@woosh/meep-engine 3.49.0 → 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 (1364) hide show
  1. package/build/bundle-worker-terrain.js +1 -1
  2. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +11 -0
  3. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  4. package/editor/particles/effect/ParticleReferenceSimulation.js +28 -0
  5. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  6. package/editor/view/particles/effect/ParticleGraphEditorView.js +2 -0
  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/fow/FogOfWarVisibilityPredicate.d.ts.map +1 -1
  77. package/src/engine/ecs/fow/FogOfWarVisibilityPredicate.js +1 -3
  78. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  79. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +2 -0
  80. package/src/engine/ecs/terrain/util/obtainTerrain.d.ts.map +1 -1
  81. package/src/engine/ecs/terrain/util/obtainTerrain.js +5 -0
  82. package/src/engine/graphics/ecs/water/WaterWaves.d.ts +8 -21
  83. package/src/engine/graphics/ecs/water/WaterWaves.d.ts.map +1 -1
  84. package/src/engine/graphics/ecs/water/WaterWaves.js +8 -31
  85. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts +4 -0
  86. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.d.ts.map +1 -1
  87. package/src/engine/graphics/ecs/water/WaterWavesSerializationAdapter.js +5 -5
  88. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts +9 -0
  89. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.d.ts.map +1 -0
  90. package/src/engine/graphics/ecs/water/WaterWavesSerializationUpgrader_1_2.js +19 -0
  91. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts +21 -0
  92. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.d.ts.map +1 -1
  93. package/src/engine/graphics/texture/3d/scs3d_sample_linear3.js +78 -0
  94. package/src/engine/graphics3/GPUFluidSystem.d.ts +266 -0
  95. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -0
  96. package/src/engine/graphics3/GPUFluidSystem.js +1613 -0
  97. package/src/engine/graphics3/ParticipatingMedia.d.ts +6 -0
  98. package/src/engine/graphics3/ParticipatingMedia.d.ts.map +1 -1
  99. package/src/engine/graphics3/ParticipatingMedia.js +6 -0
  100. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts +32 -22
  101. package/src/engine/graphics3/ParticipatingMediaSystem.d.ts.map +1 -1
  102. package/src/engine/graphics3/ParticipatingMediaSystem.js +218 -70
  103. package/src/engine/graphics3/WaterSystem.d.ts +9 -2
  104. package/src/engine/graphics3/WaterSystem.d.ts.map +1 -1
  105. package/src/engine/graphics3/WaterSystem.js +53 -15
  106. package/src/engine/physics/cloth/MEASUREMENTS.md +39 -0
  107. package/src/engine/physics/cloth/PLAN.md +21 -2
  108. package/src/engine/physics/cloth/collider/ClothColliderKind.d.ts.map +1 -1
  109. package/src/engine/physics/cloth/collider/ClothColliderKind.js +14 -7
  110. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts +19 -5
  111. package/src/engine/physics/cloth/collider/ClothColliderRecord.d.ts.map +1 -1
  112. package/src/engine/physics/cloth/collider/ClothColliderRecord.js +28 -5
  113. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts +3 -2
  114. package/src/engine/physics/cloth/collider/cloth_collider_pack.d.ts.map +1 -1
  115. package/src/engine/physics/cloth/collider/cloth_collider_pack.js +26 -108
  116. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts +6 -5
  117. package/src/engine/physics/cloth/collider/cloth_collider_sdf.d.ts.map +1 -1
  118. package/src/engine/physics/cloth/collider/cloth_collider_sdf.js +18 -28
  119. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts +6 -9
  120. package/src/engine/physics/cloth/ecs/ClothInstance.d.ts.map +1 -1
  121. package/src/engine/physics/cloth/ecs/ClothInstance.js +6 -9
  122. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts +3 -2
  123. package/src/engine/physics/cloth/ecs/ClothSystem.d.ts.map +1 -1
  124. package/src/engine/physics/cloth/ecs/ClothSystem.js +3 -2
  125. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts +38 -28
  126. package/src/engine/physics/cloth/ecs/ClothWorld.d.ts.map +1 -1
  127. package/src/engine/physics/cloth/ecs/ClothWorld.js +136 -28
  128. package/src/engine/physics/cloth/playground/README.md +8 -4
  129. package/src/engine/physics/cloth/playground/wind.html +4 -4
  130. package/src/engine/physics/cloth/playground/wind_build.d.ts +3 -2
  131. package/src/engine/physics/cloth/playground/wind_build.d.ts.map +1 -1
  132. package/src/engine/physics/cloth/playground/wind_build.js +4 -3
  133. package/src/engine/physics/cloth/playground/wind_main.js +58 -19
  134. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts +36 -35
  135. package/src/engine/physics/cloth/wind/AbstractClothWind.d.ts.map +1 -1
  136. package/src/engine/physics/cloth/wind/AbstractClothWind.js +36 -35
  137. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts +46 -25
  138. package/src/engine/physics/cloth/wind/ClothFluidWind.d.ts.map +1 -1
  139. package/src/engine/physics/cloth/wind/ClothFluidWind.js +70 -30
  140. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts +96 -0
  141. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.d.ts.map +1 -0
  142. package/src/engine/physics/cloth/wind/ClothGPUFluidWind.js +441 -0
  143. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts +9 -7
  144. package/src/engine/physics/cloth/wind/cloth_sample_air.d.ts.map +1 -1
  145. package/src/engine/physics/cloth/wind/cloth_sample_air.js +9 -7
  146. package/src/engine/physics/ecs/ColliderObserverSystem.d.ts +1 -1
  147. package/src/engine/physics/ecs/PhysicsSystem.d.ts +1 -1
  148. package/src/engine/physics/fluid/FluidAtmosphere.d.ts +80 -0
  149. package/src/engine/physics/fluid/FluidAtmosphere.d.ts.map +1 -0
  150. package/src/engine/physics/fluid/FluidAtmosphere.js +78 -0
  151. package/src/engine/physics/fluid/FluidField.d.ts +14 -2
  152. package/src/engine/physics/fluid/FluidField.d.ts.map +1 -1
  153. package/src/engine/physics/fluid/FluidField.js +26 -6
  154. package/src/engine/physics/fluid/FluidSimulator.d.ts +5 -1
  155. package/src/engine/physics/fluid/FluidSimulator.d.ts.map +1 -1
  156. package/src/engine/physics/fluid/FluidSimulator.js +13 -2
  157. package/src/engine/physics/fluid/GPU_FLUID_CASCADES_PROPOSAL_2026_10_16.md +1382 -0
  158. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts +10 -4
  159. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.d.ts.map +1 -1
  160. package/src/engine/physics/fluid/ecs/FluidEffectorsComponent.js +13 -4
  161. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts +47 -0
  162. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.d.ts.map +1 -0
  163. package/src/engine/physics/fluid/ecs/FluidEffectorsComponentSerializationAdapter.js +72 -0
  164. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts +67 -0
  165. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.d.ts.map +1 -0
  166. package/src/engine/physics/fluid/ecs/FluidEffectorsSystem.js +307 -0
  167. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -6
  168. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  169. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts +24 -13
  170. package/src/engine/physics/fluid/ecs/FluidSystem.d.ts.map +1 -1
  171. package/src/engine/physics/fluid/ecs/FluidSystem.js +79 -15
  172. package/src/engine/physics/fluid/ecs/FluidWorkerCore.d.ts.map +1 -1
  173. package/src/engine/physics/fluid/ecs/FluidWorkerCore.js +17 -5
  174. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts +82 -0
  175. package/src/engine/physics/fluid/ecs/GPUFluidComponent.d.ts.map +1 -0
  176. package/src/engine/physics/fluid/ecs/GPUFluidComponent.js +124 -0
  177. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts +30 -0
  178. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.d.ts.map +1 -0
  179. package/src/engine/physics/fluid/ecs/GPUFluidComponentSerializationAdapter.js +51 -0
  180. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts +19 -10
  181. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.d.ts.map +1 -1
  182. package/src/engine/physics/fluid/ecs/WorkerFluidSystem.js +64 -14
  183. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts +4 -1
  184. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.d.ts.map +1 -1
  185. package/src/engine/physics/fluid/ecs/fluid_gather_visible_effectors.js +9 -1
  186. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts +1 -0
  187. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.d.ts.map +1 -1
  188. package/src/engine/physics/fluid/ecs/fluid_reanchor_field.js +9 -7
  189. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts +5 -3
  190. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.d.ts.map +1 -1
  191. package/src/engine/physics/fluid/ecs/fluid_sync_effectors_from_transform.js +5 -3
  192. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts +20 -2
  193. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.d.ts.map +1 -1
  194. package/src/engine/physics/fluid/ecs/fluid_worker_protocol.js +34 -6
  195. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts +46 -3
  196. package/src/engine/physics/fluid/effector/AbstractFluidEffector.d.ts.map +1 -1
  197. package/src/engine/physics/fluid/effector/AbstractFluidEffector.js +53 -3
  198. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts +73 -13
  199. package/src/engine/physics/fluid/effector/GlobalFluidEffector.d.ts.map +1 -1
  200. package/src/engine/physics/fluid/effector/GlobalFluidEffector.js +207 -88
  201. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts +35 -0
  202. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.d.ts.map +1 -0
  203. package/src/engine/physics/fluid/effector/GlobalFluidEffectorSerializationAdapter.js +72 -0
  204. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts +34 -10
  205. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.d.ts.map +1 -1
  206. package/src/engine/physics/fluid/effector/ImpulseFluidEffector.js +139 -150
  207. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts +26 -0
  208. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.d.ts.map +1 -0
  209. package/src/engine/physics/fluid/effector/ImpulseFluidEffectorSerializationAdapter.js +51 -0
  210. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts +55 -0
  211. package/src/engine/physics/fluid/effector/VortexFluidEffector.d.ts.map +1 -0
  212. package/src/engine/physics/fluid/effector/VortexFluidEffector.js +255 -0
  213. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts +25 -0
  214. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.d.ts.map +1 -0
  215. package/src/engine/physics/fluid/effector/VortexFluidEffectorSerializationAdapter.js +52 -0
  216. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts +22 -20
  217. package/src/engine/physics/fluid/effector/WakeFluidEffector.d.ts.map +1 -1
  218. package/src/engine/physics/fluid/effector/WakeFluidEffector.js +181 -185
  219. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts +31 -0
  220. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.d.ts.map +1 -0
  221. package/src/engine/physics/fluid/effector/WakeFluidEffectorSerializationAdapter.js +56 -0
  222. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts +52 -0
  223. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.d.ts.map +1 -0
  224. package/src/engine/physics/fluid/effector/record/FLUID_EFFECTOR_RECORD_STRUCT.js +68 -0
  225. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts +10 -0
  226. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.d.ts.map +1 -0
  227. package/src/engine/physics/fluid/effector/record/FluidEffectorRecordKind.js +31 -0
  228. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts +25 -0
  229. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.d.ts.map +1 -0
  230. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_deposit.js +105 -0
  231. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts +17 -0
  232. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.d.ts.map +1 -0
  233. package/src/engine/physics/fluid/effector/record/chunk_fluid_effector_record_resolve.js +47 -0
  234. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts +54 -0
  235. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.d.ts.map +1 -0
  236. package/src/engine/physics/fluid/effector/record/fluid_effector_record_create.js +34 -0
  237. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts +98 -0
  238. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.d.ts.map +1 -0
  239. package/src/engine/physics/fluid/effector/record/fluid_effector_record_deposit.js +409 -0
  240. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts +25 -0
  241. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.d.ts.map +1 -0
  242. package/src/engine/physics/fluid/effector/record/fluid_effector_record_resolve.js +78 -0
  243. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts +27 -0
  244. package/src/engine/physics/fluid/effector/record/fluid_record_apply.d.ts.map +1 -0
  245. package/src/engine/physics/fluid/effector/record/fluid_record_apply.js +151 -0
  246. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts +42 -0
  247. package/src/engine/physics/fluid/fluid_apply_atmosphere.d.ts.map +1 -0
  248. package/src/engine/physics/fluid/fluid_apply_atmosphere.js +148 -0
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  1337. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts +0 -2
  1338. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.d.ts.map +0 -1
  1339. package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader_LPV.js +0 -34
  1340. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts +0 -3
  1341. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_brick4.d.ts.map +0 -1
  1342. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts +0 -7
  1343. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.d.ts.map +0 -1
  1344. package/src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment_ibl.js +0 -184
  1345. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts +0 -9
  1346. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_brick4.d.ts.map +0 -1
  1347. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts +0 -9
  1348. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.d.ts.map +0 -1
  1349. package/src/shade/renderer/rasterize/native/avboit/shader_avboit_draw_ibl.js +0 -111
  1350. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts +0 -9
  1351. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.d.ts.map +0 -1
  1352. package/src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments_ibl.js +0 -111
  1353. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts +0 -9
  1354. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.d.ts.map +0 -1
  1355. package/src/shade/renderer/shader/chunk/brdf/fresnel/chunk_F_Hauber.js +0 -22
  1356. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts +0 -10
  1357. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.d.ts.map +0 -1
  1358. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_brick4.js +0 -55
  1359. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts +0 -10
  1360. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.d.ts.map +0 -1
  1361. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_ibl.js +0 -47
  1362. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts +0 -10
  1363. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.d.ts.map +0 -1
  1364. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi_lpv.js +0 -63
@@ -4,18 +4,17 @@ import {
4
4
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
5
  import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
6
6
  import { chunk_volumetrics_irradiance_sh } from "../chunk_volumetrics_irradiance_sh.js";
7
+ import { VOLUMETRICS_GI_COCG_RESOURCE, VOLUMETRICS_GI_Y_RESOURCE } from "./volumetrics_gi_resources.js";
7
8
 
8
9
  /**
9
- * What every froxel GI module shares. A module is one concrete compute shader per indirect lighting
10
- * mode (`shader_volumetrics_gi_ibl`, `_brick4`, `_lpv`), one thread per froxel: it asks its mode what
11
- * radiance arrives at the froxel, as RGB SH2, and hands the answer to `volumetrics_gi_store`. That
12
- * starts the froxel irradiance volume, and `shader_volumetrics_build_irradiance` adds the lights to it.
13
- * A new mode is one more module: nothing downstream knows which mode wrote the volume.
10
+ * How the froxel GI stage (`shader_volumetrics_gi`) stores its answer. One thread per froxel asks the
11
+ * renderer's indirect lighting mode what radiance arrives at the froxel, as RGB SH2
12
+ * (`chunk_volumetrics_gi_sample`), and hands the answer to `volumetrics_gi_store`. That starts the
13
+ * froxel irradiance volume, and `shader_volumetrics_build_irradiance` adds the lights to it.
14
14
  *
15
- * `volumetrics_froxel_centre_ws` (`chunk_volumetrics_froxel_centre_ws`) says where a froxel is, for a
16
- * mode whose answer depends on position; `volumetrics_gi_store(voxel, radiance)` — scales the field by `INDIRECT_LIGHT_INTENSITY`, as the
17
- * deferred and forward paths scale their indirect light, encodes it as the volume stores light
18
- * (`volumetrics_irradiance_sh_add_radiance`) and writes it to `tGIY` / `tGICoCg`.
15
+ * `volumetrics_gi_store(voxel, radiance)` scales the field by `INDIRECT_LIGHT_INTENSITY`, as the
16
+ * deferred and forward paths scale their indirect light, encodes it as the volume stores light
17
+ * (`volumetrics_irradiance_sh_add_radiance`) and writes it to `tGIY` / `tGICoCg`.
19
18
  *
20
19
  * The enclosing shader binds `tGIY` and `tGICoCg` under those names.
21
20
  *
@@ -46,3 +45,6 @@ fn volumetrics_gi_store(voxel: vec3<u32>, radiance: array<vec3<f32>, 4>) {
46
45
  chunk_volumetrics_irradiance_sh,
47
46
  ]
48
47
  );
48
+
49
+ chunk_volumetrics_gi.requireResource(VOLUMETRICS_GI_COCG_RESOURCE);
50
+ chunk_volumetrics_gi.requireResource(VOLUMETRICS_GI_Y_RESOURCE);
@@ -0,0 +1,35 @@
1
+ /**
2
+ * {@link chunk_volumetrics_gi_sample} under IBL: the environment, as `GPULightCollection.environment_sh`
3
+ * holds it (`shader_project_environment_sh`). It is infinitely far, so every froxel receives the same
4
+ * field.
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_volumetrics_gi_sample_ibl: CodeChunk;
8
+ /**
9
+ * {@link chunk_volumetrics_gi_sample} under Brick4: the sparse volumetric light map's probes,
10
+ * interpolated at the froxel's centre and truncated from SH3 to SH2. Reads `brick4`.
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_volumetrics_gi_sample_brick4: CodeChunk;
14
+ /**
15
+ * {@link chunk_volumetrics_gi_sample} under LPV: the light probe volume's tetrahedral mesh, its probes
16
+ * (radiance SH2) interpolated barycentrically at the froxel's centre. Reads the LPV's buffers.
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_volumetrics_gi_sample_lpv: CodeChunk;
20
+ /**
21
+ * The radiance that arrives at a froxel, as RGB SH2, by the renderer's indirect lighting mode
22
+ * ({@link INDIRECT_LIGHTING}):
23
+ *
24
+ * ```wgsl
25
+ * fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4>
26
+ * ```
27
+ *
28
+ * A new mode is one more alternative: nothing downstream knows which mode wrote the volume.
29
+ *
30
+ * @type {CodeChunkChoice}
31
+ */
32
+ export const chunk_volumetrics_gi_sample: CodeChunkChoice;
33
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
34
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
35
+ //# sourceMappingURL=chunk_volumetrics_gi_sample.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_volumetrics_gi_sample.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js"],"names":[],"mappings":"AAWA;;;;;GAKG;AACH,8CAFU,SAAS,CAaZ;AAIP;;;;GAIG;AACH,iDAFU,SAAS,CAmBhB;AAEH;;;;GAIG;AACH,8CAFU,SAAS,CA2BhB;AAEH;;;;;;;;;;;GAWG;AACH,0CAFU,eAAe,CAE0D;0BA9FzD,oCAAoC;gCAC9B,0CAA0C"}
@@ -0,0 +1,105 @@
1
+ import { chunk_brick4_sample_sh } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_sh.js";
2
+ import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
3
+ import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
4
+ import { chunk_lpv_mesh_interpolation_probe_sh } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_interpolation_probe_sh.js";
5
+ import { chunk_lpv_mesh_lookup_nearest_cell } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_lookup_nearest_cell.js";
6
+ import { INVALID_TET_DECLARATION } from "../../shader/chunk/light/lpv/INVALID_TET_DECLARATION.js";
7
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
9
+ import { chunk_volumetrics_froxel_centre_ws } from "./chunk_volumetrics_froxel_centre_ws.js";
10
+ import { ENVIRONMENT_SH_RESOURCE } from "../../light/environment/ENVIRONMENT_SH_RESOURCE.js";
11
+
12
+ /**
13
+ * {@link chunk_volumetrics_gi_sample} under IBL: the environment, as `GPULightCollection.environment_sh`
14
+ * holds it (`shader_project_environment_sh`). It is infinitely far, so every froxel receives the same
15
+ * field.
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_volumetrics_gi_sample_ibl = CodeChunk.from(
19
+ //language=WGSL
20
+ `
21
+ fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4> {
22
+ return array<vec3<f32>, 4>(
23
+ environment_sh[0].xyz,
24
+ environment_sh[1].xyz,
25
+ environment_sh[2].xyz,
26
+ environment_sh[3].xyz,
27
+ );
28
+ }
29
+ `, []);
30
+
31
+ chunk_volumetrics_gi_sample_ibl.requireResource(ENVIRONMENT_SH_RESOURCE);
32
+
33
+ /**
34
+ * {@link chunk_volumetrics_gi_sample} under Brick4: the sparse volumetric light map's probes,
35
+ * interpolated at the froxel's centre and truncated from SH3 to SH2. Reads `brick4`.
36
+ * @type {CodeChunk}
37
+ */
38
+ export const chunk_volumetrics_gi_sample_brick4 = CodeChunk.from(
39
+ //language=WGSL
40
+ `
41
+ fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4> {
42
+ let position = volumetrics_froxel_centre_ws(voxel, resolution);
43
+
44
+ // A froxel has no surface. The normal only masks probes behind one, and a zero normal weighs
45
+ // every probe of the brick the same (brick4_probe_compute_weight_by_normal), which is the
46
+ // interpolation a point in open space wants.
47
+ let sh = brick4_sample_sh(position, vec3<f32>(0.0));
48
+
49
+ // SH3 to SH2: the first four coefficients are the same two bands, in the same order
50
+ return array<vec3<f32>, 4>(sh[0], sh[1], sh[2], sh[3]);
51
+ }
52
+ `, [
53
+ chunk_volumetrics_froxel_centre_ws,
54
+ chunk_brick4_sample_sh,
55
+ ]);
56
+
57
+ /**
58
+ * {@link chunk_volumetrics_gi_sample} under LPV: the light probe volume's tetrahedral mesh, its probes
59
+ * (radiance SH2) interpolated barycentrically at the froxel's centre. Reads the LPV's buffers.
60
+ * @type {CodeChunk}
61
+ */
62
+ export const chunk_volumetrics_gi_sample_lpv = CodeChunk.from(
63
+ //language=WGSL
64
+ `
65
+ fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4> {
66
+ let position = volumetrics_froxel_centre_ws(voxel, resolution);
67
+
68
+ var weights: vec4<f32>;
69
+ let tet = lpv_mesh_lookup_nearest_cell(position, &weights);
70
+
71
+ // Outside the probe mesh there is nothing to interpolate, and the deferred LPV pass gives such a
72
+ // point no indirect light either. No visibility mask: that needs a surface normal, and a froxel
73
+ // has none.
74
+ var radiance = array<vec3<f32>, 4>();
75
+
76
+ if (tet != INVALID_TET) {
77
+ radiance = lpv_mesh_interpolation_probe_sh(weights, tet);
78
+ }
79
+
80
+ return radiance;
81
+ }
82
+ `, [
83
+ chunk_volumetrics_froxel_centre_ws,
84
+ chunk_lpv_mesh_lookup_nearest_cell,
85
+ chunk_lpv_mesh_interpolation_probe_sh,
86
+ INVALID_TET_DECLARATION,
87
+ ]);
88
+
89
+ /**
90
+ * The radiance that arrives at a froxel, as RGB SH2, by the renderer's indirect lighting mode
91
+ * ({@link INDIRECT_LIGHTING}):
92
+ *
93
+ * ```wgsl
94
+ * fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4>
95
+ * ```
96
+ *
97
+ * A new mode is one more alternative: nothing downstream knows which mode wrote the volume.
98
+ *
99
+ * @type {CodeChunkChoice}
100
+ */
101
+ export const chunk_volumetrics_gi_sample = CodeChunkChoice.from(INDIRECT_LIGHTING);
102
+
103
+ chunk_volumetrics_gi_sample.add(ShadeIndirectLightingMode.IBL, chunk_volumetrics_gi_sample_ibl);
104
+ chunk_volumetrics_gi_sample.add(ShadeIndirectLightingMode.Brick4, chunk_volumetrics_gi_sample_brick4);
105
+ chunk_volumetrics_gi_sample.add(ShadeIndirectLightingMode.LPV, chunk_volumetrics_gi_sample_lpv);
@@ -1,23 +1,29 @@
1
1
  /**
2
2
  * The froxel GI stage: the renderer's indirect lighting at every froxel, as the froxel irradiance
3
- * volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. One module per
4
- * mode (see `chunk_volumetrics_gi`); this picks the one `indirect_lighting_mode` names and binds its
5
- * source from the scene.
3
+ * volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. The shader is
4
+ * built for the renderer's switches, which pick the indirect lighting mode it samples
5
+ * (`chunk_volumetrics_gi_sample`); this binds the environment and the running mode's source.
6
6
  *
7
7
  * @param {object} options
8
8
  * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
9
- * @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
10
- * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx the GI sources:
11
- * `lights.environment_sh`, `volumetric_light_map`, `light_probe_volume`
9
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's
10
+ * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx for its environment,
11
+ * `lights.environment_sh`
12
+ * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
13
+ * while Brick4 runs
14
+ * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
15
+ * scene's, while LPV runs. A source not given is the shader's default, for a variant that does not read it
12
16
  * @param {import("../../camera/GPUCameraContext.js").GPUCameraContext} options.camera
13
17
  * @param {number} options.volumetrics_metadata graph handle
14
18
  * @param {number[]} options.resolution the froxel grid
15
19
  * @returns {{Y: number, CoCg: number}} handles of the GI volume, in the froxel irradiance encoding
16
20
  */
17
- export function graph_build_froxel_gi({ graph, indirect_lighting_mode, scene_ctx, camera, volumetrics_metadata, resolution, }: {
21
+ export function graph_build_froxel_gi({ graph, shader_switches, scene_ctx, brick4, lpv, camera, volumetrics_metadata, resolution, }: {
18
22
  graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
19
- indirect_lighting_mode: ShadeIndirectLightingMode;
23
+ shader_switches?: ShaderSwitchSet;
20
24
  scene_ctx: import("../../scene/GPUSceneContext.js").GPUSceneContext;
25
+ brick4?: import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
26
+ lpv?: import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
21
27
  camera: import("../../camera/GPUCameraContext.js").GPUCameraContext;
22
28
  volumetrics_metadata: number;
23
29
  resolution: number[];
@@ -25,5 +31,5 @@ export function graph_build_froxel_gi({ graph, indirect_lighting_mode, scene_ctx
25
31
  Y: number;
26
32
  CoCg: number;
27
33
  };
28
- import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
34
+ import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
29
35
  //# sourceMappingURL=graph_build_froxel_gi.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_froxel_gi.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;GAeG;AACH;IATsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;IAC9C,sBAAsB,EAAzD,yBAAyB;IACyC,SAAS,EAA3E,OAAO,gCAAgC,EAAE,eAAe;IAEa,MAAM,EAA3E,OAAO,kCAAkC,EAAE,gBAAgB;IAC3C,oBAAoB,EAApC,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACN;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAkErC;0CAtFyC,oCAAoC"}
1
+ {"version":3,"file":"graph_build_froxel_gi.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;;;;GAmBG;AACH;IAbsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;IACvD,eAAe,GAAzC,eAAe;IACmD,SAAS,EAA3E,OAAO,gCAAgC,EAAE,eAAe;IAE8B,MAAM,GAA5F,OAAO,oDAAoD,EAAE,cAAc;IAEkB,GAAG,GAAhG,OAAO,sDAAsD,EAAE,mBAAmB;IAEb,MAAM,EAA3E,OAAO,kCAAkC,EAAE,gBAAgB;IAC3C,oBAAoB,EAApC,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACN;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAsDrC;gCA5E+B,0CAA0C"}
@@ -1,23 +1,25 @@
1
1
  import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
2
2
  import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
3
3
  import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
4
- import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
5
- import { shader_volumetrics_gi_brick4 } from "./shader_volumetrics_gi_brick4.js";
6
- import { shader_volumetrics_gi_ibl } from "./shader_volumetrics_gi_ibl.js";
7
- import { shader_volumetrics_gi_lpv } from "./shader_volumetrics_gi_lpv.js";
4
+ import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
5
+ import { shader_volumetrics_gi } from "./shader_volumetrics_gi.js";
8
6
  import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION } from "./volumetrics_gi_resources.js";
9
7
 
10
8
  /**
11
9
  * The froxel GI stage: the renderer's indirect lighting at every froxel, as the froxel irradiance
12
- * volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. One module per
13
- * mode (see `chunk_volumetrics_gi`); this picks the one `indirect_lighting_mode` names and binds its
14
- * source from the scene.
10
+ * volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. The shader is
11
+ * built for the renderer's switches, which pick the indirect lighting mode it samples
12
+ * (`chunk_volumetrics_gi_sample`); this binds the environment and the running mode's source.
15
13
  *
16
14
  * @param {object} options
17
15
  * @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
18
- * @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
19
- * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx the GI sources:
20
- * `lights.environment_sh`, `volumetric_light_map`, `light_probe_volume`
16
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's
17
+ * @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx for its environment,
18
+ * `lights.environment_sh`
19
+ * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
20
+ * while Brick4 runs
21
+ * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
22
+ * scene's, while LPV runs. A source not given is the shader's default, for a variant that does not read it
21
23
  * @param {import("../../camera/GPUCameraContext.js").GPUCameraContext} options.camera
22
24
  * @param {number} options.volumetrics_metadata graph handle
23
25
  * @param {number[]} options.resolution the froxel grid
@@ -25,8 +27,10 @@ import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION } from "./volumetrics_gi_resources.
25
27
  */
26
28
  export function graph_build_froxel_gi({
27
29
  graph,
28
- indirect_lighting_mode,
30
+ shader_switches = ShaderSwitchSet.EMPTY,
29
31
  scene_ctx,
32
+ brick4,
33
+ lpv,
30
34
  camera,
31
35
  volumetrics_metadata,
32
36
  resolution,
@@ -43,38 +47,24 @@ export function graph_build_froxel_gi({
43
47
  camera: graph_import_buffer(graph, camera.buffer.buffer, "froxel gi camera"),
44
48
  tGIY: volume(),
45
49
  tGICoCg: volume(),
50
+ environment_sh: scene_ctx.lights.environment_sh,
46
51
  };
47
52
 
48
- let shader;
49
-
50
- switch (indirect_lighting_mode) {
51
- case ShadeIndirectLightingMode.IBL:
52
- shader = shader_volumetrics_gi_ibl;
53
- bindings.environment_sh = scene_ctx.lights.environment_sh;
54
- break;
55
-
56
- case ShadeIndirectLightingMode.Brick4:
57
- shader = shader_volumetrics_gi_brick4;
58
- bindings.brick4 = scene_ctx.volumetric_light_map.buffer;
59
- break;
60
-
61
- case ShadeIndirectLightingMode.LPV: {
62
- shader = shader_volumetrics_gi_lpv;
63
- const lpv = scene_ctx.light_probe_volume;
64
- bindings.lpv_lookup = lpv.buffer_mesh_bvh;
65
- bindings.lpv_metadata = lpv.buffer_metadata;
66
- bindings.lpv_mesh = lpv.buffer_mesh;
67
- bindings.lpv_probes = lpv.buffer_probes;
68
- break;
69
- }
53
+ // the running mode's source; the others are the shader's defaults, which its variant does not read
54
+ if (brick4 !== undefined) {
55
+ bindings.brick4 = brick4.buffer;
56
+ }
70
57
 
71
- default:
72
- throw new Error(`Unsupported indirect lighting mode: ${indirect_lighting_mode}`);
58
+ if (lpv !== undefined) {
59
+ bindings.lpv_lookup = lpv.buffer_mesh_bvh;
60
+ bindings.lpv_metadata = lpv.buffer_metadata;
61
+ bindings.lpv_mesh = lpv.buffer_mesh;
62
+ bindings.lpv_probes = lpv.buffer_probes;
73
63
  }
74
64
 
75
65
  const outputs = graph_compute_pass({
76
66
  graph,
77
- shader,
67
+ shader: shader_volumetrics_gi.variant(shader_switches),
78
68
  group_count: [
79
69
  Math.ceil(resolution[0] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[0]),
80
70
  Math.ceil(resolution[1] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[1]),
@@ -0,0 +1,10 @@
1
+ /**
2
+ * The froxel GI stage: the renderer's indirect lighting at every froxel, one thread per froxel. Which
3
+ * mode's light it asks for is a shader switch ({@link chunk_volumetrics_gi_sample}); the bindings are
4
+ * the same for every mode. See `chunk_volumetrics_gi` for what it does with the answer.
5
+ *
6
+ * @type {ComputeShader}
7
+ */
8
+ export const shader_volumetrics_gi: ComputeShader;
9
+ import { ComputeShader } from "../../shader/ComputeShader.js";
10
+ //# sourceMappingURL=shader_volumetrics_gi.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_volumetrics_gi.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js"],"names":[],"mappings":"AAuCA;;;;;;GAMG;AACH,oCAFU,aAAa,CAMpB;8BA9C2B,+BAA+B"}
@@ -0,0 +1,51 @@
1
+ import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
2
+ import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
3
+ import { ENVIRONMENT_SH_TYPE } from "../../light/environment/shader_project_environment_sh.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+ import { ComputeShader } from "../../shader/ComputeShader.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import { chunk_volumetrics_gi } from "./chunk_volumetrics_gi.js";
8
+ import { chunk_volumetrics_gi_sample } from "./chunk_volumetrics_gi_sample.js";
9
+ import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION, volumetrics_gi_resource_group } from "./volumetrics_gi_resources.js";
10
+
11
+ const resources = new ShaderResourceSetDescriptor();
12
+
13
+ // every indirect lighting mode's source, whichever the variant reads (chunk_volumetrics_gi_sample). The pass
14
+ // binds the environment and the running mode's source; the others have defaults the variant does not read.
15
+ resources.addGroup(
16
+ volumetrics_gi_resource_group()
17
+ .addUniform("environment_sh", ENVIRONMENT_SH_TYPE)
18
+ .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
19
+ );
20
+ resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
21
+
22
+ const body = CodeChunk.from(
23
+ //language=WGSL
24
+ `
25
+ @compute @workgroup_size(${VOLUMETRICS_GI_WORKGROUP_RESOLUTION.join(", ")})
26
+ fn main(@builtin(global_invocation_id) voxel: vec3<u32>) {
27
+ let resolution = textureDimensions(tGIY);
28
+
29
+ if (any(voxel >= resolution)) {
30
+ return;
31
+ }
32
+
33
+ volumetrics_gi_store(voxel, volumetrics_gi_sample(voxel, resolution));
34
+ }
35
+ `, [
36
+ chunk_volumetrics_gi,
37
+ chunk_volumetrics_gi_sample,
38
+ ]);
39
+
40
+ /**
41
+ * The froxel GI stage: the renderer's indirect lighting at every froxel, one thread per froxel. Which
42
+ * mode's light it asks for is a shader switch ({@link chunk_volumetrics_gi_sample}); the bindings are
43
+ * the same for every mode. See `chunk_volumetrics_gi` for what it does with the answer.
44
+ *
45
+ * @type {ComputeShader}
46
+ */
47
+ export const shader_volumetrics_gi = ComputeShader.from({
48
+ label: "Volumetrics / GI",
49
+ resources,
50
+ body,
51
+ });
@@ -6,6 +6,16 @@
6
6
  * @returns {ShaderResourceGroupDescriptor}
7
7
  */
8
8
  export function volumetrics_gi_resource_group(): ShaderResourceGroupDescriptor;
9
+ /**
10
+ * The froxel GI's luma volume, as its modules write it (`chunk_volumetrics_gi`).
11
+ * @type {ShaderResourceDescriptor}
12
+ */
13
+ export const VOLUMETRICS_GI_Y_RESOURCE: ShaderResourceDescriptor;
14
+ /**
15
+ * The froxel GI's chroma volume, as its modules write it (`chunk_volumetrics_gi`).
16
+ * @type {ShaderResourceDescriptor}
17
+ */
18
+ export const VOLUMETRICS_GI_COCG_RESOURCE: ShaderResourceDescriptor;
9
19
  /**
10
20
  * Workgroup shape of every froxel GI module, `[x, y, z]` in froxels: flat in z like the lighting
11
21
  * pass, and 64 invocations.
@@ -14,4 +24,5 @@ export function volumetrics_gi_resource_group(): ShaderResourceGroupDescriptor;
14
24
  */
15
25
  export const VOLUMETRICS_GI_WORKGROUP_RESOLUTION: number[];
16
26
  import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
27
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
17
28
  //# sourceMappingURL=volumetrics_gi_resources.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"volumetrics_gi_resources.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,iDAFa,6BAA6B,CAQzC;AAED;;;;;GAKG;AACH,kDAFU,MAAM,EAAE,CAE2C;8CAxBf,wDAAwD"}
1
+ {"version":3,"file":"volumetrics_gi_resources.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js"],"names":[],"mappings":"AAiBA;;;;;;GAMG;AACH,iDAFa,6BAA6B,CAQzC;AAzBD;;;GAGG;AACH,wCAFU,wBAAwB,CAE0F;AAE5H;;;GAGG;AACH,2CAFU,wBAAwB,CAEgG;AAiBlI;;;;;GAKG;AACH,kDAFU,MAAM,EAAE,CAE2C;8CApCf,wDAAwD;yCAD7D,mDAAmD"}
@@ -1,6 +1,19 @@
1
- import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
1
+ import { CAMERA_RESOURCE } from "../../camera/CAMERA_RESOURCE.js";
2
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
2
3
  import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
3
- import { VOLUMETRICS_METADATA_STRUCT } from "../VOLUMETRICS_METADATA_STRUCT.js";
4
+ import { VOLUMETRICS_METADATA_RESOURCE } from "../VOLUMETRICS_RESOURCES.js";
5
+
6
+ /**
7
+ * The froxel GI's luma volume, as its modules write it (`chunk_volumetrics_gi`).
8
+ * @type {ShaderResourceDescriptor}
9
+ */
10
+ export const VOLUMETRICS_GI_Y_RESOURCE = ShaderResourceDescriptor.storageTexture("tGIY", "rgba16float", "3d", "write-only");
11
+
12
+ /**
13
+ * The froxel GI's chroma volume, as its modules write it (`chunk_volumetrics_gi`).
14
+ * @type {ShaderResourceDescriptor}
15
+ */
16
+ export const VOLUMETRICS_GI_COCG_RESOURCE = ShaderResourceDescriptor.storageTexture("tGICoCg", "rgba16float", "3d", "write-only");
4
17
 
5
18
  /**
6
19
  * The bindings every froxel GI module has, whatever its mode reads: where the froxels are, and the
@@ -11,10 +24,10 @@ import { VOLUMETRICS_METADATA_STRUCT } from "../VOLUMETRICS_METADATA_STRUCT.js";
11
24
  */
12
25
  export function volumetrics_gi_resource_group() {
13
26
  return new ShaderResourceGroupDescriptor()
14
- .addUniform("volumetrics_metadata", VOLUMETRICS_METADATA_STRUCT)
15
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
16
- .addStorageTexture("tGIY", "rgba16float", "3d", "write-only")
17
- .addStorageTexture("tGICoCg", "rgba16float", "3d", "write-only");
27
+ .add(VOLUMETRICS_METADATA_RESOURCE)
28
+ .add(CAMERA_RESOURCE)
29
+ .add(VOLUMETRICS_GI_Y_RESOURCE)
30
+ .add(VOLUMETRICS_GI_COCG_RESOURCE);
18
31
  }
19
32
 
20
33
  /**
@@ -18,12 +18,15 @@
18
18
  * @param {number} options.shadowmap_atlas
19
19
  * @param {number} options.volumetrics_metadata where the froxels are
20
20
  * @param {number[]} options.resolution the froxel grid
21
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode which froxel GI
22
- * module starts the volume
23
- * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the lights' pass is built for them
21
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the GI that starts the volume and the
22
+ * lights' pass are built for them
23
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
24
+ * while Brick4 runs
25
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
26
+ * scene's, while LPV runs
24
27
  * @returns {{Y: number, CoCg: number}} handles of the volume: luma SH2, and chroma in `.rg`
25
28
  */
26
- export function graph_build_froxel_irradiance({ graph, camera, view, lights, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, volumetrics_metadata, resolution, indirect_lighting_mode, shader_switches, }: {
29
+ export function graph_build_froxel_irradiance({ graph, camera, view, lights, light_cluster_data, light_cluster_lookup, light_cluster_parameters, shadowmap_atlas, volumetrics_metadata, resolution, shader_switches, brick4, lpv, }: {
27
30
  graph: import("../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
28
31
  camera: import("../camera/GPUCameraContext.js").GPUCameraContext;
29
32
  view: import("../view/GPUViewContext.js").GPUViewContext;
@@ -34,8 +37,9 @@ export function graph_build_froxel_irradiance({ graph, camera, view, lights, lig
34
37
  shadowmap_atlas: number;
35
38
  volumetrics_metadata: number;
36
39
  resolution: number[];
37
- indirect_lighting_mode: import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
38
40
  shader_switches?: ShaderSwitchSet;
41
+ brick4?: import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
42
+ lpv?: import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
39
43
  }): {
40
44
  Y: number;
41
45
  CoCg: number;
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_froxel_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH;IAfmG,KAAK,EAA7F,OAAO,2DAA2D,EAAE,UAAU;IACZ,MAAM,EAAxE,OAAO,+BAA+B,EAAE,gBAAgB;IACI,IAAI,EAAhE,OAAO,2BAA2B,EAAE,cAAc;IACmB,MAAM,EAA3E,OAAO,gCAAgC,EAAE,kBAAkB;IAC3C,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACqE,sBAAsB,EAAnG,OAAO,iCAAiC,EAAE,yBAAyB;IAEzC,eAAe,GAAzC,eAAe;IACb;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAmFrC;gCAjH+B,uCAAuC"}
1
+ {"version":3,"file":"graph_build_froxel_irradiance.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IAlBmG,KAAK,EAA7F,OAAO,2DAA2D,EAAE,UAAU;IACZ,MAAM,EAAxE,OAAO,+BAA+B,EAAE,gBAAgB;IACI,IAAI,EAAhE,OAAO,2BAA2B,EAAE,cAAc;IACmB,MAAM,EAA3E,OAAO,gCAAgC,EAAE,kBAAkB;IAC3C,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IACY,UAAU,EAA5B,MAAM,EAAE;IACkB,eAAe,GAAzC,eAAe;IAEoE,MAAM,GAAzF,OAAO,iDAAiD,EAAE,cAAc;IAEkB,GAAG,GAA7F,OAAO,mDAAmD,EAAE,mBAAmB;IAE7E;IAAC,CAAC,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAA;CAAC,CAsFrC;gCAvH+B,uCAAuC"}
@@ -26,9 +26,12 @@ import { shader_volumetrics_build_irradiance } from "./shader_volumetrics_build_
26
26
  * @param {number} options.shadowmap_atlas
27
27
  * @param {number} options.volumetrics_metadata where the froxels are
28
28
  * @param {number[]} options.resolution the froxel grid
29
- * @param {import("../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode} options.indirect_lighting_mode which froxel GI
30
- * module starts the volume
31
- * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the lights' pass is built for them
29
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the GI that starts the volume and the
30
+ * lights' pass are built for them
31
+ * @param {import("../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
32
+ * while Brick4 runs
33
+ * @param {import("../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
34
+ * scene's, while LPV runs
32
35
  * @returns {{Y: number, CoCg: number}} handles of the volume: luma SH2, and chroma in `.rg`
33
36
  */
34
37
  export function graph_build_froxel_irradiance({
@@ -42,13 +45,16 @@ export function graph_build_froxel_irradiance({
42
45
  shadowmap_atlas,
43
46
  volumetrics_metadata,
44
47
  resolution,
45
- indirect_lighting_mode,
46
48
  shader_switches = ShaderSwitchSet.EMPTY,
49
+ brick4,
50
+ lpv,
47
51
  }) {
48
52
 
49
53
  const gi = graph_build_froxel_gi({
50
54
  graph,
51
- indirect_lighting_mode,
55
+ shader_switches,
56
+ brick4,
57
+ lpv,
52
58
  scene_ctx: view.scene,
53
59
  camera,
54
60
  volumetrics_metadata,
@@ -1 +1 @@
1
- {"version":3,"file":"graph_build_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_volumetrics.js"],"names":[],"mappings":"AA4VA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IAtB+B,KAAK;IACC,MAAM;IACJ,MAAM;IACV,IAAI;IACZ,GAAG;IAIH,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACY,qBAAqB,EAAvC,MAAM,EAAE;IACU,qBAAqB,EAAvC,MAAM,EAAE;IAGQ,oBAAoB,EAApC,MAAM;IACW,WAAW,GAA5B,MAAM;IACW,UAAU,GAA3B,MAAM;IACqB,eAAe;IAChB,eAAe,GAAzC,eAAe;;;;;;EAiLzB;gCApiB+B,uCAAuC"}
1
+ {"version":3,"file":"graph_build_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/graph_build_volumetrics.js"],"names":[],"mappings":"AAwWA;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH;IAtB+B,KAAK;IACC,MAAM;IACJ,MAAM;IACV,IAAI;IACZ,GAAG;IAIH,kBAAkB,EAAlC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACU,eAAe,EAA/B,MAAM;IACY,qBAAqB,EAAvC,MAAM,EAAE;IACU,qBAAqB,EAAvC,MAAM,EAAE;IAGQ,oBAAoB,EAApC,MAAM;IACW,WAAW,GAA5B,MAAM;IACW,UAAU,GAA3B,MAAM;IACqB,eAAe;IAChB,eAAe,GAAzC,eAAe;;;;;;EAkLzB;gCAjjB+B,uCAAuC"}
@@ -8,6 +8,7 @@ import { graph_import_texture } from "../shader/graph/graph_import_texture.js";
8
8
  import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
9
9
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../STATIC_GRAPHICS_ENGINE_ASSETS.js";
10
10
  import { DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR } from "../texture/DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR.js";
11
+ import { WIND_FIELD_UNIFORM } from "../wind/WIND_FIELD_UNIFORM.js";
11
12
  import { volumetrics_sun_shadow_texture_name } from "./chunk_volumetrics_sun_optical_depth.js";
12
13
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "./noise/PARTICIPATING_MEDIA_NOISE.js";
13
14
  import { shader_volumetrics_build_lighting } from "./shader_volumetrics_build_lighting.js";
@@ -33,6 +34,7 @@ import {
33
34
  * @param {GPUViewContext} options.view
34
35
  * @param {number} options.volumetrics_metadata
35
36
  * @param {number[]} options.resolution output resolution
37
+ * @param {ShaderSwitchSet} options.shader_switches the renderer's; the build adds the wind field's shape
36
38
  */
37
39
  function graph_integrate_participating_media({
38
40
  graph,
@@ -41,6 +43,7 @@ function graph_integrate_participating_media({
41
43
  view,
42
44
  volumetrics_metadata,
43
45
  resolution,
46
+ shader_switches,
44
47
  }) {
45
48
 
46
49
  const data = {};
@@ -79,22 +82,31 @@ function graph_integrate_participating_media({
79
82
  // the per-froxel point the noise is read at moves by this volume every frame
80
83
  const tSTBN_vec3 = context.graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3);
81
84
 
82
- shader_volumetrics_build_participating_media.dispatchThreads({
85
+ const bindings = {
86
+ camera: camera.buffer.buffer,
87
+ view: view.uniform_buffer.buffer,
88
+ volumetrics_metadata,
89
+ scene_database: scene.scene_database_buffer,
90
+ tSTBN_vec3: tSTBN_vec3.obtainView(),
91
+ tParticipatingMediaNoise: noise_atlas.obtainView(),
92
+ sParticipatingMediaNoise: context.graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
93
+ tOutput0: output0.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
94
+ tOutput1: output1.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
95
+ };
96
+
97
+ // taken this frame rather than held: a producer that grows the field replaces its atlas
98
+ scene.wind.bind(bindings);
99
+
100
+ // and read in the shape it has this frame: with no cascades the wind is the far field
101
+ // everywhere, and that variant links neither the cascades' read nor the noise's flow map
102
+ const switches = shader_switches.with(WIND_FIELD_UNIFORM, scene.wind.cascade_count === 0);
103
+
104
+ shader_volumetrics_build_participating_media.variant(switches).dispatchThreads({
83
105
  encoder,
84
106
  thread_count_x: output0.width,
85
107
  thread_count_y: output0.height,
86
108
  thread_count_z: output0.depth,
87
- bindings: {
88
- camera: camera.buffer.buffer,
89
- view: view.uniform_buffer.buffer,
90
- volumetrics_metadata,
91
- scene_database: scene.scene_database_buffer,
92
- tSTBN_vec3: tSTBN_vec3.obtainView(),
93
- tParticipatingMediaNoise: noise_atlas.obtainView(),
94
- sParticipatingMediaNoise: context.graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
95
- tOutput0: output0.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
96
- tOutput1: output1.obtainView(DEFAULT_RENDER_TARGET_VIEW_DESCRIPTOR),
97
- }
109
+ bindings,
98
110
  });
99
111
 
100
112
 
@@ -416,6 +428,7 @@ export function graph_build_volumetrics({
416
428
  resolution: volumetric_resolution,
417
429
  volumetrics_metadata,
418
430
  camera,
431
+ shader_switches,
419
432
  });
420
433
 
421
434
  const sun_shadow_cascades = graph_build_sun_shadow_volume({