@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 +1,114 @@
1
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
2
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
3
+ import { ComputeShader } from "../../shader/ComputeShader.js";
4
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
5
+ import { CLUSTER_LIGHT_LIST } from "./CLUSTER_LIGHT_LIST.js";
6
+ import { chunk_cluster_light_tuple } from "./CLUSTER_LIGHT_TYPE.js";
7
+ import { LIGHT_CLUSTER_ASSIGNMENT_SETTINGS } from "./LIGHT_CLUSTER_ASSIGNMENT_SETTINGS.js";
8
+
9
+ const resources = new ShaderResourceSetDescriptor();
10
+
11
+ resources.createGroup()
12
+ .addUniform("settings", LIGHT_CLUSTER_ASSIGNMENT_SETTINGS)
13
+ .addStorageBuffer("visibility", WebGPUArray.u32)
14
+ .addStorageBuffer("lights", CLUSTER_LIGHT_LIST, true)
15
+ ;
16
+
17
+ const body = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ // per thread, this round's light count; scanned in place
21
+ var<workgroup> scan: array<u32, 256>;
22
+ var<workgroup> point_count: atomic<u32>;
23
+
24
+ @compute @workgroup_size(256)
25
+ fn main(
26
+ @builtin(local_invocation_index) t: u32
27
+ ) {
28
+ let words = settings.visibility_words;
29
+ let capacity = arrayLength(&lights.tuples);
30
+
31
+ // Budget: one round per 512 words, that is per 16,384 table slots; the tables' extents set it.
32
+ // Nothing is past it.
33
+ let rounds = (words + 511u) / 512u;
34
+
35
+ var base = 0u;
36
+
37
+ for (var round = 0u; round < rounds; round++) {
38
+ // two consecutive words per thread
39
+ let w0 = round * 512u + 2u * t;
40
+ var m0 = 0u;
41
+ var m1 = 0u;
42
+ if (w0 < words) {
43
+ m0 = visibility[w0];
44
+ }
45
+ if (w0 + 1u < words) {
46
+ m1 = visibility[w0 + 1u];
47
+ }
48
+
49
+ let n = countOneBits(m0) + countOneBits(m1);
50
+ let points = select(0u, countOneBits(m0), w0 < settings.point_words)
51
+ + select(0u, countOneBits(m1), w0 + 1u < settings.point_words);
52
+ if (points > 0u) {
53
+ atomicAdd(&point_count, points);
54
+ }
55
+
56
+ // inclusive scan over the threads in index order, which is word order
57
+ scan[t] = n;
58
+ workgroupBarrier();
59
+ for (var offset = 1u; offset < 256u; offset <<= 1u) {
60
+ var v = scan[t];
61
+ if (t >= offset) {
62
+ v += scan[t - offset];
63
+ }
64
+ workgroupBarrier();
65
+ scan[t] = v;
66
+ workgroupBarrier();
67
+ }
68
+
69
+ var position = base + scan[t] - n;
70
+ base += scan[255];
71
+ workgroupBarrier();
72
+
73
+ // Budget: 64 bits, the thread's two words. Nothing is past it.
74
+ for (var k = 0u; k < 2u; k++) {
75
+ let w = w0 + k;
76
+ var m = select(m0, m1, k == 1u);
77
+ let is_spot = w >= settings.point_words;
78
+ let first_id = select(w, w - settings.point_words, is_spot) << 5u;
79
+ let light_type = select(CLUSTER_LIGHT_TYPE_POINT, CLUSTER_LIGHT_TYPE_SPOT, is_spot);
80
+ while (m != 0u) {
81
+ let bit = firstTrailingBit(m);
82
+ m &= m - 1u;
83
+ if (position < capacity) {
84
+ lights.tuples[position] = cluster_light_tuple_pack(first_id | bit, light_type);
85
+ }
86
+ position++;
87
+ }
88
+ }
89
+ }
90
+
91
+ workgroupBarrier();
92
+ if (t == 0u) {
93
+ lights.count = min(base, capacity);
94
+ lights.point_count = min(atomicLoad(&point_count), capacity);
95
+ }
96
+ }
97
+ `, [
98
+ chunk_cluster_light_tuple,
99
+ ]
100
+ );
101
+
102
+ /**
103
+ * Pass 2 of the cluster light assignment: one workgroup reads the visibility bitmask in order and writes
104
+ * the set bits out as {@link CLUSTER_LIGHT_LIST}, sorted by (type, id). It reads the bitmask through a
105
+ * plain read-only view: an atomic load would be an interlocked OR on D3D12.
106
+ *
107
+ * The cull list holds at most 16,383 lights, so one workgroup is enough; the rounds are over the
108
+ * tables' slots, which may be more.
109
+ */
110
+ export const shader_cluster_light_compact = ComputeShader.from({
111
+ label: "cluster light compact",
112
+ resources,
113
+ body,
114
+ });
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Pass 1 of the cluster light assignment: one thread per culled light ORs its bit into a visibility
3
+ * bitmask with one bit per light table slot, point lights first, then spot lights. The bitmask starts the
4
+ * frame zeroed.
5
+ * {@link shader_cluster_light_compact} reads it back in order, which is what sorts the list.
6
+ */
7
+ export const shader_cluster_light_mark: ComputeShader;
8
+ import { ComputeShader } from "../../shader/ComputeShader.js";
9
+ //# sourceMappingURL=shader_cluster_light_mark.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_cluster_light_mark.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/cluster/shader_cluster_light_mark.js"],"names":[],"mappings":"AAgDA;;;;;GAKG;AACH,sDAIG;8BAvD2B,+BAA+B"}
@@ -0,0 +1,59 @@
1
+ import { atomic_u32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
6
+ import { chunk_cluster_light_tuple } from "./CLUSTER_LIGHT_TYPE.js";
7
+ import { LIGHT_CLUSTER_ASSIGNMENT_SETTINGS } from "./LIGHT_CLUSTER_ASSIGNMENT_SETTINGS.js";
8
+
9
+ const resources = new ShaderResourceSetDescriptor();
10
+
11
+ resources.createGroup()
12
+ .addUniform("settings", LIGHT_CLUSTER_ASSIGNMENT_SETTINGS)
13
+ .addStorageBuffer("input", WebGPUArray.u32)
14
+ .addStorageBuffer("visibility", WebGPUArray.from(atomic_u32), true)
15
+ ;
16
+
17
+ const body = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ @compute @workgroup_size(64)
21
+ fn main(
22
+ @builtin(global_invocation_id) global_id: vec3<u32>
23
+ ) {
24
+ // the cull's append counter is not clamped on overflow, the list's length is
25
+ let count = min(input[0], arrayLength(&input) - 1u);
26
+ let i = global_id.x;
27
+ if (i >= count) {
28
+ return;
29
+ }
30
+
31
+ let tuple = input[1u + i];
32
+ let id = cluster_light_tuple_id(tuple);
33
+ let is_spot = cluster_light_tuple_type(tuple) == CLUSTER_LIGHT_TYPE_SPOT;
34
+
35
+ let first_word = select(0u, settings.point_words, is_spot);
36
+ let type_words = select(settings.point_words, settings.visibility_words - settings.point_words, is_spot);
37
+ if ((id >> 5u) >= type_words) {
38
+ // past the table's extent; cannot come from the cull
39
+ return;
40
+ }
41
+
42
+ atomicOr(&visibility[first_word + (id >> 5u)], 1u << (id & 31u));
43
+ }
44
+ `, [
45
+ chunk_cluster_light_tuple,
46
+ ]
47
+ );
48
+
49
+ /**
50
+ * Pass 1 of the cluster light assignment: one thread per culled light ORs its bit into a visibility
51
+ * bitmask with one bit per light table slot, point lights first, then spot lights. The bitmask starts the
52
+ * frame zeroed.
53
+ * {@link shader_cluster_light_compact} reads it back in order, which is what sorts the list.
54
+ */
55
+ export const shader_cluster_light_mark = ComputeShader.from({
56
+ label: "cluster light mark",
57
+ resources,
58
+ body,
59
+ });
@@ -0,0 +1,14 @@
1
+ /**
2
+ * The sizing bound: Σ over the frame's lights of the cells in each light's box. Every cell a light is
3
+ * assigned to is in its box, so this bounds the entries the assignment writes. Saturates at 2^32 - 1.
4
+ */
5
+ export const CLUSTER_LIGHT_BOUND: WebGPUStruct;
6
+ /**
7
+ * Pass 3 of the cluster light assignment: one thread per entry of {@link CLUSTER_LIGHT_LIST} reads the
8
+ * light from the database once and writes its view-space {@link CLUSTER_LIGHT_PROXY} and its box of
9
+ * cluster cells (see {@link chunk_cluster_light_proxy}), and adds the box's cells to the sizing bound.
10
+ */
11
+ export const shader_cluster_light_prepare: ComputeShader;
12
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
13
+ import { ComputeShader } from "../../shader/ComputeShader.js";
14
+ //# sourceMappingURL=shader_cluster_light_prepare.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_cluster_light_prepare.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/cluster/shader_cluster_light_prepare.js"],"names":[],"mappings":"AAmBA;;;GAGG;AACH,+CAEwB;AA2GxB;;;;GAIG;AACH,yDAIG;6BA1I0B,mCAAmC;8BAElC,+BAA+B"}
@@ -0,0 +1,142 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { atomic_u32, vec4u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ComputeShader } from "../../shader/ComputeShader.js";
7
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
8
+ import { LIGHT_DATABASE_SPEC } from "../LIGHT_DATABASE_SPEC.js";
9
+ import { chunk_cluster_light_proxy } from "./chunk_cluster_light_proxy.js";
10
+ import { chunk_light_cluster_resolution_xy_from_screen } from "./chunk_light_cluster_resolution_xy_from_screen.js";
11
+ import { CLUSTER_LIGHT_LIST } from "./CLUSTER_LIGHT_LIST.js";
12
+ import { CLUSTER_LIGHT_PROXY, CLUSTER_LIGHT_PROXY_UNBOUNDED_RADIUS } from "./CLUSTER_LIGHT_PROXY.js";
13
+ import { chunk_cluster_light_tuple } from "./CLUSTER_LIGHT_TYPE.js";
14
+ import { LIGHT_CLUSTER_ASSIGNMENT_SETTINGS } from "./LIGHT_CLUSTER_ASSIGNMENT_SETTINGS.js";
15
+ import { LIGHT_CLUSTER_RESOLUTION_Z } from "./LIGHT_CLUSTER_RESOLUTION.js";
16
+
17
+ const POINT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_point');
18
+ const SPOT_DESCRIPTOR = LIGHT_DATABASE_SPEC.get('light_spot');
19
+
20
+ /**
21
+ * The sizing bound: Σ over the frame's lights of the cells in each light's box. Every cell a light is
22
+ * assigned to is in its box, so this bounds the entries the assignment writes. Saturates at 2^32 - 1.
23
+ */
24
+ export const CLUSTER_LIGHT_BOUND = WebGPUStruct.from({
25
+ cells: atomic_u32,
26
+ }, "ClusterLightBound");
27
+
28
+ const resources = new ShaderResourceSetDescriptor();
29
+
30
+ resources.createGroup()
31
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
32
+ .addUniform("settings", LIGHT_CLUSTER_ASSIGNMENT_SETTINGS)
33
+ .addStorageBuffer("lights", CLUSTER_LIGHT_LIST)
34
+ ;
35
+
36
+ resources.createGroup()
37
+ .addStorageBuffer("light_data", WebGPUArray.u32) // raw light database buffer
38
+ ;
39
+
40
+ resources.createGroup({ label: "output" })
41
+ .addStorageBuffer("proxies", WebGPUArray.from(CLUSTER_LIGHT_PROXY), true)
42
+ .addStorageBuffer("boxes", WebGPUArray.from(vec4u), true)
43
+ .addStorageBuffer("bound", CLUSTER_LIGHT_BOUND, true)
44
+ ;
45
+
46
+ const body = CodeChunk.from(
47
+ //language=WGSL
48
+ `
49
+ var<workgroup> workgroup_cells: atomic<u32>;
50
+
51
+ // the light's proxy and cell box, written out; returns the box's cell count
52
+ fn prepare_light(i: u32) -> u32 {
53
+ let tuple = lights.tuples[i];
54
+ let id = cluster_light_tuple_id(tuple);
55
+
56
+ var proxy: ${CLUSTER_LIGHT_PROXY.wgsl_ref};
57
+
58
+ if (cluster_light_tuple_type(tuple) == CLUSTER_LIGHT_TYPE_POINT) {
59
+ let light = ${POINT_DESCRIPTOR.marshalling_method_read}(&light_data, id);
60
+ let center = (camera.view_matrix * vec4<f32>(light.position, 1.0)).xyz;
61
+ // the cutoff window is on surface distance, so the influence reaches source radius + cutoff
62
+ proxy.unbounded = select(0u, 1u, light.distance <= 0.0);
63
+ proxy.bound = vec4<f32>(center, select(light.radius + light.distance, ${CLUSTER_LIGHT_PROXY_UNBOUNDED_RADIUS.toExponential()}, light.distance <= 0.0));
64
+ proxy.source_radius = light.radius;
65
+ } else {
66
+ let light = ${SPOT_DESCRIPTOR.marshalling_method_read}(&light_data, id);
67
+ let apex = (camera.view_matrix * vec4<f32>(light.position, 1.0)).xyz;
68
+ let direction = normalize((camera.view_matrix * vec4<f32>(light.direction, 0.0)).xyz);
69
+ let height = light.distance + light.radius;
70
+ proxy.apex_height = vec4<f32>(apex, height);
71
+ proxy.direction_cos = vec4<f32>(direction, light.coneCos);
72
+ proxy.source_radius = light.radius;
73
+ if (light.distance <= 0.0) {
74
+ proxy.unbounded = 1u;
75
+ proxy.bound = vec4<f32>(apex, ${CLUSTER_LIGHT_PROXY_UNBOUNDED_RADIUS.toExponential()});
76
+ } else {
77
+ proxy.bound = cluster_spot_bound(apex, direction, height, light.coneCos, light.radius);
78
+ }
79
+ }
80
+
81
+ proxies[i] = proxy;
82
+
83
+ // (P00, P11, P02, P12): the projection the frame renders with, offset included
84
+ let P = camera.projection_matrix;
85
+ let projection = vec4<f32>(P[0][0], P[1][1], P[2][0], P[2][1]);
86
+ let grid = vec3<u32>(light_cluster_resolution_xy_from_screen(settings.screen_resolution), ${LIGHT_CLUSTER_RESOLUTION_Z}u);
87
+
88
+ let box = cluster_sphere_cell_box(proxy.bound.xyz, proxy.bound.w, grid, settings.screen_resolution, projection, settings.near, settings.cluster_parameters);
89
+ boxes[i] = box;
90
+
91
+ return box.w;
92
+ }
93
+
94
+ @compute @workgroup_size(64)
95
+ fn main(
96
+ @builtin(global_invocation_id) global_id: vec3<u32>,
97
+ @builtin(local_invocation_index) local_index: u32,
98
+ ) {
99
+ let i = global_id.x;
100
+
101
+ var cells = 0u;
102
+ if (i < lights.count) {
103
+ cells = prepare_light(i);
104
+ }
105
+
106
+ // the sizing bound: summed in workgroup memory, one global atomic per workgroup
107
+ if (cells > 0u) {
108
+ atomicAdd(&workgroup_cells, cells);
109
+ }
110
+ workgroupBarrier();
111
+
112
+ if (local_index == 0u) {
113
+ let total = atomicLoad(&workgroup_cells);
114
+ if (total > 0u) {
115
+ let before = atomicAdd(&bound.cells, total);
116
+ if (before + total < before) {
117
+ // wrapped: saturate. Any later add wraps again and stores the same, so the word ends saturated
118
+ atomicStore(&bound.cells, 0xFFFFFFFFu);
119
+ }
120
+ }
121
+ }
122
+ }
123
+ `, [
124
+ POINT_DESCRIPTOR.chunk_read,
125
+ SPOT_DESCRIPTOR.chunk_read,
126
+ CLUSTER_LIGHT_PROXY.declaration_chunk,
127
+ chunk_cluster_light_proxy,
128
+ chunk_cluster_light_tuple,
129
+ chunk_light_cluster_resolution_xy_from_screen,
130
+ ]
131
+ );
132
+
133
+ /**
134
+ * Pass 3 of the cluster light assignment: one thread per entry of {@link CLUSTER_LIGHT_LIST} reads the
135
+ * light from the database once and writes its view-space {@link CLUSTER_LIGHT_PROXY} and its box of
136
+ * cluster cells (see {@link chunk_cluster_light_proxy}), and adds the box's cells to the sizing bound.
137
+ */
138
+ export const shader_cluster_light_prepare = ComputeShader.from({
139
+ label: "cluster light prepare",
140
+ resources,
141
+ body,
142
+ });
@@ -0,0 +1,7 @@
1
+ /**
2
+ * The environment map, sampled by direction and roughness.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const ENVIRONMENT_MAP_RESOURCE: ShaderResourceDescriptor;
6
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
7
+ //# sourceMappingURL=ENVIRONMENT_MAP_RESOURCE.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ENVIRONMENT_MAP_RESOURCE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/ENVIRONMENT_MAP_RESOURCE.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,uCAFU,wBAAwB,CAEuD;yCANhD,mDAAmD"}
@@ -0,0 +1,7 @@
1
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
2
+
3
+ /**
4
+ * The environment map, sampled by direction and roughness.
5
+ * @type {ShaderResourceDescriptor}
6
+ */
7
+ export const ENVIRONMENT_MAP_RESOURCE = ShaderResourceDescriptor.texture("tEnvironment");
@@ -0,0 +1,7 @@
1
+ /**
2
+ * The environment's projection onto spherical harmonics, as `GPULightCollection.environment_sh` holds it.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const ENVIRONMENT_SH_RESOURCE: ShaderResourceDescriptor;
6
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
7
+ //# sourceMappingURL=ENVIRONMENT_SH_RESOURCE.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ENVIRONMENT_SH_RESOURCE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/ENVIRONMENT_SH_RESOURCE.js"],"names":[],"mappings":"AAGA;;;GAGG;AACH,sCAFU,wBAAwB,CAE6E;yCAPtE,mDAAmD"}
@@ -0,0 +1,8 @@
1
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
2
+ import { ENVIRONMENT_SH_TYPE } from "./shader_project_environment_sh.js";
3
+
4
+ /**
5
+ * The environment's projection onto spherical harmonics, as `GPULightCollection.environment_sh` holds it.
6
+ * @type {ShaderResourceDescriptor}
7
+ */
8
+ export const ENVIRONMENT_SH_RESOURCE = ShaderResourceDescriptor.uniform("environment_sh", ENVIRONMENT_SH_TYPE);
@@ -75,7 +75,8 @@ views cosine-weighted about the normal (the screen footprint of a sphere), by α
75
75
  tabulates it, Lazarov fits it analytically). `sh_exp_specular` is single
76
76
  scattering; handing `sh_exp_radiance` to `compute_indirect_specular` adds the engine's
77
77
  multiple-scattering term on top. The engine's `split_sum.bin` weights its scale and bias both by
78
- Hauber's fourth power, so its `A + B` is the albedo to within 0.06% (measured; see the chunk).
78
+ Schlick's fifth power, the direct lobe's Fresnel, and its `A + B` is the albedo to within 0.06% (measured;
79
+ see the chunk).
79
80
  3. **A fixed, deterministic sample set** (5-D Halton) instead of fresh random samples per encode: the
80
81
  least-squares matrix then depends on the configuration only, and is inverted once on the CPU in f64
81
82
  (8–14 ms for 33 unknowns at 4096 samples, 141 ms for 199 at 8192). The GPU does a reduction and a
@@ -1 +1 @@
1
- {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAoBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA6DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCA5ViC,iCAAiC"}
1
+ {"version":3,"file":"GPULightMap.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/lightmap/GPULightMap.js"],"names":[],"mappings":"AAoBA;IAgCI;;;OAGG;IACH,+BA6CC;IA/ED;;;OAGG;IACH,WAFU,iBAAiB,GAAC,IAAI,CAEf;IACjB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IACpB;;;OAGG;IACH,cAFU,iBAAiB,GAAC,IAAI,CAEZ;IAEpB;;;OAGG;IACH,aAFU,iBAAiB,GAAC,IAAI,CAEb;IAEnB;;;OAGG;IACH,yBAEC;IA2ED;;;;OAIG;IACH,wEAmCC;IA6BD;;OAEG;IACH,oBA+DC;IAED,iBA4EC;IAED;;;;OAIG;IACH,kEAQC;;CAEJ;kCA9ViC,iCAAiC"}
@@ -236,6 +236,8 @@ export class GPULightMap {
236
236
  tEnvironment: scene_ctx.lights.environment.obtainView(),
237
237
  tParticipatingMediaNoise: scene_ctx.volumetrics.noise_atlas.texture.obtainView(),
238
238
  sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
239
+ wind_field: scene_ctx.wind.uniform,
240
+ wind_field_atlas: scene_ctx.wind.atlas.texture,
239
241
 
240
242
  tlas: scene_ctx.tlas.buffer,
241
243
  blas_lookup: scene_ctx.geometries.blas.buffer_metadata,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_viz_to_irradiance_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_irradiance_flat.js"],"names":[],"mappings":"AA0OA,iEASE;4BAzM0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_viz_to_irradiance_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_irradiance_flat.js"],"names":[],"mappings":"AA4OA,iEASE;4BA3M0B,6BAA6B"}
@@ -45,6 +45,7 @@ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourc
45
45
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
46
46
  import { sr_create_group_RTX } from "../../geometry/sr_create_group_RTX.js";
47
47
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "../../volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js";
48
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
48
49
  import { chunk_lightmap_geometry_uv_to_atlas } from "../chunk_lightmap_geometry_uv_to_atlas.js";
49
50
 
50
51
  const resources = new ShaderResourceSetDescriptor();
@@ -56,12 +57,13 @@ resources.createGroup()
56
57
  .addTexture("textures", "unfilterable-float", "2d-array")
57
58
  .addTexture("tNoise", "uint")
58
59
 
59
- resources.createGroup()
60
+ // the scene's wind, which carries the fog volumes' noise: one uniform, one texture, one sampler
61
+ wind_field_add_resources(resources.createGroup()
60
62
  .addStorageBuffer("light_data", WebGPUArray.u32)
61
63
  .addTexture("tEnvironment", "unfilterable-float", "2d")
62
64
  // the fog volumes' noise, read through participating_media_volume_density_at
63
65
  .addTexture("tParticipatingMediaNoise", "float", "3d")
64
- .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR)
66
+ .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR));
65
67
 
66
68
  resources.createGroup()
67
69
  .addTexture("viz_mesh", "uint")
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_viz_to_sh.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_sh.js"],"names":[],"mappings":"AAuOA,oDAOE;4BAtM0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_viz_to_sh.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/bake/shader_lightmap_viz_to_sh.js"],"names":[],"mappings":"AAyOA,oDAOE;4BAxM0B,6BAA6B"}
@@ -46,6 +46,7 @@ import { chunk_lightmap_geometry_uv_to_atlas } from "../chunk_lightmap_geometry_
46
46
  import { LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR } from "./LIGHTMAP_SH_COLOR_TARGETS_DESCRIPTOR.js";
47
47
  import { LIGHTMAP_SH_FRAGMENT_OUTPUT } from "./LIGHTMAP_SH_FRAGMENT_OUTPUT.js";
48
48
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "../../volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js";
49
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
49
50
 
50
51
  const resources = new ShaderResourceSetDescriptor();
51
52
  sr_create_group_RTX(resources);
@@ -56,12 +57,13 @@ resources.createGroup()
56
57
  .addTexture("textures", "unfilterable-float", "2d-array")
57
58
  .addTexture("tNoise", "uint")
58
59
 
59
- resources.createGroup()
60
+ // the scene's wind, which carries the fog volumes' noise: one uniform, one texture, one sampler
61
+ wind_field_add_resources(resources.createGroup()
60
62
  .addStorageBuffer("light_data", WebGPUArray.u32)
61
63
  .addTexture("tEnvironment", "unfilterable-float", "2d")
62
64
  // the fog volumes' noise, read through participating_media_volume_density_at
63
65
  .addTexture("tParticipatingMediaNoise", "float", "3d")
64
- .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR)
66
+ .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR));
65
67
 
66
68
  resources.createGroup()
67
69
  .addTexture("viz_buffer", "uint") // [mesh, triangle]
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_debug_density.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_density.js"],"names":[],"mappings":"AAuIA,wDAWE;4BAlI0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_debug_density.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_density.js"],"names":[],"mappings":"AA2IA,wDAWE;4BAtI0B,6BAA6B"}
@@ -18,6 +18,8 @@ import { ImageShader } from "../../shader/ImageShader.js";
18
18
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
19
19
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
20
20
  import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
21
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
22
+ import { MESHLET_METADATA_RESOURCE } from "../../geometry/meshlet/MESHLET_METADATA_RESOURCE.js";
21
23
 
22
24
  const resources = new ShaderResourceSetDescriptor();
23
25
  resources.createGroup()
@@ -28,6 +30,8 @@ resources.createGroup()
28
30
  resources.createGroup()
29
31
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
30
32
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
33
+ .add(MESHLET_METADATA_RESOURCE)
34
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
31
35
 
32
36
  const body = CodeChunk.from(
33
37
  //language=WGSL
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_debug_uv_checker.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_uv_checker.js"],"names":[],"mappings":"AAqIA,2DAWE;4BAnI0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_debug_uv_checker.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_uv_checker.js"],"names":[],"mappings":"AAyIA,2DAWE;4BAvI0B,6BAA6B"}
@@ -15,6 +15,8 @@ import { ImageShader } from "../../shader/ImageShader.js";
15
15
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
16
16
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
17
17
  import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
18
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
19
+ import { MESHLET_METADATA_RESOURCE } from "../../geometry/meshlet/MESHLET_METADATA_RESOURCE.js";
18
20
 
19
21
  const resources = new ShaderResourceSetDescriptor();
20
22
 
@@ -28,6 +30,8 @@ resources.createGroup()
28
30
  resources.createGroup()
29
31
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
30
32
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
33
+ .add(MESHLET_METADATA_RESOURCE)
34
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
31
35
 
32
36
  const chunk_coord_to_checkers = CodeChunk.from(
33
37
  //language=WGSL
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_debug_view_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_view_flat.js"],"names":[],"mappings":"AA2JA,0DAWE;4BA3I0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_debug_view_flat.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_view_flat.js"],"names":[],"mappings":"AA+JA,0DAWE;4BA/I0B,6BAA6B"}
@@ -29,6 +29,8 @@ import { ImageShader } from "../../shader/ImageShader.js";
29
29
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
30
30
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
31
31
  import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
32
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
33
+ import { MESHLET_METADATA_RESOURCE } from "../../geometry/meshlet/MESHLET_METADATA_RESOURCE.js";
32
34
 
33
35
  const resources = new ShaderResourceSetDescriptor();
34
36
  resources.createGroup()
@@ -51,6 +53,8 @@ resources.createGroup()
51
53
  resources.createGroup()
52
54
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
53
55
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
56
+ .add(MESHLET_METADATA_RESOURCE)
57
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
54
58
 
55
59
  const body = CodeChunk.from(
56
60
  //language=WGSL
@@ -1 +1 @@
1
- {"version":3,"file":"shader_lightmap_debug_view_sh.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_view_sh.js"],"names":[],"mappings":"AA6KA,wDAWE;4BAvJ0B,6BAA6B"}
1
+ {"version":3,"file":"shader_lightmap_debug_view_sh.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/lightmap/debug/shader_lightmap_debug_view_sh.js"],"names":[],"mappings":"AAiLA,wDAWE;4BA3J0B,6BAA6B"}
@@ -35,6 +35,8 @@ import { ImageShader } from "../../shader/ImageShader.js";
35
35
  import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
36
36
  import { ShaderDescriptor } from "../../shader/ShaderDescriptor.js";
37
37
  import { VIEW_UNIFORM_STRUCT } from "../../view/VIEW_UNIFORM_STRUCT.js";
38
+ import { GEOMETRY_ATTRIBUTE_DATA_RESOURCE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_RESOURCE.js";
39
+ import { MESHLET_METADATA_RESOURCE } from "../../geometry/meshlet/MESHLET_METADATA_RESOURCE.js";
38
40
 
39
41
  const resources = new ShaderResourceSetDescriptor();
40
42
  resources.createGroup()
@@ -58,6 +60,8 @@ resources.createGroup()
58
60
  resources.createGroup()
59
61
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
60
62
  .addStorageBuffer("geometries", WebGPUArray.from(GEOMETRY_METADATA_STRUCT))
63
+ .add(MESHLET_METADATA_RESOURCE)
64
+ .add(GEOMETRY_ATTRIBUTE_DATA_RESOURCE)
61
65
 
62
66
  const body = CodeChunk.from(
63
67
  //language=WGSL
@@ -13,7 +13,7 @@ export class TinyGltf {
13
13
  * @readonly
14
14
  * @type {TextureFormat}
15
15
  */
16
- static readonly "__#271@#UNCOMPRESSED_TARGET": TextureFormat;
16
+ static readonly "__#286@#UNCOMPRESSED_TARGET": TextureFormat;
17
17
  /**
18
18
  * @param {AssetManager} assetManager
19
19
  * @param {AssetRequestScope} [scope]
@@ -1,3 +1,24 @@
1
+ /**
2
+ * The standard material's uniform.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const MATERIAL_INFO_RESOURCE: ShaderResourceDescriptor;
6
+ /** @type {ShaderResourceDescriptor} */
7
+ export const MATERIAL_DIFFUSE_TEXTURE_RESOURCE: ShaderResourceDescriptor;
8
+ /** @type {ShaderResourceDescriptor} */
9
+ export const MATERIAL_DIFFUSE_SAMPLER_RESOURCE: ShaderResourceDescriptor;
10
+ /** @type {ShaderResourceDescriptor} */
11
+ export const MATERIAL_NORMAL_TEXTURE_RESOURCE: ShaderResourceDescriptor;
12
+ /** @type {ShaderResourceDescriptor} */
13
+ export const MATERIAL_NORMAL_SAMPLER_RESOURCE: ShaderResourceDescriptor;
14
+ /** @type {ShaderResourceDescriptor} */
15
+ export const MATERIAL_ORM_TEXTURE_RESOURCE: ShaderResourceDescriptor;
16
+ /** @type {ShaderResourceDescriptor} */
17
+ export const MATERIAL_ORM_SAMPLER_RESOURCE: ShaderResourceDescriptor;
18
+ /** @type {ShaderResourceDescriptor} */
19
+ export const MATERIAL_EMISSIVE_TEXTURE_RESOURCE: ShaderResourceDescriptor;
20
+ /** @type {ShaderResourceDescriptor} */
21
+ export const MATERIAL_EMISSIVE_SAMPLER_RESOURCE: ShaderResourceDescriptor;
1
22
  /**
2
23
  * Group 0 of the standard material template: its uniform and its four textures.
3
24
  *
@@ -9,5 +30,6 @@
9
30
  * @type {ShaderResourceGroupDescriptor}
10
31
  */
11
32
  export const SHADING_MATERIAL_RESOURCE_GROUP: ShaderResourceGroupDescriptor;
33
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
12
34
  import { ShaderResourceGroupDescriptor } from "../../shader/resource/ShaderResourceGroupDescriptor.js";
13
35
  //# sourceMappingURL=SHADING_MATERIAL_RESOURCE_GROUP.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"SHADING_MATERIAL_RESOURCE_GROUP.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js"],"names":[],"mappings":"AAIA;;;;;;;;;GASG;AACH,8CAFU,6BAA6B,CAE4C;8CAbrC,wDAAwD"}
1
+ {"version":3,"file":"SHADING_MATERIAL_RESOURCE_GROUP.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js"],"names":[],"mappings":"AAKA;;;GAGG;AACH,qCAFU,wBAAwB,CAEgF;AAElH,uCAAuC;AACvC,gDADW,wBAAwB,CAC2E;AAC9G,uCAAuC;AACvC,gDADW,wBAAwB,CAC0E;AAC7G,uCAAuC;AACvC,+CADW,wBAAwB,CACyE;AAC5G,uCAAuC;AACvC,+CADW,wBAAwB,CACwE;AAC3G,uCAAuC;AACvC,4CADW,wBAAwB,CACmE;AACtG,uCAAuC;AACvC,4CADW,wBAAwB,CACkE;AACrG,uCAAuC;AACvC,iDADW,wBAAwB,CAC6E;AAChH,uCAAuC;AACvC,iDADW,wBAAwB,CAC4E;AAE/G;;;;;;;;;GASG;AACH,8CAFU,6BAA6B,CAE4C;yCArC1C,mDAAmD;8CAC9C,wDAAwD"}