@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
@@ -1,16 +1,17 @@
1
- import { chunk_shade_standard_material_direct } from "./chunk_shade_standard_material_direct.js";
2
-
3
- /**
4
- * Brute-force deferred direct shading: directional lights (shared CSM helper) plus a per-pixel loop
5
- * over every point/spot light in the froxel cluster, each shadow-mapped. The ReSTIR DI variant
6
- * ({@link chunk_shade_standard_material_direct_restir}) replaces the cluster loop with one resampled,
7
- * ray-traced sample; the two are selected as separate compiled shaders, not via a runtime branch.
8
- *
9
- * This *is* {@link chunk_shade_standard_material_direct}. The two were separate chunks declaring one
10
- * WGSL function name with byte-identical cluster loops, differing only in whether the directional
11
- * half called `shade_directional_lights` or re-inlined it. The name is kept because it is public
12
- * surface and because it reads next to `_restir` at the deferred pass's selection site.
13
- *
14
- * @type {CodeChunk}
15
- */
16
- export const chunk_shade_standard_material_direct_heavy = chunk_shade_standard_material_direct;
1
+ import { chunk_shade_standard_material_direct } from "./chunk_shade_standard_material_direct.js";
2
+
3
+ /**
4
+ * Brute-force deferred direct shading: directional lights (shared CSM helper) plus a per-pixel loop
5
+ * over every point/spot light in the froxel cluster, each shadow-mapped. The ReSTIR DI variant
6
+ * ({@link chunk_shade_standard_material_direct_restir}) replaces the cluster loop with one resampled,
7
+ * ray-traced sample; the deferred pass links one of the two by a shader switch
8
+ * (`chunk_shade_standard_material_direct_deferred`), not via a runtime branch.
9
+ *
10
+ * This *is* {@link chunk_shade_standard_material_direct}. The two were separate chunks declaring one
11
+ * WGSL function name with byte-identical cluster loops, differing only in whether the directional
12
+ * half called `shade_directional_lights` or re-inlined it. The name is kept because it is public
13
+ * surface.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_shade_standard_material_direct_heavy = chunk_shade_standard_material_direct;
@@ -5,8 +5,9 @@
5
5
  * the ReSTIR-resolved radiance texture (`tRestirRadiance`, already
6
6
  * visibility-tested). Directional lights still go through the shared CSM helper.
7
7
  *
8
- * Selected as a separate compiled shader (`shader_deferred_main_restir`), never
9
- * via a runtime branch. Requires the `tRestirRadiance` texture binding.
8
+ * The deferred pass links it when the renderer shades local lights with ReSTIR
9
+ * (`chunk_shade_standard_material_direct_deferred`), never via a runtime branch.
10
+ * Reads the `tRestirRadiance` texture binding.
10
11
  *
11
12
  * @type {CodeChunk}
12
13
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_shade_standard_material_direct_restir.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;GAWG;AACH,0DAFU,SAAS,CAgCjB;0BA7CwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_shade_standard_material_direct_restir.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/chunk_shade_standard_material_direct_restir.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;GAYG;AACH,0DAFU,SAAS,CAmCjB;0BAlDwB,iCAAiC"}
@@ -4,6 +4,7 @@ import { GEOMETRIC_SHADING_INFO_STRUCT } from "../shader/chunk/material/GEOMETRI
4
4
  import { MATERIAL_SHADING_INFO_STRUCT } from "../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
5
5
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
6
  import { chunk_shade_directional_lights } from "./chunk_shade_directional_lights.js";
7
+ import { RESTIR_RADIANCE_RESOURCE } from "../restir/di/RESTIR_RADIANCE_RESOURCE.js";
7
8
 
8
9
  /**
9
10
  * ReSTIR DI variant of {@link chunk_shade_standard_material_direct_heavy}: same
@@ -12,8 +13,9 @@ import { chunk_shade_directional_lights } from "./chunk_shade_directional_lights
12
13
  * the ReSTIR-resolved radiance texture (`tRestirRadiance`, already
13
14
  * visibility-tested). Directional lights still go through the shared CSM helper.
14
15
  *
15
- * Selected as a separate compiled shader (`shader_deferred_main_restir`), never
16
- * via a runtime branch. Requires the `tRestirRadiance` texture binding.
16
+ * The deferred pass links it when the renderer shades local lights with ReSTIR
17
+ * (`chunk_shade_standard_material_direct_deferred`), never via a runtime branch.
18
+ * Reads the `tRestirRadiance` texture binding.
17
19
  *
18
20
  * @type {CodeChunk}
19
21
  */
@@ -25,6 +27,9 @@ fn shade_standard_material_direct(
25
27
  geometry: ${GEOMETRIC_SHADING_INFO_STRUCT.wgsl_ref},
26
28
  coord: vec2<f32>,
27
29
  view_depth: f32,
30
+ // the brute-force variant's light budgets; this one takes one resampled light and has none
31
+ point_budget: u32,
32
+ spot_budget: u32,
28
33
  ) -> vec3<f32>{
29
34
 
30
35
  var reflected_light : ${REFLECTED_LIGHT_STRUCT.wgsl_ref};
@@ -48,3 +53,5 @@ fn shade_standard_material_direct(
48
53
  chunk_re_direct_multiscatter,
49
54
  ]
50
55
  );
56
+
57
+ chunk_shade_standard_material_direct_restir.requireResource(RESTIR_RADIANCE_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_get_ibl_irradiance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/indirect/chunk_get_ibl_irradiance.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,uCAFU,SAAS,CAYjB;0BAhBwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_get_ibl_irradiance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/indirect/chunk_get_ibl_irradiance.js"],"names":[],"mappings":"AAKA;;;GAGG;AACH,uCAFU,SAAS,CAYjB;0BAjBwB,oCAAoC"}
@@ -1,6 +1,7 @@
1
1
  import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
2
2
  import { chunk_sample_environment_map } from "../../shader/chunk/texture/sample/chunk_sample_environment_map.js";
3
3
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ENVIRONMENT_MAP_RESOURCE } from "../../light/environment/ENVIRONMENT_MAP_RESOURCE.js";
4
5
 
5
6
  /**
6
7
  * see https://github.com/mrdoob/three.js/blob/089e36db16a6fbaf8cd12fbc8b6abfa3beaa4801/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js#L4
@@ -16,4 +17,6 @@ fn get_ibl_irradiance(normal: vec3<f32>) -> vec3<f32> {
16
17
  chunk_sample_environment_map,
17
18
  PI_DECLARATION,
18
19
  ]
19
- );
20
+ );
21
+
22
+ chunk_get_ibl_irradiance.requireResource(ENVIRONMENT_MAP_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_get_ibl_radiance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/indirect/chunk_get_ibl_radiance.js"],"names":[],"mappings":"AAIA;;;GAGG;AACH,qCAFU,SAAS,CAqBZ;0BAzBmB,oCAAoC"}
1
+ {"version":3,"file":"chunk_get_ibl_radiance.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/indirect/chunk_get_ibl_radiance.js"],"names":[],"mappings":"AAKA;;;GAGG;AACH,qCAFU,SAAS,CAqBZ;0BA1BmB,oCAAoC"}
@@ -1,6 +1,7 @@
1
1
  import { PI_DECLARATION } from "../../shader/chunk/math/PI_DECLARATION.js";
2
2
  import { chunk_sample_environment_map } from "../../shader/chunk/texture/sample/chunk_sample_environment_map.js";
3
3
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ENVIRONMENT_MAP_RESOURCE } from "../../light/environment/ENVIRONMENT_MAP_RESOURCE.js";
4
5
 
5
6
  /**
6
7
  * @see https://github.com/mrdoob/three.js/blob/ac8d338cc4de9c9529cbdb0d256eb0fc50a86a93/src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js#L22
@@ -25,4 +26,6 @@ fn get_ibl_radiance(
25
26
  `, [
26
27
  chunk_sample_environment_map,
27
28
  PI_DECLARATION,
28
- ]);
29
+ ]);
30
+
31
+ chunk_get_ibl_radiance.requireResource(ENVIRONMENT_MAP_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_lpv_sample_light.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/indirect/chunk_lpv_sample_light.js"],"names":[],"mappings":"AA+BA;;GAEG;AACH,qCAFU,SAAS,CAsDjB;0BA1DwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_lpv_sample_light.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/deferred/indirect/chunk_lpv_sample_light.js"],"names":[],"mappings":"AAmCA;;GAEG;AACH,qCAFU,SAAS,CAsDjB;0BA9DwB,oCAAoC"}
@@ -28,6 +28,10 @@ import {
28
28
  import { chunk_sh3_convolve_with_GGX } from "../../shader/chunk/spherical_harmonics/chunk_sh3_convolve_with_GGX.js";
29
29
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
30
30
  import { LPV_SAMPLE_COORDINATES } from "./chunk_lpv_2d_cache_sample_irradiance.js";
31
+ import {
32
+ LPV_ATLAS_RADIANCE_RESOURCE,
33
+ LPV_METADATA_RESOURCE
34
+ } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
31
35
 
32
36
  /**
33
37
  * @type {CodeChunk}
@@ -86,3 +90,6 @@ fn lpv_sample_light(
86
90
  ]
87
91
  );
88
92
 
93
+ chunk_lpv_sample_light.requireResource(LPV_ATLAS_RADIANCE_RESOURCE);
94
+ chunk_lpv_sample_light.requireResource(LPV_METADATA_RESOURCE);
95
+
@@ -1,13 +1,18 @@
1
1
  /**
2
- * Brute-force deferred shading (every clustered point/spot light shadow-mapped).
3
- * @type {ImageShader}
2
+ * The most point lights, and separately spot lights, of a pixel's cluster cell the deferred pass shades,
3
+ * each with its shadow map. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
4
+ * @type {number}
4
5
  */
5
- export const shader_deferred_main: ImageShader;
6
+ export const DEFERRED_LIGHT_BUDGET: number;
6
7
  /**
7
- * ReSTIR DI deferred shading variant — consumes the resolved point+spot radiance
8
- * texture in place of the brute-force cluster loop.
8
+ * Deferred shading of the G-buffer: the direct light of every pixel, directional and local. How local
9
+ * lights are shaded is the renderer's shader switch ({@link chunk_shade_standard_material_direct_deferred}):
10
+ * every clustered point and spot light shadow-mapped, or ReSTIR DI's resolved radiance from
11
+ * `tRestirRadiance`. The bindings are the same for both; a pass without ReSTIR leaves the radiance to
12
+ * its black default.
13
+ *
9
14
  * @type {ImageShader}
10
15
  */
11
- export const shader_deferred_main_restir: ImageShader;
16
+ export const shader_deferred_main: ImageShader;
12
17
  import { ImageShader } from "../shader/ImageShader.js";
13
18
  //# sourceMappingURL=shader_deferred_main.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_deferred_main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_deferred_main.js"],"names":[],"mappings":"AAqJA;;;GAGG;AACH,mCAFU,WAAW,CAMlB;AAEH;;;;GAIG;AACH,0CAFU,WAAW,CAMlB;4BA3JyB,0BAA0B"}
1
+ {"version":3,"file":"shader_deferred_main.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_deferred_main.js"],"names":[],"mappings":"AAwBA;;;;GAIG;AACH,oCAFU,MAAM,CAEwB;AAgGxC;;;;;;;;GAQG;AACH,mCAFU,WAAW,CAelB;4BAtIyB,0BAA0B"}
@@ -15,55 +15,45 @@ import { ImageShader } from "../shader/ImageShader.js";
15
15
 
16
16
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
17
17
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
18
+ import { BLACK_PIXEL_TEXTURE } from "../texture/util/BLACK_PIXEL_TEXTURE.js";
18
19
  import { SAMPLER_LINEAR_UPSCALE } from "../texture/SAMPLER_LINEAR_UPSCALE.js";
19
20
  import { VIEW_UNIFORM_STRUCT } from "../view/VIEW_UNIFORM_STRUCT.js";
20
21
  import { chunk_read_gBuffer_material } from "./chunk_read_gBuffer_material.js";
21
- import { chunk_shade_standard_material_direct_heavy } from "./chunk_shade_standard_material_direct_heavy.js";
22
- import { chunk_shade_standard_material_direct_restir } from "./chunk_shade_standard_material_direct_restir.js";
22
+ import { chunk_shade_standard_material_direct_deferred } from "./chunk_shade_standard_material_direct_deferred.js";
23
23
  import { SHADING_LIGHT_RESOURCE_GROUP } from "./SHADING_LIGHT_RESOURCE_GROUP.js";
24
24
 
25
25
  /**
26
- * Build a deferred G-buffer shading pass. The two variants share an identical
27
- * entry — they differ only in which `shade_standard_material_direct`
28
- * implementation is linked (brute-force cluster loop vs. ReSTIR DI) and, for the
29
- * ReSTIR variant, an extra `tRestirRadiance` input. Keeping the variant choice
30
- * at link time avoids a runtime branch / dead bindings in the shader.
31
- *
32
- * @param {Object} options
33
- * @param {string} options.label
34
- * @param {CodeChunk} options.shading_chunk defines `shade_standard_material_direct`
35
- * @param {boolean} options.with_restir bind the ReSTIR radiance texture
36
- * @returns {ImageShader}
26
+ * The most point lights, and separately spot lights, of a pixel's cluster cell the deferred pass shades,
27
+ * each with its shadow map. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
28
+ * @type {number}
37
29
  */
38
- function build_deferred_main_shader({ label, shading_chunk, with_restir }) {
39
- const resources = new ShaderResourceSetDescriptor();
40
-
41
- const gbuffer_group = resources.createGroup()
42
- .addTexture("gBufferDepth")
43
- .addTexture("gBufferPBR")
44
- .addTexture("gBufferNormal", "uint")
45
- .addTexture("gBufferAlbedo")
46
- .addTexture("gBufferEmissive", "uint");
47
-
48
- if (with_restir) {
49
- gbuffer_group.addTexture("tRestirRadiance");
50
- }
51
-
52
- gbuffer_group.addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE);
53
-
30
+ export const DEFERRED_LIGHT_BUDGET = 64;
31
+
32
+ const resources = new ShaderResourceSetDescriptor();
33
+
34
+ resources.createGroup()
35
+ .addTexture("gBufferDepth")
36
+ .addTexture("gBufferPBR")
37
+ .addTexture("gBufferNormal", "uint")
38
+ .addTexture("gBufferAlbedo")
39
+ .addTexture("gBufferEmissive", "uint")
40
+ // ReSTIR DI's resolved local light, read when the renderer shades local lights with it; black when
41
+ // it does not run
42
+ .addTexture("tRestirRadiance", "unfilterable-float", "2d", false, BLACK_PIXEL_TEXTURE)
43
+ .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
54
44
  // the split-sum LUT, for the direct specular's multiple-scattering compensation
55
- gbuffer_group.addTexture("tSplitSum", "float");
45
+ .addTexture("tSplitSum", "float");
56
46
 
57
- resources.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
47
+ resources.addGroup(SHADING_LIGHT_RESOURCE_GROUP);
58
48
 
59
- resources.createGroup()
60
- .addUniform("view", VIEW_UNIFORM_STRUCT)
61
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
62
- ;
49
+ resources.createGroup()
50
+ .addUniform("view", VIEW_UNIFORM_STRUCT)
51
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
52
+ ;
63
53
 
64
- const body = CodeChunk.from(
65
- // language=WGSL
66
- `
54
+ const body = CodeChunk.from(
55
+ // language=WGSL
56
+ `
67
57
  @fragment
68
58
  fn main(
69
59
 
@@ -109,61 +99,50 @@ fn main(
109
99
  geometry,
110
100
  coord.xy,
111
101
  view_depth,
102
+ ${DEFERRED_LIGHT_BUDGET}u,
103
+ ${DEFERRED_LIGHT_BUDGET}u,
112
104
  );
113
105
 
114
106
  return vec4(result, 1.0);
115
107
  }
116
108
  `,
117
- [
118
- DIRECTIONAL_LIGHT_STRUCT.declaration_chunk,
119
- POINT_LIGHT_STRUCT.declaration_chunk,
120
- INCIDENT_LIGHT_STRUCT.declaration_chunk,
121
- GEOMETRIC_SHADING_INFO_STRUCT.declaration_chunk,
122
- MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
123
- chunk_decode_g_buffer_normal,
124
- chunk_project_position_from_depth,
125
- chunk_mat4_extract_position,
126
- chunk_read_gBuffer_material,
127
-
128
- chunk_get_view_space_depth,
129
- chunk_random_initialize,
130
- shading_chunk,
131
- ]
132
- );
133
-
134
- return new ImageShader({
135
- descriptor: ShaderDescriptor.from({
136
- label,
137
- resources,
138
- body
139
- }),
140
- depthStencil: DEPTH_STENCIL_FOREGROUND_ONLY,
141
- targets: [
142
- {
143
- label: "shaded",
144
- format: "rgba16float"
145
- }
146
- ]
147
- });
148
- }
109
+ [
110
+ DIRECTIONAL_LIGHT_STRUCT.declaration_chunk,
111
+ POINT_LIGHT_STRUCT.declaration_chunk,
112
+ INCIDENT_LIGHT_STRUCT.declaration_chunk,
113
+ GEOMETRIC_SHADING_INFO_STRUCT.declaration_chunk,
114
+ MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
115
+ chunk_decode_g_buffer_normal,
116
+ chunk_project_position_from_depth,
117
+ chunk_mat4_extract_position,
118
+ chunk_read_gBuffer_material,
119
+
120
+ chunk_get_view_space_depth,
121
+ chunk_random_initialize,
122
+ chunk_shade_standard_material_direct_deferred,
123
+ ]
124
+ );
149
125
 
150
126
  /**
151
- * Brute-force deferred shading (every clustered point/spot light shadow-mapped).
152
- * @type {ImageShader}
153
- */
154
- export const shader_deferred_main = build_deferred_main_shader({
155
- label: "Shade From G-Buffer",
156
- shading_chunk: chunk_shade_standard_material_direct_heavy,
157
- with_restir: false,
158
- });
159
-
160
- /**
161
- * ReSTIR DI deferred shading variant — consumes the resolved point+spot radiance
162
- * texture in place of the brute-force cluster loop.
127
+ * Deferred shading of the G-buffer: the direct light of every pixel, directional and local. How local
128
+ * lights are shaded is the renderer's shader switch ({@link chunk_shade_standard_material_direct_deferred}):
129
+ * every clustered point and spot light shadow-mapped, or ReSTIR DI's resolved radiance from
130
+ * `tRestirRadiance`. The bindings are the same for both; a pass without ReSTIR leaves the radiance to
131
+ * its black default.
132
+ *
163
133
  * @type {ImageShader}
164
134
  */
165
- export const shader_deferred_main_restir = build_deferred_main_shader({
166
- label: "Shade From G-Buffer (ReSTIR DI)",
167
- shading_chunk: chunk_shade_standard_material_direct_restir,
168
- with_restir: true,
135
+ export const shader_deferred_main = new ImageShader({
136
+ descriptor: ShaderDescriptor.from({
137
+ label: "Shade From G-Buffer",
138
+ resources,
139
+ body
140
+ }),
141
+ depthStencil: DEPTH_STENCIL_FOREGROUND_ONLY,
142
+ targets: [
143
+ {
144
+ label: "shaded",
145
+ format: "rgba16float"
146
+ }
147
+ ]
169
148
  });
@@ -1,6 +1,6 @@
1
1
  /**
2
2
  * The HDR output with {@link ShadeToneMappingMode.GT7}: GT7 at the display's peak, with the same paper white as
3
- * {@link shader_tonemap_LDR}, written as extended Display P3 where 1.0 is SDR white.
3
+ * {@link shader_tonemap_LDR}, written in the canvas's primaries, extended, where 1.0 is SDR white.
4
4
  *
5
5
  * @type {ImageShader}
6
6
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_HDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR.js"],"names":[],"mappings":"AAkEA;;;;;GAKG;AACH,iCAFU,WAAW,CAclB;4BA3EyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_HDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR.js"],"names":[],"mappings":"AA4DA;;;;;GAKG;AACH,iCAFU,WAAW,CAclB;4BAvEyB,0BAA0B"}
@@ -1,7 +1,5 @@
1
- import { f32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
3
1
  import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
4
- import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
2
+ import { TONEMAP_SETTINGS_REC2020_PEAK } from "./TonemapDisplaySettings.js";
5
3
  import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
6
4
  import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
7
5
  import { chunk_PAPER_WHITE_NITS } from "../shader/chunk/color/tonemap/chunk_PAPER_WHITE_NITS.js";
@@ -11,18 +9,11 @@ import { ImageShader } from "../shader/ImageShader.js";
11
9
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
12
10
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
13
11
 
14
- const SETTINGS_STRUCT = WebGPUStruct.from({
15
- /**
16
- * The display's peak, cd/m². The paper white is not a setting: it is PAPER_WHITE_NITS on both outputs.
17
- */
18
- peak_nits: f32,
19
- });
20
-
21
12
  const resources = new ShaderResourceSetDescriptor();
22
13
 
23
14
  // per-pass, four bytes, read-only: immediate data rather than a uniform buffer. exposure stays
24
15
  // bound - it is computed on the GPU, so there is no CPU value to write.
25
- resources.setImmediate("settings", SETTINGS_STRUCT);
16
+ resources.setImmediate("settings", TONEMAP_SETTINGS_REC2020_PEAK);
26
17
  resources.createGroup()
27
18
  .addTexture("input_color", "float")
28
19
  .addUniform("exposure", F32_CONTAINER_STRUCT)
@@ -41,17 +32,21 @@ fn main(
41
32
  // Apply exposure
42
33
  color *= exposure.value;
43
34
 
44
- // Finally tonemap
45
- color = tonemap_gt7(color, settings.peak_nits, PAPER_WHITE_NITS);
35
+ // Finally tonemap, in the operator's own Rec.2020
36
+ let color_2020 = tonemap_gt7_rec2020(CRM_FROM_REC709_TO_REC2020 * color, settings.peak_nits, PAPER_WHITE_NITS);
46
37
 
47
38
  // NOTE: no dithering, colorspace is wide
48
39
 
49
- // output in p3 color space
50
- let color_2020 = CRM_FROM_REC709_TO_REC2020 * color;
51
- let color_p3 = CRM_FROM_REC2020_TO_P3 * color_2020;
40
+ // into the primaries the canvas reports it was configured with (Renderer#configure_context): Display P3, or
41
+ // sRGB where the browser would not configure P3
42
+ let color_display = mat3x3<f32>(
43
+ settings.display_from_rec2020_c0,
44
+ settings.display_from_rec2020_c1,
45
+ settings.display_from_rec2020_c2
46
+ ) * color_2020;
52
47
 
53
- // apply gamma. Note that gamma is the same same for "Display P3" and "sRGB"
54
- let color_gamma = sRGBTransferOETF(color_p3);
48
+ // apply gamma. Note that gamma is the same for "Display P3" and "sRGB"
49
+ let color_gamma = sRGBTransferOETF(color_display);
55
50
 
56
51
  return vec4(color_gamma, 1.0);
57
52
  }
@@ -59,14 +54,13 @@ fn main(
59
54
  chunk_tonemap_gt7,
60
55
  chunk_PAPER_WHITE_NITS,
61
56
  chunk_CRM_FROM_REC709_TO_REC2020,
62
- chunk_CRM_FROM_REC2020_TO_P3,
63
57
  chunk_sRGBTransferOETF,
64
58
  ]
65
59
  );
66
60
 
67
61
  /**
68
62
  * The HDR output with {@link ShadeToneMappingMode.GT7}: GT7 at the display's peak, with the same paper white as
69
- * {@link shader_tonemap_LDR}, written as extended Display P3 where 1.0 is SDR white.
63
+ * {@link shader_tonemap_LDR}, written in the canvas's primaries, extended, where 1.0 is SDR white.
70
64
  *
71
65
  * @type {ImageShader}
72
66
  */
@@ -1,6 +1,6 @@
1
1
  /**
2
- * The HDR output with {@link ShadeToneMappingMode.NONE}: exposure and extended Display P3, where 1.0 is SDR white,
3
- * and nothing in between.
2
+ * The HDR output with {@link ShadeToneMappingMode.NONE}: exposure and the canvas's primaries, extended, where 1.0 is
3
+ * SDR white, and nothing in between.
4
4
  *
5
5
  * @type {ImageShader}
6
6
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_HDR_none.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR_none.js"],"names":[],"mappings":"AA4CA;;;;;GAKG;AACH,sCAFU,WAAW,CAclB;4BAzDyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_HDR_none.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR_none.js"],"names":[],"mappings":"AA+CA;;;;;GAKG;AACH,sCAFU,WAAW,CAclB;4BA7DyB,0BAA0B"}
@@ -1,6 +1,5 @@
1
1
  import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
2
- import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
3
- import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
2
+ import { TONEMAP_SETTINGS_REC709 } from "./TonemapDisplaySettings.js";
4
3
  import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
5
4
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
6
5
  import { ImageShader } from "../shader/ImageShader.js";
@@ -8,6 +7,7 @@ import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSe
8
7
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
9
8
 
10
9
  const resources = new ShaderResourceSetDescriptor();
10
+ resources.setImmediate("settings", TONEMAP_SETTINGS_REC709);
11
11
  resources.createGroup()
12
12
  .addTexture("input_color", "float")
13
13
  .addUniform("exposure", F32_CONTAINER_STRUCT)
@@ -29,22 +29,25 @@ fn main(
29
29
 
30
30
  // NOTE: no dithering, colorspace is wide
31
31
 
32
- // output in p3 color space
33
- let color_p3 = CRM_FROM_REC2020_TO_P3 * (CRM_FROM_REC709_TO_REC2020 * color);
32
+ // into the primaries the canvas reports it was configured with (Renderer#configure_context): Display P3, or
33
+ // sRGB where the browser would not configure P3
34
+ let color_display = mat3x3<f32>(
35
+ settings.display_from_rec709_c0,
36
+ settings.display_from_rec709_c1,
37
+ settings.display_from_rec709_c2
38
+ ) * color;
34
39
 
35
- // apply gamma. Note that gamma is the same same for "Display P3" and "sRGB"
36
- return vec4(sRGBTransferOETF(color_p3), 1.0);
40
+ // apply gamma. Note that gamma is the same for "Display P3" and "sRGB"
41
+ return vec4(sRGBTransferOETF(color_display), 1.0);
37
42
  }
38
43
  `, [
39
- chunk_CRM_FROM_REC709_TO_REC2020,
40
- chunk_CRM_FROM_REC2020_TO_P3,
41
44
  chunk_sRGBTransferOETF,
42
45
  ]
43
46
  );
44
47
 
45
48
  /**
46
- * The HDR output with {@link ShadeToneMappingMode.NONE}: exposure and extended Display P3, where 1.0 is SDR white,
47
- * and nothing in between.
49
+ * The HDR output with {@link ShadeToneMappingMode.NONE}: exposure and the canvas's primaries, extended, where 1.0 is
50
+ * SDR white, and nothing in between.
48
51
  *
49
52
  * @type {ImageShader}
50
53
  */
@@ -1,7 +1,7 @@
1
1
  /**
2
2
  * The HDR output with {@link ShadeToneMappingMode.PBR_NEUTRAL}: Khronos PBR Neutral with the display's peak over the
3
- * paper white in place of the specification's 1, written as extended Display P3 where 1.0 is SDR white. Below the
4
- * compression start it writes what {@link shader_tonemap_LDR_pbr_neutral} writes.
3
+ * paper white in place of the specification's 1, written in the canvas's primaries, extended, where 1.0 is SDR white.
4
+ * Below the compression start it writes what {@link shader_tonemap_LDR_pbr_neutral} writes.
5
5
  *
6
6
  * @type {ImageShader}
7
7
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_HDR_pbr_neutral.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js"],"names":[],"mappings":"AAmEA;;;;;;GAMG;AACH,6CAFU,WAAW,CAclB;4BA7EyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_HDR_pbr_neutral.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_HDR_pbr_neutral.js"],"names":[],"mappings":"AA4DA;;;;;;GAMG;AACH,6CAFU,WAAW,CAclB;4BAzEyB,0BAA0B"}
@@ -1,8 +1,5 @@
1
- import { f32 } from "../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../shader/type/WebGPUStruct.js";
3
1
  import { F32_CONTAINER_STRUCT } from "../shader/type/F32_CONTAINER_STRUCT.js";
4
- import { chunk_CRM_FROM_REC2020_TO_P3 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC2020_TO_P3.js";
5
- import { chunk_CRM_FROM_REC709_TO_REC2020 } from "../shader/chunk/color/conversion/chunk_CRM_FROM_REC709_TO_REC2020.js";
2
+ import { TONEMAP_SETTINGS_REC709_PEAK } from "./TonemapDisplaySettings.js";
6
3
  import { chunk_sRGBTransferOETF } from "../shader/chunk/color/sRGB/chunk_sRGBTransferOETF.js";
7
4
  import { chunk_PAPER_WHITE_NITS } from "../shader/chunk/color/tonemap/chunk_PAPER_WHITE_NITS.js";
8
5
  import { chunk_tonemap_khronos_pbr } from "../shader/chunk/color/tonemap/chunk_tonemap_khronos_pbr.js";
@@ -11,18 +8,11 @@ import { ImageShader } from "../shader/ImageShader.js";
11
8
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
12
9
  import { ShaderDescriptor } from "../shader/ShaderDescriptor.js";
13
10
 
14
- const SETTINGS_STRUCT = WebGPUStruct.from({
15
- /**
16
- * The display's peak, cd/m². The paper white is not a setting: it is PAPER_WHITE_NITS on both outputs.
17
- */
18
- peak_nits: f32,
19
- });
20
-
21
11
  const resources = new ShaderResourceSetDescriptor();
22
12
 
23
13
  // per-pass, four bytes, read-only: immediate data rather than a uniform buffer. exposure stays
24
14
  // bound - it is computed on the GPU, so there is no CPU value to write.
25
- resources.setImmediate("settings", SETTINGS_STRUCT);
15
+ resources.setImmediate("settings", TONEMAP_SETTINGS_REC709_PEAK);
26
16
  resources.createGroup()
27
17
  .addTexture("input_color", "float")
28
18
  .addUniform("exposure", F32_CONTAINER_STRUCT)
@@ -50,25 +40,28 @@ fn main(
50
40
 
51
41
  // NOTE: no dithering, colorspace is wide
52
42
 
53
- // output in p3 color space
54
- let color_p3 = CRM_FROM_REC2020_TO_P3 * (CRM_FROM_REC709_TO_REC2020 * color);
43
+ // into the primaries the canvas reports it was configured with (Renderer#configure_context): Display P3, or
44
+ // sRGB where the browser would not configure P3
45
+ let color_display = mat3x3<f32>(
46
+ settings.display_from_rec709_c0,
47
+ settings.display_from_rec709_c1,
48
+ settings.display_from_rec709_c2
49
+ ) * color;
55
50
 
56
- // apply gamma. Note that gamma is the same same for "Display P3" and "sRGB"
57
- return vec4(sRGBTransferOETF(color_p3), 1.0);
51
+ // apply gamma. Note that gamma is the same for "Display P3" and "sRGB"
52
+ return vec4(sRGBTransferOETF(color_display), 1.0);
58
53
  }
59
54
  `, [
60
55
  chunk_tonemap_khronos_pbr,
61
56
  chunk_PAPER_WHITE_NITS,
62
- chunk_CRM_FROM_REC709_TO_REC2020,
63
- chunk_CRM_FROM_REC2020_TO_P3,
64
57
  chunk_sRGBTransferOETF,
65
58
  ]
66
59
  );
67
60
 
68
61
  /**
69
62
  * The HDR output with {@link ShadeToneMappingMode.PBR_NEUTRAL}: Khronos PBR Neutral with the display's peak over the
70
- * paper white in place of the specification's 1, written as extended Display P3 where 1.0 is SDR white. Below the
71
- * compression start it writes what {@link shader_tonemap_LDR_pbr_neutral} writes.
63
+ * paper white in place of the specification's 1, written in the canvas's primaries, extended, where 1.0 is SDR white.
64
+ * Below the compression start it writes what {@link shader_tonemap_LDR_pbr_neutral} writes.
72
65
  *
73
66
  * @type {ImageShader}
74
67
  */
@@ -1,6 +1,6 @@
1
1
  /**
2
- * The SDR output with {@link ShadeToneMappingMode.GT7}: exposure, GT7 in its SDR mode, Display P3, the sRGB transfer
3
- * curve and an 8-bit dither. {@link shader_tonemap_HDR} is the same operator for an HDR display.
2
+ * The SDR output with {@link ShadeToneMappingMode.GT7}: exposure, GT7 in its SDR mode, the canvas's primaries, the sRGB
3
+ * transfer curve and an 8-bit dither. {@link shader_tonemap_HDR} is the same operator for an HDR display.
4
4
  *
5
5
  * @type {ImageShader}
6
6
  */
@@ -1 +1 @@
1
- {"version":3,"file":"shader_tonemap_LDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_LDR.js"],"names":[],"mappings":"AA2DA;;;;;GAKG;AACH,iCAFU,WAAW,CAclB;4BAjEyB,0BAA0B"}
1
+ {"version":3,"file":"shader_tonemap_LDR.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/deferred/shader_tonemap_LDR.js"],"names":[],"mappings":"AA6DA;;;;;GAKG;AACH,iCAFU,WAAW,CAclB;4BArEyB,0BAA0B"}