@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
@@ -1,68 +1,71 @@
1
- import { assert } from "../../../../core/assert.js";
2
- import { atomic_u32, f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
- import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
- import { ComputeShader } from "../../shader/ComputeShader.js";
5
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
- import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
- import {
8
- PARTICLE_VM_WIDE_LAUNCH_LANES,
9
- PARTICLE_WARMUP_LAUNCH_LANES,
10
- PARTICLE_WARMUP_WORKGROUP_SIZE,
11
- } from "../ParticleConstants.js";
12
- import { chunk_particle_vm_registers_wide } from "../vm/chunk_particle_vm_registers_wide.js";
13
- import { chunk_particle_warmup_step } from "./chunk_particle_warmup_step.js";
14
- import { WARMUP_ADVANCE_BODY, WARMUP_ADVANCE_SETTINGS } from "./shader_particle_warmup_advance.js";
15
-
16
- /**
17
- * The warm-up's advance pass over the WIDE register file — for a system whose hungriest effect has
18
- * put the interpreter on the storage-backed file. Same pass as
19
- * {@link ./shader_particle_warmup_advance.js}, same entry point text, plus the register bind and the
20
- * ninth binding, exactly as the main simulate's wide variant relates to its fast one.
21
- *
22
- * The register file is indexed by launch lane and reused across the grid-stride loop's iterations,
23
- * which is sound for the reason `../vm/chunk_particle_vm_registers_wide.js` gives: a program writes
24
- * a register before it reads it. It is the same buffer the main wide passes use, sized by
25
- * {@link PARTICLE_VM_WIDE_LAUNCH_LANES}, which is why the warm-up's launch must be exactly that wide.
26
- *
27
- * @type {ComputeShader}
28
- */
29
-
30
- assert.equal(
31
- PARTICLE_WARMUP_LAUNCH_LANES, PARTICLE_VM_WIDE_LAUNCH_LANES,
32
- "the warm-up's launch must match the wide register file's lane count, which sizes the file",
33
- );
34
-
35
- const resources = new ShaderResourceSetDescriptor();
36
-
37
- resources.setImmediate("settings", WARMUP_ADVANCE_SETTINGS);
38
-
39
- resources.createGroup()
40
- .addStorageBuffer("scene_database", WebGPUArray.u32, false)
41
- .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
42
- .addStorageBuffer("program", WebGPUArray.u32, false)
43
- .addStorageBuffer("pool", WebGPUArray.u32, true)
44
- .addStorageBuffer("alive_in", WebGPUArray.u32, false)
45
- .addStorageBuffer("alive_out", WebGPUArray.u32, true)
46
- .addStorageBuffer("dead", WebGPUArray.u32, true)
47
- .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
48
- .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true);
49
-
50
- export const shader_particle_warmup_advance_wide = ComputeShader.from({
51
- label: "Particle Warm-up Advance (wide registers)",
52
- resources,
53
- body: CodeChunk.from(/* language=wgsl */ `
54
- ${WARMUP_ADVANCE_BODY}
55
-
56
- @compute @workgroup_size(${PARTICLE_WARMUP_WORKGROUP_SIZE}, 1, 1)
57
- fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
58
- // This invocation's column of the register file. The launch is exactly
59
- // PARTICLE_WARMUP_LAUNCH_LANES wide, so gid.x is in range by construction.
60
- particle_vm_bind_registers(gid.x);
61
-
62
- particle_warmup_advance_all(gid.x);
63
- }
64
- `, [
65
- chunk_particle_warmup_step,
66
- chunk_particle_vm_registers_wide,
67
- ]),
68
- });
1
+ import { assert } from "../../../../core/assert.js";
2
+ import { atomic_u32, f32 } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
3
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
4
+ import { ComputeShader } from "../../shader/ComputeShader.js";
5
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
7
+ import {
8
+ PARTICLE_VM_WIDE_LAUNCH_LANES,
9
+ PARTICLE_WARMUP_LAUNCH_LANES,
10
+ PARTICLE_WARMUP_WORKGROUP_SIZE,
11
+ } from "../ParticleConstants.js";
12
+ import { chunk_particle_vm_registers_wide } from "../vm/chunk_particle_vm_registers_wide.js";
13
+ import { chunk_particle_vm_wind_field } from "../vm/chunk_particle_vm_wind_field.js";
14
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
15
+ import { chunk_particle_warmup_step } from "./chunk_particle_warmup_step.js";
16
+ import { WARMUP_ADVANCE_BODY, WARMUP_ADVANCE_SETTINGS } from "./shader_particle_warmup_advance.js";
17
+
18
+ /**
19
+ * The warm-up's advance pass over the WIDE register file — for a system whose hungriest effect has
20
+ * put the interpreter on the storage-backed file. Same pass as
21
+ * {@link ./shader_particle_warmup_advance.js}, same entry point text, plus the register bind and the
22
+ * ninth binding, exactly as the main simulate's wide variant relates to its fast one.
23
+ *
24
+ * The register file is indexed by launch lane and reused across the grid-stride loop's iterations,
25
+ * which is sound for the reason `../vm/chunk_particle_vm_registers_wide.js` gives: a program writes
26
+ * a register before it reads it. It is the same buffer the main wide passes use, sized by
27
+ * {@link PARTICLE_VM_WIDE_LAUNCH_LANES}, which is why the warm-up's launch must be exactly that wide.
28
+ *
29
+ * @type {ComputeShader}
30
+ */
31
+
32
+ assert.equal(
33
+ PARTICLE_WARMUP_LAUNCH_LANES, PARTICLE_VM_WIDE_LAUNCH_LANES,
34
+ "the warm-up's launch must match the wide register file's lane count, which sizes the file",
35
+ );
36
+
37
+ const resources = new ShaderResourceSetDescriptor();
38
+
39
+ resources.setImmediate("settings", WARMUP_ADVANCE_SETTINGS);
40
+
41
+ wind_field_add_resources(resources.createGroup()
42
+ .addStorageBuffer("scene_database", WebGPUArray.u32, false)
43
+ .addStorageBuffer("emitter_database", WebGPUArray.u32, false)
44
+ .addStorageBuffer("program", WebGPUArray.u32, false)
45
+ .addStorageBuffer("pool", WebGPUArray.u32, true)
46
+ .addStorageBuffer("alive_in", WebGPUArray.u32, false)
47
+ .addStorageBuffer("alive_out", WebGPUArray.u32, true)
48
+ .addStorageBuffer("dead", WebGPUArray.u32, true)
49
+ .addStorageBuffer("counters", WebGPUArray.from(atomic_u32), true)
50
+ .addStorageBuffer("vm_registers", WebGPUArray.from(f32), true));
51
+
52
+ export const shader_particle_warmup_advance_wide = ComputeShader.from({
53
+ label: "Particle Warm-up Advance (wide registers)",
54
+ resources,
55
+ body: CodeChunk.from(/* language=wgsl */ `
56
+ ${WARMUP_ADVANCE_BODY}
57
+
58
+ @compute @workgroup_size(${PARTICLE_WARMUP_WORKGROUP_SIZE}, 1, 1)
59
+ fn main(@builtin(global_invocation_id) gid : vec3<u32>) {
60
+ // This invocation's column of the register file. The launch is exactly
61
+ // PARTICLE_WARMUP_LAUNCH_LANES wide, so gid.x is in range by construction.
62
+ particle_vm_bind_registers(gid.x);
63
+
64
+ particle_warmup_advance_all(gid.x);
65
+ }
66
+ `, [
67
+ chunk_particle_warmup_step,
68
+ chunk_particle_vm_registers_wide,
69
+ chunk_particle_vm_wind_field,
70
+ ]),
71
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"AccumulatingPathTracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js"],"names":[],"mappings":"AAsBA;;;;;;;;;;;;;;GAcG;AACH;IAoFI;;;OAGG;IACH,sBAFW,eAAe,EAmBzB;IAvGD;;;;OAIG;IACH,kBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,wBAFU,MAAM,CAEc;IAE9B;;;;OAIG;IACH,eAFU,OAAO,CAEK;IAsOtB;;;;;;;OAOG;IACH,+BAgBC;IAED;;;;;;;OAOG;IACH;QAJmC,IAAI,EAA5B,cAAc;QACM,KAAK,EAAzB,UAAU;QACR,MAAM,CA4JlB;;CACJ;yBAldY,OAAO,8DAA8D,EAAE,UAAU;8BAIjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc"}
1
+ {"version":3,"file":"AccumulatingPathTracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/AccumulatingPathTracer.js"],"names":[],"mappings":"AAsBA;;;;;;;;;;;;;;GAcG;AACH;IA8EI;;;OAGG;IACH,sBAFW,eAAe,EAkBzB;IAhGD;;;;OAIG;IACH,kBAFU,MAAM,CAEO;IAEvB;;;;OAIG;IACH,wBAFU,MAAM,CAEc;IAE9B;;;;OAIG;IACH,eAFU,OAAO,CAEK;IA+NtB;;;;;;;OAOG;IACH,+BAgBC;IAED;;;;;;;OAOG;IACH;QAJmC,IAAI,EAA5B,cAAc;QACM,KAAK,EAAzB,UAAU;QACR,MAAM,CA8JlB;;CACJ;yBA7cY,OAAO,8DAA8D,EAAE,UAAU;8BAIjF,OAAO,0BAA0B,EAAE,eAAe;6BAClD,OAAO,8BAA8B,EAAE,cAAc"}
@@ -99,12 +99,6 @@ export class AccumulatingPathTracer {
99
99
  /** @type {GPUDevice} */
100
100
  #device;
101
101
 
102
- /**
103
- * For the sampler cache: the volumes' noise atlas is sampled through a shared sampler.
104
- * @type {GraphicsContext}
105
- */
106
- #graphics;
107
-
108
102
  /**
109
103
  * Cached zero-filled CPU buffer used to clear ping-pong textures via
110
104
  * `queue.writeTexture`. Lazily grown to fit the current resolution.
@@ -127,7 +121,6 @@ export class AccumulatingPathTracer {
127
121
  assert.defined(graphics, 'graphics');
128
122
 
129
123
  this.#device = graphics.device;
130
- this.#graphics = graphics;
131
124
 
132
125
  for (let i = 0; i < 2; i++) {
133
126
  const t = new GPUTextureContext(graphics.device);
@@ -433,7 +426,9 @@ export class AccumulatingPathTracer {
433
426
  light_data: scene_ctx.lights.buffer_data,
434
427
  tEnvironment: view.scene.lights.environment.obtainView(),
435
428
  tParticipatingMediaNoise: view.scene.volumetrics.noise_atlas.texture.obtainView(),
436
- sParticipatingMediaNoise: this.#graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
429
+ sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
430
+ wind_field: scene_ctx.wind.uniform,
431
+ wind_field_atlas: scene_ctx.wind.atlas.texture,
437
432
 
438
433
  settings,
439
434
  camera: view.camera.gpu_buffer,
@@ -1 +1 @@
1
- {"version":3,"file":"shader_accumulating_path_tracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.js"],"names":[],"mappings":"AAmBA,2DAKG;AAkFH,4DAIG;6BA5G0B,mCAAmC;8BAOlC,+BAA+B"}
1
+ {"version":3,"file":"shader_accumulating_path_tracer.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/accumulating/shader_accumulating_path_tracer.js"],"names":[],"mappings":"AAoBA,2DAKG;AAmFH,4DAIG;6BA9G0B,mCAAmC;8BAOlC,+BAA+B"}
@@ -14,6 +14,7 @@ import { INDIRECT_MATERIAL_ARRAY_TYPE } from "../../material/resident/INDIRECT_M
14
14
  import { MEDIA_TABLE_STRUCT } from "../../medium/MEDIA_TABLE_STRUCT.js";
15
15
  import { chunk_render_trace_path } from "../shader/chunk_render_trace_path.js";
16
16
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "../../volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js";
17
+ import { wind_field_add_resources } from "../../wind/wind_field_add_resources.js";
17
18
 
18
19
  const resources = new ShaderResourceSetDescriptor();
19
20
 
@@ -35,12 +36,13 @@ resources.createGroup()
35
36
  .addUniform("media", MEDIA_TABLE_STRUCT)
36
37
  .addTexture("textures", "unfilterable-float", "2d-array");
37
38
 
38
- resources.createGroup()
39
+ // the scene's wind, which carries the fog volumes' noise: one uniform, one texture, one sampler
40
+ wind_field_add_resources(resources.createGroup()
39
41
  .addStorageBuffer("light_data", WebGPUArray.u32)
40
42
  .addTexture("tEnvironment", "unfilterable-float", "2d")
41
43
  // the fog volumes' noise, read through participating_media_volume_density_at
42
44
  .addTexture("tParticipatingMediaNoise", "float", "3d")
43
- .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR);
45
+ .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR));
44
46
 
45
47
  resources.createGroup()
46
48
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
@@ -1 +1 @@
1
- {"version":3,"file":"graph_path_trace_scene.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/path_tracer/graph_path_trace_scene.js"],"names":[],"mappings":"AAsGA;;;;;;GAMG;AACH;IAJ+B,KAAK;IACD,IAAI;IAC1B,MAAM,CAuFlB"}
1
+ {"version":3,"file":"graph_path_trace_scene.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/path_tracer/graph_path_trace_scene.js"],"names":[],"mappings":"AAwGA;;;;;;GAMG;AACH;IAJ+B,KAAK;IACD,IAAI;IAC1B,MAAM,CAyFlB"}
@@ -17,6 +17,7 @@ import { INDIRECT_MATERIAL_ARRAY_TYPE } from "../material/resident/INDIRECT_MATE
17
17
  import { MEDIA_TABLE_STRUCT } from "../medium/MEDIA_TABLE_STRUCT.js";
18
18
  import { chunk_render_trace_path } from "./shader/chunk_render_trace_path.js";
19
19
  import { PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR } from "../volumetrics/noise/PARTICIPATING_MEDIA_NOISE.js";
20
+ import { wind_field_add_resources } from "../wind/wind_field_add_resources.js";
20
21
 
21
22
  const RAY_TRACING_UNIFORMS_STRUCT = WebGPUStruct.from({
22
23
  random_seed: u32
@@ -31,12 +32,13 @@ resources.createGroup()
31
32
  .addUniform("media", MEDIA_TABLE_STRUCT)
32
33
  .addTexture("textures", "unfilterable-float", "2d-array")
33
34
 
34
- resources.createGroup()
35
+ // the scene's wind, which carries the fog volumes' noise: one uniform, one texture, one sampler
36
+ wind_field_add_resources(resources.createGroup()
35
37
  .addStorageBuffer("light_data", WebGPUArray.u32)
36
38
  .addTexture("tEnvironment", "unfilterable-float", "2d")
37
39
  // the fog volumes' noise, read through participating_media_volume_density_at
38
40
  .addTexture("tParticipatingMediaNoise", "float", "3d")
39
- .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR)
41
+ .addSampler("sParticipatingMediaNoise", "filtering", PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR));
40
42
 
41
43
  resources.createGroup()
42
44
  .addUniform("common_uniforms", RAY_TRACING_UNIFORMS_STRUCT)
@@ -172,6 +174,8 @@ export function graph_path_trace_scene({
172
174
  tEnvironment: view.scene.lights.environment.obtainView(),
173
175
  tParticipatingMediaNoise: scene_ctx.volumetrics.noise_atlas.texture.obtainView(),
174
176
  sParticipatingMediaNoise: graphics.samplers.obtain(PARTICIPATING_MEDIA_NOISE_SAMPLER_DESCRIPTOR),
177
+ wind_field: scene_ctx.wind.uniform,
178
+ wind_field_atlas: scene_ctx.wind.atlas.texture,
175
179
 
176
180
  common_uniforms: rt_uniforms,
177
181
  camera: view.camera.gpu_buffer,
@@ -5,7 +5,7 @@ import { chunk_scene_database_access } from "../../scene/chunk_scene_database_ac
5
5
  import { chunk_BRDF_GGX } from "../../shader/chunk/brdf/chunk_BRDF_GGX.js";
6
6
  import { chunk_compute_ggx_vndf_pdf } from "../../shader/chunk/brdf/chunk_compute_ggx_pdf.js";
7
7
  import { chunk_oren_nayar_compensated_diffuse } from "../../shader/chunk/brdf/diffuse/EON.js";
8
- import { chunk_F_Hauber } from "../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
8
+ import { chunk_F_Schlick } from "../../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
9
9
  import { chunk_rgb_to_luminance } from "../../shader/chunk/color/chunk_rgb_to_luminance.js";
10
10
  import { chunk_sample_reflection_vector } from "../../shader/chunk/screen_space/chunk_sample_reflection_vector.js";
11
11
  import {
@@ -511,7 +511,7 @@ fn render_trace_path(
511
511
  }
512
512
  }
513
513
 
514
- let fresnel = F_Hauber(shading_material.specularF0, shading_material.specularF90, NoV);
514
+ let fresnel = F_Schlick(shading_material.specularF0, shading_material.specularF90, NoV);
515
515
  let specular_weight = rgb_to_luminance(fresnel);
516
516
  let diffuse_weight = rgb_to_luminance(shading_material.diffuse);
517
517
 
@@ -541,7 +541,7 @@ fn render_trace_path(
541
541
  let VoH = saturate(dot(V, H));
542
542
 
543
543
  // Fresnel evaluated for this specific bounce
544
- let F = F_Hauber(shading_material.specularF0, shading_material.specularF90, VoH);
544
+ let F = F_Schlick(shading_material.specularF0, shading_material.specularF90, VoH);
545
545
 
546
546
  // This is the "Magic" cancellation for VNDF + Smith Correlated
547
547
  let a2 = alpha * alpha;
@@ -655,7 +655,7 @@ fn render_trace_path(
655
655
  chunk_get_cosine_weighted_sample,
656
656
  chunk_compute_ggx_vndf_pdf,
657
657
  chunk_russian_roulette,
658
- chunk_F_Hauber,
658
+ chunk_F_Schlick,
659
659
  chunk_shadow_terminator_term_Dreamworks2020,
660
660
  chunk_scene_database_access,
661
661
  chunk_participating_media_volumes_iterate,
@@ -2,7 +2,7 @@ import { chunk_compute_normal_matrix_from_m4 } from "../../shader/chunk/geometry
2
2
  import {
3
3
  chunk_mat4_linear_determinant
4
4
  } from "../../shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js";
5
- import { chunk_F_Hauber } from "../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
5
+ import { chunk_F_Schlick } from "../../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
6
6
  import { chunk_albedo_unpremultiply } from "../../shader/chunk/material/chunk_albedo_unpremultiply.js";
7
7
  import {
8
8
  chunk_build_orthonormal_matrix_nt
@@ -90,7 +90,7 @@ fn sample_material_alpha(
90
90
  let f_metalness = material.metallic_factor; // ORM texture not sampled in alpha path; metallic_factor is enough for typical glass (metalness = 0)
91
91
  let specular_f0 = dielectric_specular_color(material.ior_factor, f_metalness, albedo);
92
92
  let nov = saturate(abs(dot(world_face_normal, ray_direction)));
93
- let f_view = F_Hauber(specular_f0, 1.0, nov);
93
+ let f_view = F_Schlick(specular_f0, 1.0, nov);
94
94
  let f_scalar = max(f_view.r, max(f_view.g, f_view.b));
95
95
  // Glass coverage tracks the view-Fresnel reflection coefficient.
96
96
  // No per-channel transmission tint in the material today — when one
@@ -127,7 +127,7 @@ fn sample_material_alpha(
127
127
  chunk_interpolate_attribute_2f32,
128
128
  chunk_dielectric_specular_color,
129
129
  chunk_albedo_unpremultiply,
130
- chunk_F_Hauber,
130
+ chunk_F_Schlick,
131
131
  ]
132
132
  )
133
133
 
@@ -53,7 +53,7 @@ export class NSS {
53
53
  * @returns {number}
54
54
  */
55
55
  static recommended_jitter_sequence_size(upscale_ratio: number): number;
56
- static "__#197@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
56
+ static "__#200@#preprocess_tensor_descriptor"(render_w: any, render_h: any): TextureResourceDescriptor;
57
57
  /**
58
58
  * @param {GraphicsContext} graphics
59
59
  */
@@ -44,19 +44,22 @@ export class SSR {
44
44
  * @param {number} options.input_normal
45
45
  * @param {number} options.input_velocity
46
46
  * @param {number} options.input_occlusion
47
- * @param {number} [options.input_environment]
47
+ * @param {number} options.input_environment the environment map
48
48
  * @param {ArrayLike<number>} options.resolution
49
49
  * @param {number} options.camera_current
50
50
  * @param {number} options.camera_previous
51
- * @param {ShadeIndirectLightingMode} [options.indirect_lighting_mode] Explicit GI fallback selection
52
- * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4]
53
- * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv]
51
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the resolve is built for them, and
52
+ * falls back to the indirect lighting they say where the trace finds nothing
53
+ * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
54
+ * while Brick4 runs
55
+ * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
56
+ * scene's, while LPV runs. A source not given is the resolve's default, for a variant that does not read it
54
57
  * @param {import("../../view/GPUViewContext.js").GPUViewContext} [options.view_ctx]
55
58
  * @param {ArrayLike<number>} [options.jitter] Raster jitter in internal pixels
56
59
  * @param {number} [options.mip] Higher mip = lower resolution trace
57
60
  * @returns {{final:number, trace:number, reflections:number, denoised:number, denoised_1:number, denoise_tiles:number}}
58
61
  */
59
- graph_pass({ graph, input_depth, input_depth_previous, view_ctx, jitter, input_hzb, input_scene_color, input_pbr, input_normal, input_velocity, input_occlusion, input_albedo, resolution, camera_current, camera_previous, input_environment, indirect_lighting_mode, lpv, brick4, mip, }: {
62
+ graph_pass({ graph, input_depth, input_depth_previous, view_ctx, jitter, input_hzb, input_scene_color, input_pbr, input_normal, input_velocity, input_occlusion, input_albedo, resolution, camera_current, camera_previous, input_environment, shader_switches, lpv, brick4, mip, }: {
60
63
  graph: import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph;
61
64
  input_depth: number;
62
65
  input_depth_previous?: number;
@@ -67,11 +70,11 @@ export class SSR {
67
70
  input_normal: number;
68
71
  input_velocity: number;
69
72
  input_occlusion: number;
70
- input_environment?: number;
73
+ input_environment: number;
71
74
  resolution: ArrayLike<number>;
72
75
  camera_current: number;
73
76
  camera_previous: number;
74
- indirect_lighting_mode?: ShadeIndirectLightingMode;
77
+ shader_switches?: ShaderSwitchSet;
75
78
  brick4?: import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap;
76
79
  lpv?: import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume;
77
80
  view_ctx?: import("../../view/GPUViewContext.js").GPUViewContext;
@@ -87,5 +90,5 @@ export class SSR {
87
90
  };
88
91
  #private;
89
92
  }
90
- import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
93
+ import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
91
94
  //# sourceMappingURL=SSR.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"SSR.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/SSR.js"],"names":[],"mappings":"AAmBA;IAwEI;;;OAGG;IACH,sBAFW,OAAO,0BAA0B,EAAE,eAAe,EAkB5D;IA1ED,oBAAgB;IAWhB,2CAMC;IAZD;;;;OAIG;IACH,sCAAqE;IAoCrE,kCAMC;IAZD;;;;OAIG;IACH,6BAAmD;IAxBnD,8CAOC;IATD,iGAAiG;IACjG,yCAA2E;IAY3E,qCAMC;IARD,qCAAqC;IACrC,gCAA2D;IA6C3D;;;;OAIG;IACH,UAHW,MAAM,KACN,MAAM,QAUhB;IAED;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH;QAtBsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QACjE,WAAW,EAA3B,MAAM;QACW,oBAAoB,GAArC,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,iBAAiB,EAAjC,MAAM;QACU,YAAY,EAA5B,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,YAAY,EAA5B,MAAM;QACU,cAAc,EAA9B,MAAM;QACU,eAAe,EAA/B,MAAM;QACW,iBAAiB,GAAlC,MAAM;QACqB,UAAU,EAArC,UAAU,MAAM,CAAC;QACD,cAAc,EAA9B,MAAM;QACU,eAAe,EAA/B,MAAM;QAC8B,sBAAsB,GAA1D,yBAAyB;QAC6D,MAAM,GAA5F,OAAO,oDAAoD,EAAE,cAAc;QACkB,GAAG,GAAhG,OAAO,sDAAsD,EAAE,mBAAmB;QAClB,QAAQ,GAAxE,OAAO,8BAA8B,EAAE,cAAc;QACzB,MAAM,GAAlC,UAAU,MAAM,CAAC;QACA,GAAG,GAApB,MAAM;QACJ;QAAC,KAAK,EAAC,MAAM,CAAC;QAAC,KAAK,EAAC,MAAM,CAAC;QAAC,WAAW,EAAC,MAAM,CAAC;QAAC,QAAQ,EAAC,MAAM,CAAC;QAAC,UAAU,EAAC,MAAM,CAAC;QAAC,aAAa,EAAC,MAAM,CAAA;KAAC,CA+QtH;;CACJ;0CAvayC,oCAAoC"}
1
+ {"version":3,"file":"SSR.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/ssr/SSR.js"],"names":[],"mappings":"AAiBA;IA6EI;;;OAGG;IACH,sBAFW,OAAO,0BAA0B,EAAE,eAAe,EAkB5D;IA1ED,oBAAgB;IAWhB,2CAMC;IAZD;;;;OAIG;IACH,sCAAqE;IAoCrE,kCAMC;IAZD;;;;OAIG;IACH,6BAAmD;IAxBnD,8CAOC;IATD,iGAAiG;IACjG,yCAA2E;IAY3E,qCAMC;IARD,qCAAqC;IACrC,gCAA2D;IA6C3D;;;;OAIG;IACH,UAHW,MAAM,KACN,MAAM,QAUhB;IAED;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2BG;IACH;QAzBsG,KAAK,EAAhG,OAAO,8DAA8D,EAAE,UAAU;QACjE,WAAW,EAA3B,MAAM;QACW,oBAAoB,GAArC,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,iBAAiB,EAAjC,MAAM;QACU,YAAY,EAA5B,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,YAAY,EAA5B,MAAM;QACU,cAAc,EAA9B,MAAM;QACU,eAAe,EAA/B,MAAM;QACU,iBAAiB,EAAjC,MAAM;QACqB,UAAU,EAArC,UAAU,MAAM,CAAC;QACD,cAAc,EAA9B,MAAM;QACU,eAAe,EAA/B,MAAM;QACoB,eAAe,GAAzC,eAAe;QAEuE,MAAM,GAA5F,OAAO,oDAAoD,EAAE,cAAc;QAEkB,GAAG,GAAhG,OAAO,sDAAsD,EAAE,mBAAmB;QAElB,QAAQ,GAAxE,OAAO,8BAA8B,EAAE,cAAc;QACzB,MAAM,GAAlC,UAAU,MAAM,CAAC;QACA,GAAG,GAApB,MAAM;QACJ;QAAC,KAAK,EAAC,MAAM,CAAC;QAAC,KAAK,EAAC,MAAM,CAAC;QAAC,WAAW,EAAC,MAAM,CAAC;QAAC,QAAQ,EAAC,MAAM,CAAC;QAAC,UAAU,EAAC,MAAM,CAAC;QAAC,aAAa,EAAC,MAAM,CAAA;KAAC,CAsQtH;;CACJ;gCApa+B,0CAA0C"}
@@ -1,13 +1,11 @@
1
- import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
2
- import { ssr_resolve_shader_Brick4 } from "./resolve/ssr_resolve_shader_Brick4.js";
1
+ import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
2
+ import { ssr_resolve_shader } from "./resolve/ssr_resolve_shader.js";
3
3
  import { SSRReprojectionMode } from "./SSRReprojectionMode.js";
4
4
  import { assert } from "../../../../core/assert.js";
5
5
  import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
6
6
  import { graph_image_pass } from "../../shader/graph/graph_image_pass.js";
7
7
  import { STATIC_GRAPHICS_ENGINE_ASSETS } from "../../STATIC_GRAPHICS_ENGINE_ASSETS.js";
8
8
  import { GPUTextureContext } from "../../texture/GPUTextureContext.js";
9
- import { ssr_resolve_shader_IBL } from "./resolve/ssr_resolve_shader_IBL.js";
10
- import { ssr_resolve_shader_LPV } from "./resolve/ssr_resolve_shader_LPV.js";
11
9
  import { ssr_combine_shader } from "./ssr_combine_shader.js";
12
10
  import { ssr_graph_prefilter_color } from "./ssr_graph_prefilter_color.js";
13
11
  import { SSR_PREFILTER_MIP_COUNT } from "./SSR_PREFILTER_MIP_COUNT.js";
@@ -29,7 +27,12 @@ export class SSR {
29
27
  #read_index = 0;
30
28
  #last_frame = -1;
31
29
  #last_view;
32
- #last_indirect_lighting_mode;
30
+ /**
31
+ * The resolve the history was made with: a variant per indirect lighting mode, so a new mode starts
32
+ * the history again.
33
+ * @type {import("../../shader/ImageShader.js").ImageShader|undefined}
34
+ */
35
+ #last_resolve_shader;
33
36
  #last_jitter = [0, 0];
34
37
  #valid = false;
35
38
  #generation = 0;
@@ -139,13 +142,16 @@ export class SSR {
139
142
  * @param {number} options.input_normal
140
143
  * @param {number} options.input_velocity
141
144
  * @param {number} options.input_occlusion
142
- * @param {number} [options.input_environment]
145
+ * @param {number} options.input_environment the environment map
143
146
  * @param {ArrayLike<number>} options.resolution
144
147
  * @param {number} options.camera_current
145
148
  * @param {number} options.camera_previous
146
- * @param {ShadeIndirectLightingMode} [options.indirect_lighting_mode] Explicit GI fallback selection
147
- * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4]
148
- * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv]
149
+ * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; the resolve is built for them, and
150
+ * falls back to the indirect lighting they say where the trace finds nothing
151
+ * @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
152
+ * while Brick4 runs
153
+ * @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
154
+ * scene's, while LPV runs. A source not given is the resolve's default, for a variant that does not read it
149
155
  * @param {import("../../view/GPUViewContext.js").GPUViewContext} [options.view_ctx]
150
156
  * @param {ArrayLike<number>} [options.jitter] Raster jitter in internal pixels
151
157
  * @param {number} [options.mip] Higher mip = lower resolution trace
@@ -167,43 +173,17 @@ export class SSR {
167
173
  resolution,
168
174
  camera_current,
169
175
  camera_previous,
170
- input_environment = -1,
171
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
176
+ input_environment,
177
+ shader_switches = ShaderSwitchSet.EMPTY,
172
178
  lpv,
173
179
  brick4,
174
180
  mip = 0,
175
181
  }) {
176
182
 
177
183
  assert.defined(camera_current, 'camera');
184
+ assert.isNonNegativeInteger(input_environment, 'input_environment');
178
185
 
179
- let resolve_shader;
180
- let gi_inputs;
181
- switch (indirect_lighting_mode) {
182
- case ShadeIndirectLightingMode.IBL:
183
- resolve_shader = ssr_resolve_shader_IBL;
184
- gi_inputs = { tEnvironment: input_environment };
185
- break;
186
- case ShadeIndirectLightingMode.Brick4:
187
- assert.defined(brick4, 'SSR Brick4 lightmap');
188
- resolve_shader = ssr_resolve_shader_Brick4;
189
- gi_inputs = { brick4: brick4.buffer, tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2 };
190
- break;
191
- case ShadeIndirectLightingMode.LPV:
192
- assert.defined(lpv, 'SSR LPV');
193
- resolve_shader = ssr_resolve_shader_LPV;
194
- gi_inputs = {
195
- tEnvironment: input_environment,
196
- lpv_atlas_radiance: lpv.atlas.texture_radiance,
197
- lpv_atlas_depth: lpv.atlas.texture_depth,
198
- lpv_lookup: lpv.buffer_mesh_bvh,
199
- lpv_metadata: lpv.buffer_metadata,
200
- lpv_mesh: lpv.buffer_mesh,
201
- lpv_probes: lpv.buffer_probes,
202
- };
203
- break;
204
- default:
205
- throw new Error(`Unsupported SSR indirect lighting mode: ${indirect_lighting_mode}`);
206
- }
186
+ const resolve_shader = ssr_resolve_shader.variant(shader_switches);
207
187
 
208
188
  this.resize(resolution[0], resolution[1]);
209
189
 
@@ -212,7 +192,7 @@ export class SSR {
212
192
 
213
193
  const valid = this.#valid && !this.#reset_history && input_depth_previous >= 0
214
194
  && this.#last_frame === frame_index - 1 && this.#last_view === view_ctx
215
- && this.#last_indirect_lighting_mode === indirect_lighting_mode;
195
+ && this.#last_resolve_shader === resolve_shader;
216
196
  const read_index = this.#read_index;
217
197
  const write_index = 1 - read_index;
218
198
  const generation = ++this.#generation;
@@ -236,7 +216,7 @@ export class SSR {
236
216
  this.#read_index = write_index;
237
217
  this.#last_frame = frame_index;
238
218
  this.#last_view = view_ctx;
239
- this.#last_indirect_lighting_mode = indirect_lighting_mode;
219
+ this.#last_resolve_shader = resolve_shader;
240
220
  this.#last_jitter = current_jitter;
241
221
  this.#reset_history = false;
242
222
  this.#valid = true;
@@ -281,22 +261,39 @@ export class SSR {
281
261
  mip_count: SSR_PREFILTER_MIP_COUNT
282
262
  });
283
263
 
264
+ const resolve_inputs = {
265
+ tEnvironment: input_environment,
266
+ tSTBN_vec2: STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec2,
267
+ settings: { frame_index },
268
+ tTrace: trace,
269
+ tColor: scene_color_filtered,
270
+ tDepth: input_depth,
271
+ tPBR: input_pbr,
272
+ tAlbedoAO: input_albedo,
273
+ tNormal: input_normal,
274
+ camera: camera_current,
275
+ };
276
+
277
+ // the running mode's source; the others are the resolve's defaults, which its variant does not read
278
+ if (brick4 !== undefined) {
279
+ resolve_inputs.brick4 = brick4.buffer;
280
+ }
281
+
282
+ if (lpv !== undefined) {
283
+ resolve_inputs.lpv_lookup = lpv.buffer_mesh_bvh;
284
+ resolve_inputs.lpv_metadata = lpv.buffer_metadata;
285
+ resolve_inputs.lpv_mesh = lpv.buffer_mesh;
286
+ resolve_inputs.lpv_probes = lpv.buffer_probes;
287
+ resolve_inputs.lpv_atlas_radiance = lpv.atlas.texture_radiance;
288
+ resolve_inputs.lpv_atlas_depth = lpv.atlas.texture_depth;
289
+ }
290
+
284
291
  const [reflections, reflection_metadata] = graph_image_pass({
285
292
  graph,
286
293
  shader: resolve_shader,
287
294
  output_resolution: resolution,
288
295
  input_depth,
289
- inputs: {
290
- ...gi_inputs,
291
- settings: { frame_index },
292
- tTrace: trace,
293
- tColor: scene_color_filtered,
294
- tDepth: input_depth,
295
- tPBR: input_pbr,
296
- tAlbedoAO: input_albedo,
297
- tNormal: input_normal,
298
- camera: camera_current,
299
- },
296
+ inputs: resolve_inputs,
300
297
  });
301
298
 
302
299
  const tile_denoising = this.#tile_denoising_enabled
@@ -0,0 +1,28 @@
1
+ /**
2
+ * {@link chunk_ssr_add_hit_irradiance} for a mode that adds nothing: the call is empty.
3
+ * @type {CodeChunk}
4
+ */
5
+ export const chunk_ssr_add_hit_irradiance_none: CodeChunk;
6
+ /**
7
+ * {@link chunk_ssr_add_hit_irradiance} from the light probe volume: the diffuse light the volume says
8
+ * the hit surface receives, reflected by its albedo. Reads the LPV's buffers and atlas, `tAlbedoAO`
9
+ * and `camera`.
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_ssr_add_hit_irradiance_lpv: CodeChunk;
13
+ /**
14
+ * The indirect light SSR's resolve adds to an on-screen hit, by the renderer's indirect lighting mode
15
+ * ({@link INDIRECT_LIGHTING}): one diffuse bounce from the light probe volume under LPV, nothing under
16
+ * the others.
17
+ *
18
+ * ```wgsl
19
+ * fn ssr_add_hit_irradiance(result: ptr<function, vec3f>, confidence, position_ws, hit_position_vs,
20
+ * hit_normal_ws, hit_coord: vec2u)
21
+ * ```
22
+ *
23
+ * @type {CodeChunkChoice}
24
+ */
25
+ export const chunk_ssr_add_hit_irradiance: CodeChunkChoice;
26
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
27
+ import { CodeChunkChoice } from "../../../shader/compiler/CodeChunkChoice.js";
28
+ //# sourceMappingURL=chunk_ssr_add_hit_irradiance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_ssr_add_hit_irradiance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_add_hit_irradiance.js"],"names":[],"mappings":"AAUA;;;GAGG;AACH,gDAFU,SAAS,CAcR;AAEX;;;;;GAKG;AACH,+CAFU,SAAS,CAyBZ;AAKP;;;;;;;;;;;GAWG;AACH,2CAFU,eAAe,CAE2D;0BArE1D,uCAAuC;gCACjC,6CAA6C"}