@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 +1,79 @@
1
+ import { LIGHT_DATABASE_SPEC } from "../../../light/LIGHT_DATABASE_SPEC.js";
2
+ import { INCIDENT_LIGHT_STRUCT } from "../../../shader/chunk/light/INCIDENT_LIGHT_STRUCT.js";
3
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
4
+ import { chunk_sample_shadowmap_atlas_for_light } from "./chunk_sample_shadowmap_atlas_for_light.js";
5
+ import { chunk_shadowmap_csm_compute_cascade_blended } from "./chunk_shadowmap_csm_compute_cascade_blended.js";
6
+
7
+ const SHADOW_DIRECTIONAL_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_directional');
8
+ const CASCADE_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_cascade');
9
+
10
+ /**
11
+ * `shadowmap_sample_directional` under {@link ShadowDirectionalTechnique.Cascades}. The light's
12
+ * `shadow_directional` record names its cascades as a range of `shadow_cascade` rows (atlas +
13
+ * view-projection each), with CSM cascade blending: {@link shadowmap_csm_compute_cascade_blended} picks
14
+ * among them, and the one or two it picks are read again here to sample.
15
+ *
16
+ * A light whose record names no cascades — a frame where the renderer has just switched to virtual
17
+ * maps and not yet rebuilt them — finds no cascade and is lit.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_shadowmap_sample_directional_cascades = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn shadowmap_sample_directional(
25
+ database: ptr<storage, array<u32>>,
26
+ shadow_id: u32,
27
+ position_ws: vec3f,
28
+ view_direction_ws: vec3f,
29
+ surface_normal_ws: vec3f,
30
+ light: ${INCIDENT_LIGHT_STRUCT.wgsl_ref},
31
+ ) -> f32 {
32
+ let shadowmap = ${SHADOW_DIRECTIONAL_DESCRIPTOR.marshalling_method_read}(database, shadow_id);
33
+
34
+ let cascade_info = shadowmap_csm_compute_cascade_blended(
35
+ database,
36
+ shadowmap.first_cascade,
37
+ shadowmap.cascade_count,
38
+ position_ws,
39
+ view_direction_ws,
40
+ );
41
+
42
+ if(cascade_info.index_0 == ~0u){
43
+ // not in the shadowmap, assume fully visible
44
+ return 1.0;
45
+ }
46
+
47
+ let cascade_meta_0 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, cascade_info.index_0);
48
+
49
+ let visibility_0 = sample_shadowmap_atlas_for_light(
50
+ cascade_meta_0.projection,
51
+ position_ws,
52
+ surface_normal_ws,
53
+ light,
54
+ cascade_meta_0.atlas,
55
+ );
56
+
57
+ if(cascade_info.blend <= 0.0){
58
+ return visibility_0;
59
+ }
60
+
61
+ let cascade_meta_1 = ${CASCADE_DESCRIPTOR.marshalling_method_read}(database, cascade_info.index_1);
62
+
63
+ let visibility_1 = sample_shadowmap_atlas_for_light(
64
+ cascade_meta_1.projection,
65
+ position_ws,
66
+ surface_normal_ws,
67
+ light,
68
+ cascade_meta_1.atlas,
69
+ );
70
+
71
+ return mix(visibility_0, visibility_1, cascade_info.blend);
72
+ }
73
+ `, [
74
+ SHADOW_DIRECTIONAL_DESCRIPTOR.chunk_read,
75
+ CASCADE_DESCRIPTOR.chunk_read,
76
+ chunk_sample_shadowmap_atlas_for_light,
77
+ chunk_shadowmap_csm_compute_cascade_blended,
78
+ ]
79
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shadowmap_sample_filtered.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_filtered.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,8CAFU,SAAS,CAmBlB;AAED;;;;GAIG;AACH,iDAFU,SAAS,CA0BlB;0BAtDyB,uCAAuC"}
1
+ {"version":3,"file":"chunk_shadowmap_sample_filtered.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_filtered.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,8CAFU,SAAS,CAmBlB;AAKD;;;;GAIG;AACH,iDAFU,SAAS,CA0BlB;0BA1DyB,uCAAuC"}
@@ -1,5 +1,6 @@
1
1
  import { chunk_interpolate_bilinear_f32 } from "../../../shader/chunk/texture/sample/chunk_interpolate_bilinear_f32.js";
2
2
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
3
+ import { SHADOWMAP_ATLAS_RESOURCE, SHADOWMAP_COMPARE_SAMPLER_RESOURCE } from "../SHADOWMAP_RESOURCES.js";
3
4
 
4
5
  /**
5
6
  * see {@link SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR}
@@ -24,6 +25,9 @@ fn shadowmap_sample_filtered(
24
25
  `
25
26
  )
26
27
 
28
+ chunk_shadowmap_sample_filtered.requireResource(SHADOWMAP_COMPARE_SAMPLER_RESOURCE);
29
+ chunk_shadowmap_sample_filtered.requireResource(SHADOWMAP_ATLAS_RESOURCE);
30
+
27
31
  /**
28
32
  * WebGPU requires uniform flow for `textureSampleCompare`, which is a major limitation. `textureGatherCompare` does not have such limitation, so we use it instead.
29
33
  * see {@link SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR}
@@ -53,4 +57,7 @@ fn shadowmap_sample_filtered(
53
57
  `, [
54
58
  chunk_interpolate_bilinear_f32,
55
59
  ]
56
- )
60
+ )
61
+
62
+ chunk_shadowmap_sample_filtered_v2.requireResource(SHADOWMAP_COMPARE_SAMPLER_RESOURCE);
63
+ chunk_shadowmap_sample_filtered_v2.requireResource(SHADOWMAP_ATLAS_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shadowmap_sample_point2.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,4CAFU,SAAS,CAqGjB;0BA/HwB,uCAAuC"}
1
+ {"version":3,"file":"chunk_shadowmap_sample_point2.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shadow/map/shader/chunk_shadowmap_sample_point2.js"],"names":[],"mappings":"AAiBA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,4CAFU,SAAS,CAqGjB;0BAhIwB,uCAAuC"}
@@ -11,6 +11,7 @@ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
11
11
  import { chunk_get_shadow_offsets } from "./chunk_get_shadow_offsets.js";
12
12
  import { chunk_contact_harden_pcf_kernel } from "./dpcf/chunk_contact_harden_pcf_kernel.js";
13
13
  import { chunk_max_penumbra_percentage } from "./dpcf/chunk_max_penumbra_percentage.js";
14
+ import { SHADOWMAP_ATLAS_RESOURCE } from "../SHADOWMAP_RESOURCES.js";
14
15
 
15
16
  const SHADOW_POINT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('shadow_point');
16
17
 
@@ -135,3 +136,5 @@ fn shadowmap_sample_point(
135
136
  chunk_random_vec2,
136
137
  ]
137
138
  );
139
+
140
+ chunk_shadowmap_sample_point2.requireResource(SHADOWMAP_ATLAS_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"shader_ray_shadow_code.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/shader_ray_shadow_code.js"],"names":[],"mappings":"AA6KA,mDAII;8BA7J0B,+BAA+B"}
1
+ {"version":3,"file":"shader_ray_shadow_code.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/shader_ray_shadow_code.js"],"names":[],"mappings":"AA6KA,mDAII;8BA5J0B,+BAA+B"}
@@ -5,7 +5,8 @@ import { chunk_ray_shaded_query_occluded } from "../../path_tracer/shader/chunk_
5
5
  import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
6
6
  import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
7
7
  import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
8
- import { chunk_offset_ray } from "../../shader/chunk/geometry/ray/chunk_offset_ray.js";
8
+ import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
9
+ import { chunk_offset_ray_from_depth } from "../../shader/chunk/geometry/ray/chunk_offset_ray_from_depth.js";
9
10
  import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
10
11
  import {
11
12
  chunk_directional_lights_iteration_mask
@@ -28,27 +29,25 @@ import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
28
29
 
29
30
  const resources = new ShaderResourceSetDescriptor();
30
31
 
32
+ // A device offers four bind groups (`maxBindGroups`), and the RTX group takes one.
31
33
  sr_create_group_RTX(resources);
32
34
 
33
- resources.createGroup()
34
- .addStorageBuffer("light_data", WebGPUArray.u32);
35
-
36
- resources.createGroup()
37
- .addStorageTexture("i_Output", "r32uint");
38
-
39
- // Material-aware shadow attenuation: ray_shaded_query_occluded reads the
35
+ // Lights, and the materials their shadow rays meet: ray_shaded_query_occluded reads the
40
36
  // resident-material atlas (same one the path tracer uses) so glass occluders
41
37
  // get the view-Fresnel mix instead of being treated as fully opaque.
42
38
  resources.createGroup()
39
+ .addStorageBuffer("light_data", WebGPUArray.u32)
43
40
  .addUniform("materials", INDIRECT_MATERIAL_ARRAY_TYPE)
44
- .addTexture("textures", "unfilterable-float", "2d-array")
41
+ .addTexture("textures", "unfilterable-float", "2d-array");
45
42
 
43
+ // The view: what the pass reads of it, and what it writes for it.
46
44
  resources.createGroup()
47
45
  .addTexture("texture_depth")
48
46
  .addTexture("texture_normal", "uint")
49
47
  .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
50
48
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
51
- .addUniform("view", VIEW_UNIFORM_STRUCT);
49
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
50
+ .addStorageTexture("i_Output", "r32uint");
52
51
 
53
52
  /**
54
53
  * @see https://www.shadertoy.com/view/3tycWd for contact shadows (screen space shadow trace)
@@ -111,7 +110,7 @@ fn main(
111
110
 
112
111
  let jitter = spatio_temporal_noise_r2_64(pixel_position, view.frame_index, texture_noise);
113
112
 
114
- var ray_origin = offset_ray(position_ws, geometric_normal);
113
+ var ray_origin = offset_ray_from_depth(position_ws, geometric_normal, mat4_extract_position(camera.transform));
115
114
 
116
115
  // Pick the first occupied directional light from the
117
116
  // iteration mask (max 32 directionals enforced by
@@ -162,7 +161,8 @@ fn main(
162
161
  chunk_directional_lights_iteration_mask,
163
162
  chunk_sample_directional_light_record,
164
163
  chunk_spatio_temporal_noise_r2_64,
165
- chunk_offset_ray,
164
+ chunk_mat4_extract_position,
165
+ chunk_offset_ray_from_depth,
166
166
  chunk_texel_coordinate_to_uv,
167
167
  chunk_project_position_from_depth,
168
168
  chunk_is_background,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_screens_space_shadows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/shader_screens_space_shadows.js"],"names":[],"mappings":"AA6LA,uDAWG;4BAtKyB,6BAA6B"}
1
+ {"version":3,"file":"shader_screens_space_shadows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/shader_screens_space_shadows.js"],"names":[],"mappings":"AAgMA,uDAWG;4BAzKyB,6BAA6B"}
@@ -36,6 +36,7 @@ import { ImageShader } from "../../shader/ImageShader.js";
36
36
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
37
37
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
38
38
  import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
39
+ import { SCREEN_HZB_RESOURCE } from "../../shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js";
39
40
 
40
41
  const resources = new ShaderResourceSetDescriptor();
41
42
 
@@ -48,6 +49,8 @@ resources.createGroup()
48
49
  .addTexture("tNormal", "uint")
49
50
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
50
51
  .addUniform("view", VIEW_UNIFORM_STRUCT)
52
+ // what chunk_ffx_sssr_load_depth reads above mip 0
53
+ .add(SCREEN_HZB_RESOURCE)
51
54
  ;
52
55
 
53
56
  const body = CodeChunk.from(
@@ -1 +1 @@
1
- {"version":3,"file":"shader_generate_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js"],"names":[],"mappings":"AA0BA,0CAEG;AAEH;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAiHvC,iDAIE;6BArJ2B,yCAAyC;8BAmBxC,qCAAqC"}
1
+ {"version":3,"file":"shader_generate_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js"],"names":[],"mappings":"AA2BA,0CAEG;AAEH;;;GAGG;AACH,oCAFU,MAAM,CAEuB;AAkHvC,iDAIE;6BAvJ2B,yCAAyC;8BAoBxC,qCAAqC"}
@@ -1,152 +1,154 @@
1
- import { atomic_u32, u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
4
- import { CAMERA_UNIFORM_STRUCT } from "../../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
- import { chunk_is_background } from "../../../../shader/chunk/depth/chunk_is_background.js";
6
- import {
7
- chunk_project_position_from_depth
8
- } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
9
- import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
10
- import { chunk_offset_ray } from "../../../../shader/chunk/geometry/ray/chunk_offset_ray.js";
11
- import { RAY_STRUCT } from "../../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
12
- import { chunk_grid2d_to_index } from "../../../../shader/chunk/grid/chunk_grid2d_to_index.js";
13
- import {
14
- chunk_directional_lights_iteration_mask
15
- } from "../../../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
16
- import {
17
- chunk_sample_directional_light_record
18
- } from "../../../../shader/chunk/light/sample/chunk_sample_directional_light_record.js";
19
- import { chunk_spatio_temporal_noise_r2_64 } from "../../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
20
- import { chunk_texel_coordinate_to_uv } from "../../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
21
- import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
22
- import { ComputeShader } from "../../../../shader/ComputeShader.js";
23
- import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
24
- import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
25
- import { chunk_pack_ray } from "../chunk_pack_ray.js";
26
-
27
- export const PUSH_CONSTANTS = WebGPUStruct.from({
28
- frame_index: u32
29
- });
30
-
31
- /**
32
- * How many f32's make up a single packed ray
33
- * @type {number}
34
- */
35
- export const PACKED_RAY_WORD_COUNT = 8;
36
-
37
- const STRUCT_OUTPUT = WebGPUStruct.from({
38
- count: atomic_u32,
39
- // rays are packed
40
- rays: WebGPUArray.vec4f,
41
- });
42
-
43
- const resources = new ShaderResourceSetDescriptor();
44
-
45
- // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the struct was
46
- // already named PUSH_CONSTANTS. camera stays bound.
47
- resources.setImmediate("settings", PUSH_CONSTANTS);
48
-
49
- resources.createGroup()
50
- .addStorageBuffer("light_data", WebGPUArray.u32);
51
-
52
- resources.createGroup()
53
- .addTexture("texture_depth")
54
- .addTexture("texture_normal", "uint")
55
- .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
56
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
57
-
58
- resources.createGroup()
59
- .addStorageBuffer("output", STRUCT_OUTPUT, true);
60
-
61
- const body = CodeChunk.from(
62
- //language=WGSL
63
- `
64
- @compute @workgroup_size(8,4,1)
65
- fn main(
66
- @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
67
- ){
68
- let pixel_position = global_invocation_id.xy;
69
- let texture_size = textureDimensions(texture_depth);
70
-
71
- if(any(pixel_position >= texture_size)){
72
- // outside of the viewport
73
- return;
74
- }
75
-
76
- let texel_depth = textureLoad(
77
- texture_depth,
78
- pixel_position,
79
- 0
80
- ).r;
81
-
82
- if(is_background(texel_depth)){
83
- return;
84
- }
85
-
86
- let uv = texel_coordinate_to_uv( vec2<f32>(pixel_position), texture_size);
87
-
88
- let position_ws = project_position_from_depth(
89
- uv,
90
- texel_depth,
91
- camera.view_projection_matrix_inverse
92
- );
93
-
94
- let g_buffer_sample_normal = textureLoad( texture_normal,
95
- pixel_position,
96
- 0
97
- );
98
-
99
- let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
100
- let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
101
-
102
- let jitter = spatio_temporal_noise_r2_64(pixel_position, settings.frame_index, texture_noise);
103
-
104
- var ray_origin = offset_ray(position_ws, geometric_normal);
105
-
106
- // Pick the first occupied directional light from the iteration
107
- // mask (max 32 directionals enforced by GPULightCollection). One
108
- // ray per pixel; multi-directional shadowing would multiply ray
109
- // budget and require the trace pass to scale accordingly.
110
- let directional_bits = directional_lights_iteration_mask(&light_data);
111
- if (directional_bits == 0u) {
112
- return;
113
- }
114
- let directional_index = countTrailingZeros(directional_bits);
115
- let light_record = sample_directional_light_record(&light_data, directional_index, ray_origin, jitter);
116
-
117
- var _ray: ${RAY_STRUCT.wgsl_ref};
118
-
119
- _ray.origin = ray_origin;
120
- _ray.direction = light_record.direction;
121
- _ray.tmax = light_record.distance;
122
-
123
- if(dot(_ray.direction, shading_normal) <= 0){
124
- // ray points backways
125
- return;
126
- }
127
-
128
- let texel_index = grid2d_to_index(pixel_position, texture_size.x);
129
-
130
- let output_index = atomicAdd(&output.count, 1);
131
-
132
- pack_ray(&output.rays, output_index, _ray, texel_index);
133
- }
134
- `, [
135
- chunk_decode_g_buffer_normal,
136
- chunk_directional_lights_iteration_mask,
137
- chunk_sample_directional_light_record,
138
- chunk_spatio_temporal_noise_r2_64,
139
- chunk_offset_ray,
140
- chunk_texel_coordinate_to_uv,
141
- chunk_project_position_from_depth,
142
- chunk_is_background,
143
- chunk_pack_ray,
144
- chunk_grid2d_to_index,
145
- ]
146
- );
147
-
148
- export const shader_generate_rays = ComputeShader.from({
149
- label: "Generate Shadow Rays",
150
- body,
151
- resources,
1
+ import { atomic_u32, u32 } from "../../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../../../shader/type/WebGPUArray.js";
3
+ import { WebGPUStruct } from "../../../../shader/type/WebGPUStruct.js";
4
+ import { CAMERA_UNIFORM_STRUCT } from "../../../../camera/CAMERA_UNIFORM_STRUCT.js";
5
+ import { chunk_is_background } from "../../../../shader/chunk/depth/chunk_is_background.js";
6
+ import {
7
+ chunk_project_position_from_depth
8
+ } from "../../../../shader/chunk/camera/chunk_project_position_from_depth.js";
9
+ import { chunk_decode_g_buffer_normal } from "../../../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
10
+ import { chunk_mat4_extract_position } from "../../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
11
+ import { chunk_offset_ray_from_depth } from "../../../../shader/chunk/geometry/ray/chunk_offset_ray_from_depth.js";
12
+ import { RAY_STRUCT } from "../../../../shader/chunk/geometry/ray/RAY_STRUCT.js";
13
+ import { chunk_grid2d_to_index } from "../../../../shader/chunk/grid/chunk_grid2d_to_index.js";
14
+ import {
15
+ chunk_directional_lights_iteration_mask
16
+ } from "../../../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
17
+ import {
18
+ chunk_sample_directional_light_record
19
+ } from "../../../../shader/chunk/light/sample/chunk_sample_directional_light_record.js";
20
+ import { chunk_spatio_temporal_noise_r2_64 } from "../../../../shader/chunk/noise/chunk_spatio_temporal_noise_r2_64.js";
21
+ import { chunk_texel_coordinate_to_uv } from "../../../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
22
+ import { CodeChunk } from "../../../../shader/compiler/CodeChunk.js";
23
+ import { ComputeShader } from "../../../../shader/ComputeShader.js";
24
+ import { ShaderResourceSetDescriptor } from "../../../../shader/resource/ShaderResourceSetDescriptor.js";
25
+ import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
26
+ import { chunk_pack_ray } from "../chunk_pack_ray.js";
27
+
28
+ export const PUSH_CONSTANTS = WebGPUStruct.from({
29
+ frame_index: u32
30
+ });
31
+
32
+ /**
33
+ * How many f32's make up a single packed ray
34
+ * @type {number}
35
+ */
36
+ export const PACKED_RAY_WORD_COUNT = 8;
37
+
38
+ const STRUCT_OUTPUT = WebGPUStruct.from({
39
+ count: atomic_u32,
40
+ // rays are packed
41
+ rays: WebGPUArray.vec4f,
42
+ });
43
+
44
+ const resources = new ShaderResourceSetDescriptor();
45
+
46
+ // per-dispatch, four bytes, read-only: immediate data rather than a uniform buffer — the struct was
47
+ // already named PUSH_CONSTANTS. camera stays bound.
48
+ resources.setImmediate("settings", PUSH_CONSTANTS);
49
+
50
+ resources.createGroup()
51
+ .addStorageBuffer("light_data", WebGPUArray.u32);
52
+
53
+ resources.createGroup()
54
+ .addTexture("texture_depth")
55
+ .addTexture("texture_normal", "uint")
56
+ .addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
57
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
58
+
59
+ resources.createGroup()
60
+ .addStorageBuffer("output", STRUCT_OUTPUT, true);
61
+
62
+ const body = CodeChunk.from(
63
+ //language=WGSL
64
+ `
65
+ @compute @workgroup_size(8,4,1)
66
+ fn main(
67
+ @builtin(global_invocation_id) global_invocation_id: vec3<u32>,
68
+ ){
69
+ let pixel_position = global_invocation_id.xy;
70
+ let texture_size = textureDimensions(texture_depth);
71
+
72
+ if(any(pixel_position >= texture_size)){
73
+ // outside of the viewport
74
+ return;
75
+ }
76
+
77
+ let texel_depth = textureLoad(
78
+ texture_depth,
79
+ pixel_position,
80
+ 0
81
+ ).r;
82
+
83
+ if(is_background(texel_depth)){
84
+ return;
85
+ }
86
+
87
+ let uv = texel_coordinate_to_uv( vec2<f32>(pixel_position), texture_size);
88
+
89
+ let position_ws = project_position_from_depth(
90
+ uv,
91
+ texel_depth,
92
+ camera.view_projection_matrix_inverse
93
+ );
94
+
95
+ let g_buffer_sample_normal = textureLoad( texture_normal,
96
+ pixel_position,
97
+ 0
98
+ );
99
+
100
+ let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
101
+ let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
102
+
103
+ let jitter = spatio_temporal_noise_r2_64(pixel_position, settings.frame_index, texture_noise);
104
+
105
+ var ray_origin = offset_ray_from_depth(position_ws, geometric_normal, mat4_extract_position(camera.transform));
106
+
107
+ // Pick the first occupied directional light from the iteration
108
+ // mask (max 32 directionals enforced by GPULightCollection). One
109
+ // ray per pixel; multi-directional shadowing would multiply ray
110
+ // budget and require the trace pass to scale accordingly.
111
+ let directional_bits = directional_lights_iteration_mask(&light_data);
112
+ if (directional_bits == 0u) {
113
+ return;
114
+ }
115
+ let directional_index = countTrailingZeros(directional_bits);
116
+ let light_record = sample_directional_light_record(&light_data, directional_index, ray_origin, jitter);
117
+
118
+ var _ray: ${RAY_STRUCT.wgsl_ref};
119
+
120
+ _ray.origin = ray_origin;
121
+ _ray.direction = light_record.direction;
122
+ _ray.tmax = light_record.distance;
123
+
124
+ if(dot(_ray.direction, shading_normal) <= 0){
125
+ // ray points backways
126
+ return;
127
+ }
128
+
129
+ let texel_index = grid2d_to_index(pixel_position, texture_size.x);
130
+
131
+ let output_index = atomicAdd(&output.count, 1);
132
+
133
+ pack_ray(&output.rays, output_index, _ray, texel_index);
134
+ }
135
+ `, [
136
+ chunk_decode_g_buffer_normal,
137
+ chunk_directional_lights_iteration_mask,
138
+ chunk_sample_directional_light_record,
139
+ chunk_spatio_temporal_noise_r2_64,
140
+ chunk_mat4_extract_position,
141
+ chunk_offset_ray_from_depth,
142
+ chunk_texel_coordinate_to_uv,
143
+ chunk_project_position_from_depth,
144
+ chunk_is_background,
145
+ chunk_pack_ray,
146
+ chunk_grid2d_to_index,
147
+ ]
148
+ );
149
+
150
+ export const shader_generate_rays = ComputeShader.from({
151
+ label: "Generate Shadow Rays",
152
+ body,
153
+ resources,
152
154
  })
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_geometry_sdf_query_distance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/chunk_geometry_sdf_query_distance.js"],"names":[],"mappings":"AAaA,0DAmCO;AAGP;;;;GAIG;AACH,gDAFU,SAAS,CAkBjB;0BA9DwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_geometry_sdf_query_distance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/chunk_geometry_sdf_query_distance.js"],"names":[],"mappings":"AAaA,0DAmCO;AAGP;;;;GAIG;AACH,gDAFU,SAAS,CAkBjB;0BA/DwB,oCAAoC"}
@@ -1,4 +1,3 @@
1
- import { chunk_sdf_slot_index_to_texture_offset } from "../../geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js";
2
1
  import { chunk_aabb3_distance_to_ray_v2 } from "../../shader/chunk/geometry/aabb3/chunk_aabb3_distance_to_ray_v2.js";
3
2
  import {
4
3
  chunk_aabb3_nearest_point_on_surface
@@ -9,6 +8,7 @@ import {
9
8
  chunk_sdf_texture_region_sample_linear_uv
10
9
  } from "../../shader/chunk/sdf/chunk_sdf_texture_region_sample_linear_uv.js";
11
10
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
11
+ import { chunk_tile_atlas_slot_origin } from "../../texture/atlas/chunk_tile_atlas_slot_origin.js";
12
12
 
13
13
 
14
14
  export const chunk_geometry_sdf_query_distance = CodeChunk.from(
@@ -34,14 +34,14 @@ fn geometry_sdf_query_distance( geometry_id:u32, position_local: vec3<f32>) -> f
34
34
 
35
35
  sdf_uv = clamped;
36
36
 
37
- let offset = sdf_slot_index_to_texture_offset(geometry_id, settings.sdf_atlas_resolution) * settings.sdf_tile_resolution;
37
+ let offset = tile_atlas_slot_origin(geometry_id, settings.sdf_atlas_resolution.xy, vec3(settings.sdf_tile_resolution));
38
38
  let geometry_distance = sdf_texture_region_sample_linear_uv(texture_sdf, offset, vec3(settings.sdf_tile_resolution), sdf_uv);
39
39
 
40
40
  return geometry_distance + sign_not_zero(geometry_distance) * length(geometry_bounds_span * uv_distance_to_box);
41
41
  }
42
42
  `, [
43
43
  chunk_array_to_aabb3,
44
- chunk_sdf_slot_index_to_texture_offset,
44
+ chunk_tile_atlas_slot_origin,
45
45
  chunk_sdf_texture_region_sample_linear_uv,
46
46
  chunk_aabb3_nearest_point_on_surface,
47
47
  chunk_aabb3_distance_to_ray_v2,
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sdf_geometry_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/chunk_sdf_geometry_raymarch.js"],"names":[],"mappings":"AAYA,oDAwEE;0BA1EwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_sdf_geometry_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/sdf/chunk_sdf_geometry_raymarch.js"],"names":[],"mappings":"AAYA,oDAwEE;0BA3EwB,oCAAoC"}
@@ -1,4 +1,3 @@
1
- import { chunk_sdf_slot_index_to_texture_offset } from "../../geometry/sdf/chunk_sdf_slot_index_to_texture_offset.js";
2
1
  import { chunk_array_to_aabb3 } from "../../shader/chunk/geometry/aabb3/chunk_array_to_aabb3.js";
3
2
  import { chunk_mat4_compose_transform } from "../../shader/chunk/geometry/mat4/chunk_mat4_compose_transform.js";
4
3
  import { MAT4_IDENTITY_DEFINITION } from "../../shader/chunk/geometry/mat4/MAT4_IDENTITY_DEFINITION.js";
@@ -9,6 +8,7 @@ import { chunk_min_v3 } from "../../shader/chunk/geometry/vec3/chunk_min_v3.js";
9
8
  import { chunk_v3_matrix4_project } from "../../shader/chunk/geometry/vec3/chunk_v3_matrix4_project.js";
10
9
  import { chunk_sdf_texture_raycast } from "../../shader/chunk/sdf/chunk_sdf_texture_raycast.js";
11
10
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
11
+ import { chunk_tile_atlas_slot_origin } from "../../texture/atlas/chunk_tile_atlas_slot_origin.js";
12
12
 
13
13
  export const chunk_sdf_geometry_raymarch = CodeChunk.from(
14
14
  //language=WGSL
@@ -27,7 +27,7 @@ fn sdf_geometry_raymarch(ray:${RAY_STRUCT.wgsl_ref}, geometry_index: u32) -> vec
27
27
 
28
28
  var sdf_ray = ray_transform_m4(ray, sdf_transform_inverse);
29
29
 
30
- let offset = sdf_slot_index_to_texture_offset(geometry_index, settings.sdf_atlas_resolution) * settings.sdf_tile_resolution;
30
+ let offset = tile_atlas_slot_origin(geometry_index, settings.sdf_atlas_resolution.xy, vec3(settings.sdf_tile_resolution));
31
31
 
32
32
  const tolerance = 0.001;
33
33
 
@@ -74,7 +74,7 @@ fn sdf_geometry_raymarch(ray:${RAY_STRUCT.wgsl_ref}, geometry_index: u32) -> vec
74
74
  MAT4_IDENTITY_DEFINITION,
75
75
  RAY_HIT_INFO.declaration_chunk,
76
76
  RAY_STRUCT.declaration_chunk,
77
- chunk_sdf_slot_index_to_texture_offset,
77
+ chunk_tile_atlas_slot_origin,
78
78
  chunk_sdf_texture_raycast,
79
79
  chunk_mat4_compose_transform,
80
80
  chunk_array_to_aabb3,
@@ -12,7 +12,8 @@
12
12
  * world units on a side, anchored to the world in light space. Each level keeps a window of
13
13
  * `pages_per_level²` pages around the camera ({@link update_windows}), and a page of the window sits
14
14
  * in cell `(x mod N, y mod N)` of the level — so a window that scrolls keeps every page still inside
15
- * it where it was, and gives back only the pages it left behind.
15
+ * it where it was, and gives back only the pages it left behind. The windows are a 2-D
16
+ * {@link ClipmapWindowSet}, and what a scroll leaves behind is {@link window_scroll_regions}'.
16
17
  *
17
18
  * **The pool** is a {@link VTPhysicalSlots}: VT's slot grid, least-recently-touched eviction outside
18
19
  * a protection window, and the finest page shed first on a tie.
@@ -138,7 +139,8 @@ export class VSMPageManager {
138
139
  */
139
140
  page_world_size(level: number): number;
140
141
  /**
141
- * The page-table row, from the map's first, of a world page's cell.
142
+ * The page-table row, from the map's first, of a world page's cell: the window set's
143
+ * {@link ClipmapWindowSet#storage_cell}, with the window's power-of-two side taken as a mask.
142
144
  *
143
145
  * @param {number} level
144
146
  * @param {number} x world page
@@ -160,7 +162,7 @@ export class VSMPageManager {
160
162
  * @param {number} level
161
163
  * @param {number} x
162
164
  * @param {number} y
163
- * @returns {boolean}
165
+ * @returns {boolean} whether the level's window is placed and holds the world page
164
166
  */
165
167
  window_contains(level: number, x: number, y: number): boolean;
166
168
  /**