holds; the dispatches are sized by the viewport, not by
|
|
30
|
+
* any capacity. Rebuilding writes into the same arrays, so a frame allocates nothing.
|
|
31
|
+
*/
|
|
32
|
+
export class ContactShadowDispatchList {
|
|
33
|
+
/**
|
|
34
|
+
* What the shader calls `light_coordinate`: the light's position in pixels (x, y), its device depth,
|
|
35
|
+
* and +1 when it is in front of the camera (the rays march toward it), −1 when it is behind (they
|
|
36
|
+
* march away from the point it projects to).
|
|
37
|
+
*
|
|
38
|
+
* @type {Float32Array}
|
|
39
|
+
*/
|
|
40
|
+
light_coordinate: Float32Array;
|
|
41
|
+
/**
|
|
42
|
+
* {@link CONTACT_SHADOW_DISPATCH_STRIDE} words per dispatch: workgroups x, y, z, wave offset x, y.
|
|
43
|
+
*
|
|
44
|
+
* @type {Int32Array}
|
|
45
|
+
*/
|
|
46
|
+
dispatches: Int32Array;
|
|
47
|
+
/**
|
|
48
|
+
* Dispatches in use, from the front of {@link dispatches}.
|
|
49
|
+
*
|
|
50
|
+
* @type {number}
|
|
51
|
+
*/
|
|
52
|
+
count: number;
|
|
53
|
+
/**
|
|
54
|
+
* Cover the whole viewport for a light.
|
|
55
|
+
*
|
|
56
|
+
* @param {ArrayLike<number>} light_projection the light through the view-projection matrix, before
|
|
57
|
+
* the divide: `(position, 1)` for a point light, `(direction toward the light, 0)` for a
|
|
58
|
+
* directional one
|
|
59
|
+
* @param {number} width viewport, in pixels
|
|
60
|
+
* @param {number} height viewport, in pixels
|
|
61
|
+
*/
|
|
62
|
+
build(light_projection: ArrayLike<number>, width: number, height: number): void;
|
|
63
|
+
#private;
|
|
64
|
+
}
|
|
65
|
+
//# sourceMappingURL=ContactShadowDispatchList.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"ContactShadowDispatchList.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/ContactShadowDispatchList.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,4CAFU,MAAM,CAE+B;AAE/C;;;;GAIG;AACH,6CAFU,MAAM,CAEgC;AAEhD;;;;GAIG;AACH,kDAFU,MAAM,CAE2C;AAE3D;;;;;;;;;;;;;GAaG;AACH;IACI;;;;;;OAMG;IACH,kBAFU,YAAY,CAEiB;IAEvC;;;;OAIG;IACH,YAFU,UAAU,CAEwE;IAE5F;;;;OAIG;IACH,OAFU,MAAM,CAEN;IAkCV;;;;;;;;OAQG;IACH,wBANW,UAAU,MAAM,CAAC,SAGjB,MAAM,UACN,MAAM,QAsJhB;;CACJ"}
|
|
@@ -0,0 +1,252 @@
|
|
|
1
|
+
import { assert } from "../../../../core/assert.js";
|
|
2
|
+
import { CONTACT_SHADOW_WAVE_SIZE } from "./CONTACT_SHADOW_WAVE_SIZE.js";
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* Most dispatches one light needs: two for each quadrant of the screen around the light's position.
|
|
6
|
+
* @type {number}
|
|
7
|
+
*/
|
|
8
|
+
export const CONTACT_SHADOW_DISPATCH_LIMIT = 8;
|
|
9
|
+
|
|
10
|
+
/**
|
|
11
|
+
* Words per dispatch in {@link ContactShadowDispatchList#dispatches}: workgroup counts x, y, z, then
|
|
12
|
+
* the wave offset x, y in pixels.
|
|
13
|
+
* @type {number}
|
|
14
|
+
*/
|
|
15
|
+
export const CONTACT_SHADOW_DISPATCH_STRIDE = 5;
|
|
16
|
+
|
|
17
|
+
/**
|
|
18
|
+
* Furthest the light's coordinate may sit from the viewport's centre, in pixels: 2^20, where f32
|
|
19
|
+
* spacing is 1/8 pixel. See {@link ContactShadowDispatchList#build}.
|
|
20
|
+
* @type {number}
|
|
21
|
+
*/
|
|
22
|
+
export const CONTACT_SHADOW_LIGHT_DISTANCE_LIMIT = 2 ** 20;
|
|
23
|
+
|
|
24
|
+
/**
|
|
25
|
+
* The compute dispatches that cover a viewport with wavefronts converging on one light's position on
|
|
26
|
+
* screen, and the light coordinate every one of them is handed.
|
|
27
|
+
*
|
|
28
|
+
* A port of Bend Studio's `Bend::BuildDispatchList` (`bend_sss_cpu.h`, Sony Interactive Entertainment,
|
|
29
|
+
* Apache 2.0). The screen is split into the four quadrants around the light; each is a stack of square
|
|
30
|
+
* rings of {@link CONTACT_SHADOW_WAVE_SIZE} pixels, and a quadrant whose rectangle is not square is split
|
|
31
|
+
* along the diagonal through the light into a second dispatch. One to two dispatches when the light is
|
|
32
|
+
* off screen, up to eight when it is on it.
|
|
33
|
+
*
|
|
34
|
+
* Built on the CPU because the counts depend on where the light lands on screen, which is a function
|
|
35
|
+
* of the camera and the light the CPU already holds; the dispatches are sized by the viewport, not by
|
|
36
|
+
* any capacity. Rebuilding writes into the same arrays, so a frame allocates nothing.
|
|
37
|
+
*/
|
|
38
|
+
export class ContactShadowDispatchList {
|
|
39
|
+
/**
|
|
40
|
+
* What the shader calls `light_coordinate`: the light's position in pixels (x, y), its device depth,
|
|
41
|
+
* and +1 when it is in front of the camera (the rays march toward it), −1 when it is behind (they
|
|
42
|
+
* march away from the point it projects to).
|
|
43
|
+
*
|
|
44
|
+
* @type {Float32Array}
|
|
45
|
+
*/
|
|
46
|
+
light_coordinate = new Float32Array(4);
|
|
47
|
+
|
|
48
|
+
/**
|
|
49
|
+
* {@link CONTACT_SHADOW_DISPATCH_STRIDE} words per dispatch: workgroups x, y, z, wave offset x, y.
|
|
50
|
+
*
|
|
51
|
+
* @type {Int32Array}
|
|
52
|
+
*/
|
|
53
|
+
dispatches = new Int32Array(CONTACT_SHADOW_DISPATCH_LIMIT * CONTACT_SHADOW_DISPATCH_STRIDE);
|
|
54
|
+
|
|
55
|
+
/**
|
|
56
|
+
* Dispatches in use, from the front of {@link dispatches}.
|
|
57
|
+
*
|
|
58
|
+
* @type {number}
|
|
59
|
+
*/
|
|
60
|
+
count = 0;
|
|
61
|
+
|
|
62
|
+
/**
|
|
63
|
+
* @param {number} index
|
|
64
|
+
* @param {number} offset word within the dispatch
|
|
65
|
+
* @returns {number}
|
|
66
|
+
*/
|
|
67
|
+
#word(index, offset) {
|
|
68
|
+
return this.dispatches[index * CONTACT_SHADOW_DISPATCH_STRIDE + offset];
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
/**
|
|
72
|
+
* @param {number} index
|
|
73
|
+
* @param {number} offset
|
|
74
|
+
* @param {number} value
|
|
75
|
+
*/
|
|
76
|
+
#set(index, offset, value) {
|
|
77
|
+
this.dispatches[index * CONTACT_SHADOW_DISPATCH_STRIDE + offset] = value;
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
/**
|
|
81
|
+
* @param {number} to
|
|
82
|
+
* @param {number} from
|
|
83
|
+
*/
|
|
84
|
+
#copy(to, from) {
|
|
85
|
+
const words = this.dispatches;
|
|
86
|
+
|
|
87
|
+
words.copyWithin(
|
|
88
|
+
to * CONTACT_SHADOW_DISPATCH_STRIDE,
|
|
89
|
+
from * CONTACT_SHADOW_DISPATCH_STRIDE,
|
|
90
|
+
(from + 1) * CONTACT_SHADOW_DISPATCH_STRIDE
|
|
91
|
+
);
|
|
92
|
+
}
|
|
93
|
+
|
|
94
|
+
/**
|
|
95
|
+
* Cover the whole viewport for a light.
|
|
96
|
+
*
|
|
97
|
+
* @param {ArrayLike<number>} light_projection the light through the view-projection matrix, before
|
|
98
|
+
* the divide: `(position, 1)` for a point light, `(direction toward the light, 0)` for a
|
|
99
|
+
* directional one
|
|
100
|
+
* @param {number} width viewport, in pixels
|
|
101
|
+
* @param {number} height viewport, in pixels
|
|
102
|
+
*/
|
|
103
|
+
build(light_projection, width, height) {
|
|
104
|
+
assert.isNonNegativeInteger(width, 'width');
|
|
105
|
+
assert.isNonNegativeInteger(height, 'height');
|
|
106
|
+
|
|
107
|
+
const wave_size = CONTACT_SHADOW_WAVE_SIZE;
|
|
108
|
+
|
|
109
|
+
/*
|
|
110
|
+
The divide loses precision for a light a million pixels off screen; Bend clamps w away from
|
|
111
|
+
zero by this much rather than let x/w and y/w blow up.
|
|
112
|
+
*/
|
|
113
|
+
const fp_limit = 0.000002 * wave_size;
|
|
114
|
+
|
|
115
|
+
let xy_light_w = light_projection[3];
|
|
116
|
+
|
|
117
|
+
if (xy_light_w >= 0 && xy_light_w < fp_limit) {
|
|
118
|
+
xy_light_w = fp_limit;
|
|
119
|
+
} else if (xy_light_w < 0 && xy_light_w > -fp_limit) {
|
|
120
|
+
xy_light_w = -fp_limit;
|
|
121
|
+
}
|
|
122
|
+
|
|
123
|
+
const coordinate = this.light_coordinate;
|
|
124
|
+
|
|
125
|
+
coordinate[0] = ((light_projection[0] / xy_light_w) * 0.5 + 0.5) * width;
|
|
126
|
+
coordinate[1] = ((light_projection[1] / xy_light_w) * -0.5 + 0.5) * height;
|
|
127
|
+
coordinate[2] = light_projection[3] === 0 ? 0 : light_projection[2] / light_projection[3];
|
|
128
|
+
coordinate[3] = light_projection[3] > 0 ? 1 : -1;
|
|
129
|
+
|
|
130
|
+
/*
|
|
131
|
+
The shader forms each ray from the light's coordinate and a ring position next to it, both in
|
|
132
|
+
f32. A light just short of Bend's w clamp still lands millions of pixels out, where f32 spaces
|
|
133
|
+
its values a pixel or more apart and the rays' pixels drift by whole pixels: the spec saw rows
|
|
134
|
+
left unwritten at 9e6 px. Pulled in along the same line to where the spacing is 1/8 px, the
|
|
135
|
+
rays turn by at most the viewport's width over that distance — under 0.1° at 1600 px.
|
|
136
|
+
*/
|
|
137
|
+
const centre_x = width * 0.5;
|
|
138
|
+
const centre_y = height * 0.5;
|
|
139
|
+
const offset_x = coordinate[0] - centre_x;
|
|
140
|
+
const offset_y = coordinate[1] - centre_y;
|
|
141
|
+
const offset = Math.hypot(offset_x, offset_y);
|
|
142
|
+
|
|
143
|
+
if (offset > CONTACT_SHADOW_LIGHT_DISTANCE_LIMIT) {
|
|
144
|
+
const scale = CONTACT_SHADOW_LIGHT_DISTANCE_LIMIT / offset;
|
|
145
|
+
|
|
146
|
+
coordinate[0] = centre_x + offset_x * scale;
|
|
147
|
+
coordinate[1] = centre_y + offset_y * scale;
|
|
148
|
+
}
|
|
149
|
+
|
|
150
|
+
// C++'s (int)(x + 0.5f), which truncates toward zero
|
|
151
|
+
const light_x = Math.trunc(coordinate[0] + 0.5);
|
|
152
|
+
const light_y = Math.trunc(coordinate[1] + 0.5);
|
|
153
|
+
|
|
154
|
+
// the viewport, inclusive, relative to the light, y up
|
|
155
|
+
const biased_0 = 0 - light_x;
|
|
156
|
+
const biased_1 = -(height - light_y);
|
|
157
|
+
const biased_2 = width - light_x;
|
|
158
|
+
const biased_3 = -(0 - light_y);
|
|
159
|
+
|
|
160
|
+
this.count = 0;
|
|
161
|
+
|
|
162
|
+
// quadrants: 0 bottom left, 1 bottom right, 2 top left, 3 top right
|
|
163
|
+
for (let q = 0; q < 4; q++) {
|
|
164
|
+
// quadrants 0 and 3 take one wave more vertically, 1 and 2 one more horizontally
|
|
165
|
+
const vertical = q === 0 || q === 3;
|
|
166
|
+
|
|
167
|
+
const bounds_0 = Math.trunc(Math.max(0, (q & 1) ? biased_0 : -biased_2) / wave_size);
|
|
168
|
+
const bounds_1 = Math.trunc(Math.max(0, (q & 2) ? biased_1 : -biased_3) / wave_size);
|
|
169
|
+
const bounds_2 = Math.trunc(Math.max(0, ((q & 1) ? biased_2 : -biased_0) + wave_size * (vertical ? 1 : 2) - 1) / wave_size);
|
|
170
|
+
const bounds_3 = Math.trunc(Math.max(0, ((q & 2) ? biased_3 : -biased_1) + wave_size * (vertical ? 2 : 1) - 1) / wave_size);
|
|
171
|
+
|
|
172
|
+
if (bounds_2 - bounds_0 <= 0 || bounds_3 - bounds_1 <= 0) {
|
|
173
|
+
continue;
|
|
174
|
+
}
|
|
175
|
+
|
|
176
|
+
const bias_x = (q === 2 || q === 3) ? 1 : 0;
|
|
177
|
+
const bias_y = (q === 1 || q === 3) ? 1 : 0;
|
|
178
|
+
|
|
179
|
+
const first = this.count++;
|
|
180
|
+
|
|
181
|
+
this.#set(first, 0, wave_size);
|
|
182
|
+
this.#set(first, 1, bounds_2 - bounds_0);
|
|
183
|
+
this.#set(first, 2, bounds_3 - bounds_1);
|
|
184
|
+
this.#set(first, 3, ((q & 1) ? bounds_0 : -bounds_2) + bias_x);
|
|
185
|
+
this.#set(first, 4, ((q & 2) ? -bounds_3 : bounds_1) + bias_y);
|
|
186
|
+
|
|
187
|
+
// the quadrant's far corner relative to the light: where the diagonal ray leaves the viewport
|
|
188
|
+
let axis_delta = biased_0 - biased_1;
|
|
189
|
+
|
|
190
|
+
if (q === 1) {
|
|
191
|
+
axis_delta = biased_2 + biased_1;
|
|
192
|
+
} else if (q === 2) {
|
|
193
|
+
axis_delta = -biased_0 - biased_3;
|
|
194
|
+
} else if (q === 3) {
|
|
195
|
+
axis_delta = -biased_2 + biased_3;
|
|
196
|
+
}
|
|
197
|
+
|
|
198
|
+
axis_delta = Math.trunc((axis_delta + wave_size - 1) / wave_size);
|
|
199
|
+
|
|
200
|
+
if (axis_delta <= 0) {
|
|
201
|
+
continue;
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
const second = this.count++;
|
|
205
|
+
|
|
206
|
+
this.#copy(second, first);
|
|
207
|
+
|
|
208
|
+
if (q === 0) {
|
|
209
|
+
// split on y; the split is one larger in x
|
|
210
|
+
this.#set(second, 2, Math.min(this.#word(first, 2), axis_delta));
|
|
211
|
+
this.#set(first, 2, this.#word(first, 2) - this.#word(second, 2));
|
|
212
|
+
this.#set(second, 4, this.#word(first, 4) + this.#word(first, 2));
|
|
213
|
+
this.#set(second, 3, this.#word(second, 3) - 1);
|
|
214
|
+
this.#set(second, 1, this.#word(second, 1) + 1);
|
|
215
|
+
} else if (q === 1) {
|
|
216
|
+
// split on x; the split is one larger in y
|
|
217
|
+
this.#set(second, 1, Math.min(this.#word(first, 1), axis_delta));
|
|
218
|
+
this.#set(first, 1, this.#word(first, 1) - this.#word(second, 1));
|
|
219
|
+
this.#set(second, 3, this.#word(first, 3) + this.#word(first, 1));
|
|
220
|
+
this.#set(second, 2, this.#word(second, 2) + 1);
|
|
221
|
+
} else if (q === 2) {
|
|
222
|
+
// split on x; the split is one larger in y, one lower
|
|
223
|
+
this.#set(second, 1, Math.min(this.#word(first, 1), axis_delta));
|
|
224
|
+
this.#set(first, 1, this.#word(first, 1) - this.#word(second, 1));
|
|
225
|
+
this.#set(first, 3, this.#word(first, 3) + this.#word(second, 1));
|
|
226
|
+
this.#set(second, 2, this.#word(second, 2) + 1);
|
|
227
|
+
this.#set(second, 4, this.#word(second, 4) - 1);
|
|
228
|
+
} else {
|
|
229
|
+
// split on y; the split is one larger in x
|
|
230
|
+
this.#set(second, 2, Math.min(this.#word(first, 2), axis_delta));
|
|
231
|
+
this.#set(first, 2, this.#word(first, 2) - this.#word(second, 2));
|
|
232
|
+
this.#set(first, 4, this.#word(first, 4) + this.#word(second, 2));
|
|
233
|
+
this.#set(second, 1, this.#word(second, 1) + 1);
|
|
234
|
+
}
|
|
235
|
+
|
|
236
|
+
// either half may have come out empty; the list's last entry takes its place
|
|
237
|
+
if (this.#word(second, 1) <= 0 || this.#word(second, 2) <= 0) {
|
|
238
|
+
this.#copy(second, --this.count);
|
|
239
|
+
}
|
|
240
|
+
|
|
241
|
+
if (this.#word(first, 1) <= 0 || this.#word(first, 2) <= 0) {
|
|
242
|
+
this.#copy(first, --this.count);
|
|
243
|
+
}
|
|
244
|
+
}
|
|
245
|
+
|
|
246
|
+
// the shader takes the offsets in pixels
|
|
247
|
+
for (let i = 0; i < this.count; i++) {
|
|
248
|
+
this.#set(i, 3, this.#word(i, 3) * wave_size);
|
|
249
|
+
this.#set(i, 4, this.#word(i, 4) * wave_size);
|
|
250
|
+
}
|
|
251
|
+
}
|
|
252
|
+
}
|