@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
@@ -0,0 +1,22 @@
1
+ /**
2
+ * The G-buffer's PBR material parameters.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const GBUFFER_PBR_RESOURCE: ShaderResourceDescriptor;
6
+ /**
7
+ * The G-buffer's albedo.
8
+ * @type {ShaderResourceDescriptor}
9
+ */
10
+ export const GBUFFER_ALBEDO_RESOURCE: ShaderResourceDescriptor;
11
+ /**
12
+ * The G-buffer's emission, encoded.
13
+ * @type {ShaderResourceDescriptor}
14
+ */
15
+ export const GBUFFER_EMISSIVE_RESOURCE: ShaderResourceDescriptor;
16
+ /**
17
+ * The albedo and ambient occlusion.
18
+ * @type {ShaderResourceDescriptor}
19
+ */
20
+ export const GBUFFER_ALBEDO_AO_RESOURCE: ShaderResourceDescriptor;
21
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
22
+ //# sourceMappingURL=GBUFFER_RESOURCES.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GBUFFER_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/GBUFFER_RESOURCES.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,mCAFU,wBAAwB,CAEiD;AAEnF;;;GAGG;AACH,sCAFU,wBAAwB,CAEuD;AAEzF;;;GAGG;AACH,wCAFU,wBAAwB,CAEmE;AAErG;;;GAGG;AACH,yCAFU,wBAAwB,CAEsD;yCAxB/C,gDAAgD"}
@@ -0,0 +1,25 @@
1
+ import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
2
+
3
+ /**
4
+ * The G-buffer's PBR material parameters.
5
+ * @type {ShaderResourceDescriptor}
6
+ */
7
+ export const GBUFFER_PBR_RESOURCE = ShaderResourceDescriptor.texture("gBufferPBR");
8
+
9
+ /**
10
+ * The G-buffer's albedo.
11
+ * @type {ShaderResourceDescriptor}
12
+ */
13
+ export const GBUFFER_ALBEDO_RESOURCE = ShaderResourceDescriptor.texture("gBufferAlbedo");
14
+
15
+ /**
16
+ * The G-buffer's emission, encoded.
17
+ * @type {ShaderResourceDescriptor}
18
+ */
19
+ export const GBUFFER_EMISSIVE_RESOURCE = ShaderResourceDescriptor.texture("gBufferEmissive", "uint");
20
+
21
+ /**
22
+ * The albedo and ambient occlusion.
23
+ * @type {ShaderResourceDescriptor}
24
+ */
25
+ export const GBUFFER_ALBEDO_AO_RESOURCE = ShaderResourceDescriptor.texture("tAlbedoAO");
@@ -0,0 +1,12 @@
1
+ /**
2
+ * How the deferred pass shades local lights ({@link LocalLightShading}), decided by
3
+ * `chunk_shade_standard_material_direct_deferred`. The forward paths link the clustered chunk
4
+ * directly and never depend on it.
5
+ *
6
+ * The renderer sets this from `feature_restir_di_enabled` in the switch set it hands its passes.
7
+ *
8
+ * @type {ShaderSwitch}
9
+ */
10
+ export const LOCAL_LIGHT_SHADING: ShaderSwitch;
11
+ import { ShaderSwitch } from "../shader/compiler/ShaderSwitch.js";
12
+ //# sourceMappingURL=LOCAL_LIGHT_SHADING.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LOCAL_LIGHT_SHADING.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/LOCAL_LIGHT_SHADING.js"],"names":[],"mappings":"AAGA;;;;;;;;GAQG;AACH,kCAFU,YAAY,CAEyE;6BAZlE,oCAAoC"}
@@ -0,0 +1,13 @@
1
+ import { ShaderSwitch } from "../shader/compiler/ShaderSwitch.js";
2
+ import { LocalLightShading } from "./LocalLightShading.js";
3
+
4
+ /**
5
+ * How the deferred pass shades local lights ({@link LocalLightShading}), decided by
6
+ * `chunk_shade_standard_material_direct_deferred`. The forward paths link the clustered chunk
7
+ * directly and never depend on it.
8
+ *
9
+ * The renderer sets this from `feature_restir_di_enabled` in the switch set it hands its passes.
10
+ *
11
+ * @type {ShaderSwitch}
12
+ */
13
+ export const LOCAL_LIGHT_SHADING = ShaderSwitch.enum('local light shading', LocalLightShading);
@@ -0,0 +1,10 @@
1
+ /**
2
+ * How the deferred pass shades local (point and spot) lights: one way for every light of a renderer,
3
+ * set by `Renderer.feature_restir_di_enabled`.
4
+ */
5
+ export type LocalLightShading = number;
6
+ export namespace LocalLightShading {
7
+ let Clustered: number;
8
+ let ReSTIR: number;
9
+ }
10
+ //# sourceMappingURL=LocalLightShading.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"LocalLightShading.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/LocalLightShading.js"],"names":[],"mappings":";;;;gCAIU,MAAM"}
@@ -0,0 +1,12 @@
1
+ /**
2
+ * How the deferred pass shades local (point and spot) lights: one way for every light of a renderer,
3
+ * set by `Renderer.feature_restir_di_enabled`.
4
+ *
5
+ * @enum {number}
6
+ */
7
+ export const LocalLightShading = {
8
+ /** Every light of the pixel's froxel cluster, each shadow-mapped. */
9
+ Clustered: 0,
10
+ /** ReSTIR DI's resolved radiance, one resampled and ray-traced sample per pixel. */
11
+ ReSTIR: 1,
12
+ };
@@ -1 +1 @@
1
- {"version":3,"file":"SHADING_LIGHT_RESOURCE_GROUP.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/SHADING_LIGHT_RESOURCE_GROUP.js"],"names":[],"mappings":"AAMA,yEAAgF;8CAHlC,qDAAqD"}
1
+ {"version":3,"file":"SHADING_LIGHT_RESOURCE_GROUP.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/SHADING_LIGHT_RESOURCE_GROUP.js"],"names":[],"mappings":"AAUA,yEAAgF;8CAHlC,qDAAqD"}
@@ -1,18 +1,22 @@
1
- import { vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../shader/type/WebGPUArray.js";
3
- import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../light/cluster/shader_cluster_assign_lights.js";
1
+ import {
2
+ LIGHT_CLUSTER_DATA_RESOURCE,
3
+ LIGHT_CLUSTER_LOOKUP_RESOURCE,
4
+ LIGHT_CLUSTER_PARAMETERS_RESOURCE
5
+ } from "../light/cluster/LIGHT_CLUSTER_RESOURCES.js";
6
+ import { ENVIRONMENT_MAP_RESOURCE } from "../light/environment/ENVIRONMENT_MAP_RESOURCE.js";
7
+ import { LIGHT_DATA_RESOURCE } from "../light/LIGHT_DATA_RESOURCE.js";
4
8
  import { ShaderResourceGroupDescriptor } from "../shader/resource/ShaderResourceGroupDescriptor.js";
5
- import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
9
+ import { SHADOWMAP_ATLAS_RESOURCE, SHADOWMAP_COMPARE_SAMPLER_RESOURCE } from "../shadow/map/SHADOWMAP_RESOURCES.js";
6
10
 
7
11
  export const SHADING_LIGHT_RESOURCE_GROUP = new ShaderResourceGroupDescriptor();
8
12
 
9
13
  SHADING_LIGHT_RESOURCE_GROUP
10
- .addStorageBuffer("light_data", WebGPUArray.u32)
11
- .addTexture("tEnvironment")
14
+ .add(LIGHT_DATA_RESOURCE)
15
+ .add(ENVIRONMENT_MAP_RESOURCE)
12
16
  // clusters
13
- .addUniform("cluster_parameters", vec3f)
14
- .addStorageBuffer("cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT)
15
- .addStorageBuffer("cluster_data", WebGPUArray.u32)
17
+ .add(LIGHT_CLUSTER_PARAMETERS_RESOURCE)
18
+ .add(LIGHT_CLUSTER_LOOKUP_RESOURCE)
19
+ .add(LIGHT_CLUSTER_DATA_RESOURCE)
16
20
  // shadows
17
- .addTexture("shadowmapAtlas", "depth")
18
- .addSampler("sCompareLinear", "comparison", SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR)
21
+ .add(SHADOWMAP_ATLAS_RESOURCE)
22
+ .add(SHADOWMAP_COMPARE_SAMPLER_RESOURCE)
@@ -0,0 +1,50 @@
1
+ /**
2
+ * The immediate data every tonemap pass reads: the colour space the canvas actually shows, and the display's peak.
3
+ *
4
+ * A pass's immediate struct names only the members it reads. The GT7 passes leave the operator in Rec.2020 and read
5
+ * `display_from_rec2020_*`; the others work in Rec.709 and read `display_from_rec709_*`; only the HDR passes read
6
+ * `peak_nits`. So one instance serves whichever pass is current.
7
+ *
8
+ * Each matrix is three columns, not a `mat3x3f`: a `mat3x3f` pads each column to 16 bytes and the immediate
9
+ * serialiser writes its nine floats end to end.
10
+ */
11
+ export class TonemapDisplaySettings {
12
+ display_from_rec709_c0: Float32Array;
13
+ display_from_rec709_c1: Float32Array;
14
+ display_from_rec709_c2: Float32Array;
15
+ display_from_rec2020_c0: Float32Array;
16
+ display_from_rec2020_c1: Float32Array;
17
+ display_from_rec2020_c2: Float32Array;
18
+ /**
19
+ * The display's peak, cd/m². Read by the HDR passes only.
20
+ * @type {number}
21
+ */
22
+ peak_nits: number;
23
+ /**
24
+ * Point the passes at the primaries of the canvas they write.
25
+ *
26
+ * @param {PredefinedColorSpace|string} color_space what the canvas reports it was configured with, `"srgb"` or
27
+ * `"display-p3"`
28
+ */
29
+ set_canvas_color_space(color_space: PredefinedColorSpace | string): void;
30
+ }
31
+ /**
32
+ * Immediate data of a pass that works in Rec.709. Filled by {@link TonemapDisplaySettings}.
33
+ */
34
+ export const TONEMAP_SETTINGS_REC709: WebGPUStruct;
35
+ /**
36
+ * Immediate data of a pass that works in Rec.709 and is told the display's peak. Filled by {@link
37
+ * TonemapDisplaySettings}.
38
+ */
39
+ export const TONEMAP_SETTINGS_REC709_PEAK: WebGPUStruct;
40
+ /**
41
+ * Immediate data of a pass that works in Rec.2020. Filled by {@link TonemapDisplaySettings}.
42
+ */
43
+ export const TONEMAP_SETTINGS_REC2020: WebGPUStruct;
44
+ /**
45
+ * Immediate data of a pass that works in Rec.2020 and is told the display's peak. Filled by {@link
46
+ * TonemapDisplaySettings}.
47
+ */
48
+ export const TONEMAP_SETTINGS_REC2020_PEAK: WebGPUStruct;
49
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
50
+ //# sourceMappingURL=TonemapDisplaySettings.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"TonemapDisplaySettings.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/TonemapDisplaySettings.js"],"names":[],"mappings":"AAiDA;;;;;;;;;GASG;AACH;IACI,qCAAqD;IACrD,qCAAqD;IACrD,qCAAqD;IAErD,sCAA8C;IAC9C,sCAA8C;IAC9C,sCAA8C;IAE9C;;;OAGG;IACH,WAFU,MAAM,CAEC;IAMjB;;;;;OAKG;IACH,oCAHW,oBAAoB,GAAC,MAAM,QAkBrC;CACJ;AAqBD;;GAEG;AACH,mDAAqF;AAErF;;;GAGG;AACH,wDAAmG;AAEnG;;GAEG;AACH,oDAAuF;AAEvF;;;GAGG;AACH,yDAAqG;6BAzIxE,gCAAgC"}
@@ -0,0 +1,142 @@
1
+ import { m3_rgb_to_xyz_from_primaries } from "../../../core/color/xyz/m3_rgb_to_xyz_from_primaries.js";
2
+ import { m3_invert } from "../../../core/geom/mat3/m3_invert.js";
3
+ import { m3_multiply } from "../../../core/geom/mat3/m3_multiply.js";
4
+ import { f32, vec3f } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
5
+ import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
6
+
7
+ // chromaticities of red, green and blue; every space here has a D65 white, so none needs chromatic adaptation
8
+ const PRIMARIES_REC709 = [0.640, 0.330, 0.300, 0.600, 0.150, 0.060];
9
+ const PRIMARIES_REC2020 = [0.708, 0.292, 0.170, 0.797, 0.131, 0.046];
10
+ const PRIMARIES_DISPLAY_P3 = [0.680, 0.320, 0.265, 0.690, 0.150, 0.060];
11
+
12
+ const D65_X = 0.3127;
13
+ const D65_Y = 0.3290;
14
+
15
+ /**
16
+ * The primaries of each canvas `colorSpace` the tonemap passes can write. Both share the sRGB transfer curve.
17
+ * @type {Object<string, number[]>}
18
+ */
19
+ const CANVAS_PRIMARIES = {
20
+ "srgb": PRIMARIES_REC709,
21
+ "display-p3": PRIMARIES_DISPLAY_P3,
22
+ };
23
+
24
+ const scratch_from_xyz = new Float64Array(9);
25
+ const scratch_to_xyz = new Float64Array(9);
26
+ const scratch_m = new Float64Array(9);
27
+
28
+ /**
29
+ * @param {Float32Array} c0
30
+ * @param {Float32Array} c1
31
+ * @param {Float32Array} c2
32
+ * @param {number[]} from
33
+ * @param {number[]} to
34
+ */
35
+ function write_columns(c0, c1, c2, from, to) {
36
+ m3_rgb_to_xyz_from_primaries(scratch_from_xyz, from, D65_X, D65_Y);
37
+ m3_rgb_to_xyz_from_primaries(scratch_to_xyz, to, D65_X, D65_Y);
38
+ m3_invert(scratch_to_xyz, scratch_to_xyz);
39
+
40
+ // row-major
41
+ m3_multiply(scratch_m, scratch_to_xyz, scratch_from_xyz);
42
+
43
+ for (let row = 0; row < 3; row++) {
44
+ c0[row] = scratch_m[row * 3];
45
+ c1[row] = scratch_m[row * 3 + 1];
46
+ c2[row] = scratch_m[row * 3 + 2];
47
+ }
48
+ }
49
+
50
+ /**
51
+ * The immediate data every tonemap pass reads: the colour space the canvas actually shows, and the display's peak.
52
+ *
53
+ * A pass's immediate struct names only the members it reads. The GT7 passes leave the operator in Rec.2020 and read
54
+ * `display_from_rec2020_*`; the others work in Rec.709 and read `display_from_rec709_*`; only the HDR passes read
55
+ * `peak_nits`. So one instance serves whichever pass is current.
56
+ *
57
+ * Each matrix is three columns, not a `mat3x3f`: a `mat3x3f` pads each column to 16 bytes and the immediate
58
+ * serialiser writes its nine floats end to end.
59
+ */
60
+ export class TonemapDisplaySettings {
61
+ display_from_rec709_c0 = new Float32Array([1, 0, 0]);
62
+ display_from_rec709_c1 = new Float32Array([0, 1, 0]);
63
+ display_from_rec709_c2 = new Float32Array([0, 0, 1]);
64
+
65
+ display_from_rec2020_c0 = new Float32Array(3);
66
+ display_from_rec2020_c1 = new Float32Array(3);
67
+ display_from_rec2020_c2 = new Float32Array(3);
68
+
69
+ /**
70
+ * The display's peak, cd/m². Read by the HDR passes only.
71
+ * @type {number}
72
+ */
73
+ peak_nits = 1000;
74
+
75
+ constructor() {
76
+ this.set_canvas_color_space("srgb");
77
+ }
78
+
79
+ /**
80
+ * Point the passes at the primaries of the canvas they write.
81
+ *
82
+ * @param {PredefinedColorSpace|string} color_space what the canvas reports it was configured with, `"srgb"` or
83
+ * `"display-p3"`
84
+ */
85
+ set_canvas_color_space(color_space) {
86
+ const display = CANVAS_PRIMARIES[color_space];
87
+
88
+ if (display === undefined) {
89
+ throw new Error(`Canvas colorSpace '${color_space}' is not one the tonemap passes can write`);
90
+ }
91
+
92
+ write_columns(
93
+ this.display_from_rec709_c0, this.display_from_rec709_c1, this.display_from_rec709_c2,
94
+ PRIMARIES_REC709, display
95
+ );
96
+ write_columns(
97
+ this.display_from_rec2020_c0, this.display_from_rec2020_c1, this.display_from_rec2020_c2,
98
+ PRIMARIES_REC2020, display
99
+ );
100
+ }
101
+ }
102
+
103
+ const display_from_rec709 = {
104
+ /** column 0 of the matrix from linear Rec.709 to the canvas's linear primaries */
105
+ display_from_rec709_c0: vec3f,
106
+ display_from_rec709_c1: vec3f,
107
+ display_from_rec709_c2: vec3f,
108
+ };
109
+
110
+ const display_from_rec2020 = {
111
+ /** column 0 of the matrix from linear Rec.2020 to the canvas's linear primaries */
112
+ display_from_rec2020_c0: vec3f,
113
+ display_from_rec2020_c1: vec3f,
114
+ display_from_rec2020_c2: vec3f,
115
+ };
116
+
117
+ /**
118
+ * The display's peak, cd/m². The paper white is not a setting: it is PAPER_WHITE_NITS on both outputs.
119
+ */
120
+ const peak = { peak_nits: f32 };
121
+
122
+ /**
123
+ * Immediate data of a pass that works in Rec.709. Filled by {@link TonemapDisplaySettings}.
124
+ */
125
+ export const TONEMAP_SETTINGS_REC709 = WebGPUStruct.from({ ...display_from_rec709 });
126
+
127
+ /**
128
+ * Immediate data of a pass that works in Rec.709 and is told the display's peak. Filled by {@link
129
+ * TonemapDisplaySettings}.
130
+ */
131
+ export const TONEMAP_SETTINGS_REC709_PEAK = WebGPUStruct.from({ ...display_from_rec709, ...peak });
132
+
133
+ /**
134
+ * Immediate data of a pass that works in Rec.2020. Filled by {@link TonemapDisplaySettings}.
135
+ */
136
+ export const TONEMAP_SETTINGS_REC2020 = WebGPUStruct.from({ ...display_from_rec2020 });
137
+
138
+ /**
139
+ * Immediate data of a pass that works in Rec.2020 and is told the display's peak. Filled by {@link
140
+ * TonemapDisplaySettings}.
141
+ */
142
+ export const TONEMAP_SETTINGS_REC2020_PEAK = WebGPUStruct.from({ ...display_from_rec2020, ...peak });
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_read_gBuffer_material.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_read_gBuffer_material.js"],"names":[],"mappings":"AASA,oDAwDE;0BA1DwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_read_gBuffer_material.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_read_gBuffer_material.js"],"names":[],"mappings":"AAUA,oDAwDE;0BA3DwB,iCAAiC"}
@@ -6,6 +6,7 @@ import { chunk_decode_g_buffer_roughness } from "../shader/chunk/material/chunk_
6
6
  import { chunk_metalness_to_specular_color } from "../shader/chunk/material/chunk_metalness_to_specular_color.js";
7
7
  import { MATERIAL_SHADING_INFO_STRUCT } from "../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
8
8
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
+ import { GBUFFER_ALBEDO_RESOURCE, GBUFFER_EMISSIVE_RESOURCE, GBUFFER_PBR_RESOURCE } from "./GBUFFER_RESOURCES.js";
9
10
 
10
11
  export const chunk_read_gBuffer_material = CodeChunk.from(
11
12
  //language=WGSL
@@ -63,4 +64,8 @@ fn read_gBuffer_material(
63
64
  chunk_decode_g_buffer_metalness,
64
65
  chunk_rgbe9995_decode
65
66
  ]
66
- );
67
+ );
68
+
69
+ chunk_read_gBuffer_material.requireResource(GBUFFER_ALBEDO_RESOURCE);
70
+ chunk_read_gBuffer_material.requireResource(GBUFFER_EMISSIVE_RESOURCE);
71
+ chunk_read_gBuffer_material.requireResource(GBUFFER_PBR_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_sample_volumetrics.js"],"names":[],"mappings":"AAUA,iDAmDO;0BAtDmB,iCAAiC"}
1
+ {"version":3,"file":"chunk_sample_volumetrics.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_sample_volumetrics.js"],"names":[],"mappings":"AAcA,iDAmDO;0BA1DmB,iCAAiC"}
@@ -7,6 +7,10 @@ import { chunk_r3_marty } from "../shader/chunk/noise/r/chunk_r3_marty.js";
7
7
  import { chunk_murmur3_vec3u } from "../shader/chunk/random/murmur/chunk_murmur3_vec3u.js";
8
8
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
9
9
  import { chunk_stbn_sample_vec3 } from "../shader/chunk/noise/chunk_stbn_sample_vec3.js";
10
+ import { CAMERA_RESOURCE } from "../camera/CAMERA_RESOURCE.js";
11
+ import { SAMPLER_LINEAR_RESOURCE } from "../texture/SAMPLER_LINEAR_RESOURCE.js";
12
+ import { VIEW_RESOURCE } from "../view/VIEW_RESOURCE.js";
13
+ import { VOLUMETRICS_METADATA_RESOURCE, VOLUMETRICS_RESOURCE } from "../volumetrics/VOLUMETRICS_RESOURCES.js";
10
14
 
11
15
  export const chunk_sample_volumetrics = CodeChunk.from(
12
16
  //language=WGSL
@@ -59,4 +63,10 @@ fn sample_volumetrics(
59
63
  chunk_murmur3_vec3u,
60
64
  chunk_r3_marty,
61
65
  chunk_cluster_depth_to_z_slice,
62
- ]);
66
+ ]);
67
+
68
+ chunk_sample_volumetrics.requireResource(CAMERA_RESOURCE);
69
+ chunk_sample_volumetrics.requireResource(SAMPLER_LINEAR_RESOURCE);
70
+ chunk_sample_volumetrics.requireResource(VOLUMETRICS_RESOURCE);
71
+ chunk_sample_volumetrics.requireResource(VIEW_RESOURCE);
72
+ chunk_sample_volumetrics.requireResource(VOLUMETRICS_METADATA_RESOURCE);
@@ -5,8 +5,7 @@
5
5
  *
6
6
  * Shared by the brute-force deferred shading path and the ReSTIR DI variant —
7
7
  * directional lights stay on the cascaded-shadow-map path in both, so the loop
8
- * lives here once. Relies on the `light_data` storage binding and the shadow
9
- * atlas bindings being present in the shader's resource set.
8
+ * lives here once.
10
9
  *
11
10
  * @type {CodeChunk}
12
11
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shade_directional_lights.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_directional_lights.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;GAWG;AACH,6CAFU,SAAS,CAuCjB;0BApDwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_shade_directional_lights.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_directional_lights.js"],"names":[],"mappings":"AAcA;;;;;;;;;;GAUG;AACH,6CAFU,SAAS,CAuCjB;0BApDwB,iCAAiC"}
@@ -10,6 +10,7 @@ import { GEOMETRIC_SHADING_INFO_STRUCT } from "../shader/chunk/material/GEOMETRI
10
10
  import { MATERIAL_SHADING_INFO_STRUCT } from "../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
11
11
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
12
12
  import { chunk_shadowmap_get_light_visibility } from "../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
13
+ import { LIGHT_DATA_RESOURCE } from "../light/LIGHT_DATA_RESOURCE.js";
13
14
 
14
15
  /**
15
16
  * Accumulate direct lighting from all occupied directional lights (max 32,
@@ -18,8 +19,7 @@ import { chunk_shadowmap_get_light_visibility } from "../shadow/map/shader/chunk
18
19
  *
19
20
  * Shared by the brute-force deferred shading path and the ReSTIR DI variant —
20
21
  * directional lights stay on the cascaded-shadow-map path in both, so the loop
21
- * lives here once. Relies on the `light_data` storage binding and the shadow
22
- * atlas bindings being present in the shader's resource set.
22
+ * lives here once.
23
23
  *
24
24
  * @type {CodeChunk}
25
25
  */
@@ -61,3 +61,5 @@ fn shade_directional_lights(
61
61
  chunk_shadowmap_get_light_visibility,
62
62
  ]
63
63
  );
64
+
65
+ chunk_shade_directional_lights.requireResource(LIGHT_DATA_RESOURCE);
@@ -4,8 +4,8 @@
4
4
  * shadow-mapped.
5
5
  *
6
6
  * **One chunk, linked by both the deferred and the forward paths.** `shader_deferred_main` links it
7
- * (through the `_heavy` alias next door) and so do
8
- * `chunk_forward_shade_standard_fragment_ibl` / `..._brick4`. It used to exist twice under this one
7
+ * (through the `_heavy` alias next door) and so does
8
+ * `chunk_forward_shade_standard_fragment`. It used to exist twice under this one
9
9
  * WGSL function name, with the cluster metadata lookup, the point loop, the spot loop and the
10
10
  * emissive sum character-identical between the two and only the directional half differing: this copy
11
11
  * re-inlined `chunk_shade_directional_lights`' body where the other called it. Two files one edit away
@@ -13,7 +13,14 @@
13
13
  *
14
14
  * The ReSTIR DI variant ({@link chunk_shade_standard_material_direct_restir}) is a genuinely different
15
15
  * function — it replaces the cluster loop with one resampled, ray-traced sample — and stays separate.
16
- * The three are selected as separate compiled shaders, not via a runtime branch.
16
+ * The deferred pass links one of the two by a shader switch
17
+ * (`chunk_shade_standard_material_direct_deferred`), not via a runtime branch.
18
+ *
19
+ * **Each including pass owns its light budget.** `point_budget` and `spot_budget` are the most point
20
+ * lights, and separately spot lights, of the pixel's cell this evaluates; the rest of that type's list
21
+ * goes unshaded. The cell's list is in sorted-light order but for the lane order inside one 32-light
22
+ * window, so past the budget it drops the highest ids, except within that window (PROPOSAL_HIERARCHICAL,
23
+ * I.6). The passes linking this one choose their own numbers.
17
24
  *
18
25
  * A note carried by the inlined copy, kept because it is still true and now has nowhere else to sit:
19
26
  * a screen-space ray-trace for directional visibility would be wanted on the deferred path only, and
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shade_standard_material_direct.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct.js"],"names":[],"mappings":"AAaA;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,mDAFU,SAAS,CA0FjB;0BAnHwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_shade_standard_material_direct.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,mDAFU,SAAS,CA8FjB;0BAjIwB,iCAAiC"}
@@ -10,6 +10,9 @@ import { MATERIAL_SHADING_INFO_STRUCT } from "../shader/chunk/material/MATERIAL_
10
10
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
11
11
  import { chunk_shadowmap_get_light_visibility } from "../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
12
12
  import { chunk_shade_directional_lights } from "./chunk_shade_directional_lights.js";
13
+ import { LIGHT_CLUSTER_DATA_RESOURCE } from "../light/cluster/LIGHT_CLUSTER_RESOURCES.js";
14
+ import { LIGHT_DATA_RESOURCE } from "../light/LIGHT_DATA_RESOURCE.js";
15
+ import { VIEW_RESOURCE } from "../view/VIEW_RESOURCE.js";
13
16
 
14
17
  /**
15
18
  * Brute-force direct shading of a standard material: every occupied directional light through the
@@ -17,8 +20,8 @@ import { chunk_shade_directional_lights } from "./chunk_shade_directional_lights
17
20
  * shadow-mapped.
18
21
  *
19
22
  * **One chunk, linked by both the deferred and the forward paths.** `shader_deferred_main` links it
20
- * (through the `_heavy` alias next door) and so do
21
- * `chunk_forward_shade_standard_fragment_ibl` / `..._brick4`. It used to exist twice under this one
23
+ * (through the `_heavy` alias next door) and so does
24
+ * `chunk_forward_shade_standard_fragment`. It used to exist twice under this one
22
25
  * WGSL function name, with the cluster metadata lookup, the point loop, the spot loop and the
23
26
  * emissive sum character-identical between the two and only the directional half differing: this copy
24
27
  * re-inlined `chunk_shade_directional_lights`' body where the other called it. Two files one edit away
@@ -26,7 +29,14 @@ import { chunk_shade_directional_lights } from "./chunk_shade_directional_lights
26
29
  *
27
30
  * The ReSTIR DI variant ({@link chunk_shade_standard_material_direct_restir}) is a genuinely different
28
31
  * function — it replaces the cluster loop with one resampled, ray-traced sample — and stays separate.
29
- * The three are selected as separate compiled shaders, not via a runtime branch.
32
+ * The deferred pass links one of the two by a shader switch
33
+ * (`chunk_shade_standard_material_direct_deferred`), not via a runtime branch.
34
+ *
35
+ * **Each including pass owns its light budget.** `point_budget` and `spot_budget` are the most point
36
+ * lights, and separately spot lights, of the pixel's cell this evaluates; the rest of that type's list
37
+ * goes unshaded. The cell's list is in sorted-light order but for the lane order inside one 32-light
38
+ * window, so past the budget it drops the highest ids, except within that window (PROPOSAL_HIERARCHICAL,
39
+ * I.6). The passes linking this one choose their own numbers.
30
40
  *
31
41
  * A note carried by the inlined copy, kept because it is still true and now has nowhere else to sit:
32
42
  * a screen-space ray-trace for directional visibility would be wanted on the deferred path only, and
@@ -42,6 +52,8 @@ fn shade_standard_material_direct(
42
52
  geometry: ${GEOMETRIC_SHADING_INFO_STRUCT.wgsl_ref},
43
53
  coord: vec2<f32>,
44
54
  view_depth: f32,
55
+ point_budget: u32,
56
+ spot_budget: u32,
45
57
  ) -> vec3<f32>{
46
58
 
47
59
  var reflected_light : ${REFLECTED_LIGHT_STRUCT.wgsl_ref};
@@ -59,7 +71,8 @@ fn shade_standard_material_direct(
59
71
  let point_count = light_cluster_count_point(cluster_metadata.counts);
60
72
  let spot_count = light_cluster_count_spot(cluster_metadata.counts);
61
73
 
62
- for (var i = 0u; i < point_count; i++) {
74
+ // Budget: the including pass's, past it the cell's remaining point lights go unshaded
75
+ for (var i = 0u; i < min(point_count, point_budget); i++) {
63
76
  let light_index = cluster_data[cluster_offset + i];
64
77
 
65
78
  var direct_light = get_point_light_info_by_index(&light_data, light_index, geometry.position);
@@ -80,7 +93,8 @@ fn shade_standard_material_direct(
80
93
  re_direct_physical(direct_light, geometry, material, &reflected_light);
81
94
  }
82
95
 
83
- for (var j = 0u; j < spot_count; j++) {
96
+ // Budget: the including pass's, past it the cell's remaining spot lights go unshaded
97
+ for (var j = 0u; j < min(spot_count, spot_budget); j++) {
84
98
  let light_index = cluster_data[cluster_offset + point_count + j];
85
99
 
86
100
  var direct_light = get_spot_light_info_by_index(&light_data, light_index, geometry.position);
@@ -123,3 +137,7 @@ fn shade_standard_material_direct(
123
137
  chunk_shadowmap_get_light_visibility,
124
138
  ]
125
139
  );
140
+
141
+ chunk_shade_standard_material_direct.requireResource(LIGHT_CLUSTER_DATA_RESOURCE);
142
+ chunk_shade_standard_material_direct.requireResource(LIGHT_DATA_RESOURCE);
143
+ chunk_shade_standard_material_direct.requireResource(VIEW_RESOURCE);
@@ -0,0 +1,16 @@
1
+ /**
2
+ * The deferred pass's direct shading, `shade_standard_material_direct(material, geometry, coord,
3
+ * view_depth) -> vec3f`, by how the renderer shades local lights ({@link LOCAL_LIGHT_SHADING}):
4
+ *
5
+ * - Clustered: every light of the froxel cluster, each shadow-mapped
6
+ * ({@link chunk_shade_standard_material_direct}, the chunk the forward paths link directly);
7
+ * - ReSTIR: ReSTIR DI's resolved radiance in place of the cluster loop
8
+ * ({@link chunk_shade_standard_material_direct_restir}), which reads `tRestirRadiance`.
9
+ *
10
+ * Directional lights are shaded alike in both.
11
+ *
12
+ * @type {CodeChunkChoice}
13
+ */
14
+ export const chunk_shade_standard_material_direct_deferred: CodeChunkChoice;
15
+ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
16
+ //# sourceMappingURL=chunk_shade_standard_material_direct_deferred.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_shade_standard_material_direct_deferred.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_deferred.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;GAYG;AACH,4DAFU,eAAe,CAE8E;gCAnBvE,uCAAuC"}
@@ -0,0 +1,23 @@
1
+ import { CodeChunkChoice } from "../shader/compiler/CodeChunkChoice.js";
2
+ import { chunk_shade_standard_material_direct } from "./chunk_shade_standard_material_direct.js";
3
+ import { chunk_shade_standard_material_direct_restir } from "./chunk_shade_standard_material_direct_restir.js";
4
+ import { LOCAL_LIGHT_SHADING } from "./LOCAL_LIGHT_SHADING.js";
5
+ import { LocalLightShading } from "./LocalLightShading.js";
6
+
7
+ /**
8
+ * The deferred pass's direct shading, `shade_standard_material_direct(material, geometry, coord,
9
+ * view_depth) -> vec3f`, by how the renderer shades local lights ({@link LOCAL_LIGHT_SHADING}):
10
+ *
11
+ * - Clustered: every light of the froxel cluster, each shadow-mapped
12
+ * ({@link chunk_shade_standard_material_direct}, the chunk the forward paths link directly);
13
+ * - ReSTIR: ReSTIR DI's resolved radiance in place of the cluster loop
14
+ * ({@link chunk_shade_standard_material_direct_restir}), which reads `tRestirRadiance`.
15
+ *
16
+ * Directional lights are shaded alike in both.
17
+ *
18
+ * @type {CodeChunkChoice}
19
+ */
20
+ export const chunk_shade_standard_material_direct_deferred = CodeChunkChoice.from(LOCAL_LIGHT_SHADING);
21
+
22
+ chunk_shade_standard_material_direct_deferred.add(LocalLightShading.Clustered, chunk_shade_standard_material_direct);
23
+ chunk_shade_standard_material_direct_deferred.add(LocalLightShading.ReSTIR, chunk_shade_standard_material_direct_restir);
@@ -2,12 +2,13 @@
2
2
  * Brute-force deferred direct shading: directional lights (shared CSM helper) plus a per-pixel loop
3
3
  * over every point/spot light in the froxel cluster, each shadow-mapped. The ReSTIR DI variant
4
4
  * ({@link chunk_shade_standard_material_direct_restir}) replaces the cluster loop with one resampled,
5
- * ray-traced sample; the two are selected as separate compiled shaders, not via a runtime branch.
5
+ * ray-traced sample; the deferred pass links one of the two by a shader switch
6
+ * (`chunk_shade_standard_material_direct_deferred`), not via a runtime branch.
6
7
  *
7
8
  * This *is* {@link chunk_shade_standard_material_direct}. The two were separate chunks declaring one
8
9
  * WGSL function name with byte-identical cluster loops, differing only in whether the directional
9
10
  * half called `shade_directional_lights` or re-inlined it. The name is kept because it is public
10
- * surface and because it reads next to `_restir` at the deferred pass's selection site.
11
+ * surface.
11
12
  *
12
13
  * @type {CodeChunk}
13
14
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shade_standard_material_direct_heavy.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH,mEAA+F"}
1
+ {"version":3,"file":"chunk_shade_standard_material_direct_heavy.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_heavy.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;GAaG;AACH,mEAA+F"}