@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 +1,79 @@
1
+ import { INDIRECT_LIGHTING } from "../../../INDIRECT_LIGHTING.js";
2
+ import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
3
+ import { chunk_v3_matrix4_project } from "../../../shader/chunk/geometry/vec3/chunk_v3_matrix4_project.js";
4
+ import { chunk_lpv_sample_irradiance } from "../../../shader/chunk/light/lpv/chunk_lpv_sample_irradiance.js";
5
+ import { RECIPROCAL_PI_DECLARATION } from "../../../shader/chunk/math/RECIPROCAL_PI_DECLARATION.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { CodeChunkChoice } from "../../../shader/compiler/CodeChunkChoice.js";
8
+ import { CAMERA_RESOURCE } from "../../../camera/CAMERA_RESOURCE.js";
9
+ import { GBUFFER_ALBEDO_AO_RESOURCE } from "../../../deferred/GBUFFER_RESOURCES.js";
10
+
11
+ /**
12
+ * {@link chunk_ssr_add_hit_irradiance} for a mode that adds nothing: the call is empty.
13
+ * @type {CodeChunk}
14
+ */
15
+ export const chunk_ssr_add_hit_irradiance_none = CodeChunk.from(
16
+ //language=WGSL
17
+ `
18
+ fn ssr_add_hit_irradiance(
19
+ result: ptr<function, vec3f>,
20
+ confidence: f32,
21
+ position_ws: vec3f,
22
+ hit_position_vs: vec3f,
23
+ hit_normal_ws: vec3f,
24
+ hit_coord: vec2u,
25
+ ) {
26
+ }
27
+ `, []);
28
+
29
+ /**
30
+ * {@link chunk_ssr_add_hit_irradiance} from the light probe volume: the diffuse light the volume says
31
+ * the hit surface receives, reflected by its albedo. Reads the LPV's buffers and atlas, `tAlbedoAO`
32
+ * and `camera`.
33
+ * @type {CodeChunk}
34
+ */
35
+ export const chunk_ssr_add_hit_irradiance_lpv = CodeChunk.from(
36
+ //language=WGSL
37
+ `
38
+ fn ssr_add_hit_irradiance(
39
+ result: ptr<function, vec3f>,
40
+ confidence: f32,
41
+ position_ws: vec3f,
42
+ hit_position_vs: vec3f,
43
+ hit_normal_ws: vec3f,
44
+ hit_coord: vec2u,
45
+ ) {
46
+ if (confidence > 0.05) {
47
+ let hit_position_ws = v3_matrix4_project(hit_position_vs, camera.view_matrix_inverse);
48
+ let hit_direction_ws = normalize(hit_position_ws - position_ws);
49
+ let hit_irradiance = lpv_sample_irradiance(hit_position_ws, hit_normal_ws, hit_direction_ws);
50
+ let hit_albedo = textureLoad(tAlbedoAO, hit_coord, 0).rgb;
51
+ *result += hit_albedo * hit_irradiance * RECIPROCAL_PI;
52
+ }
53
+ }
54
+ `, [
55
+ chunk_lpv_sample_irradiance,
56
+ chunk_v3_matrix4_project,
57
+ RECIPROCAL_PI_DECLARATION,
58
+ ]);
59
+
60
+ chunk_ssr_add_hit_irradiance_lpv.requireResource(CAMERA_RESOURCE);
61
+ chunk_ssr_add_hit_irradiance_lpv.requireResource(GBUFFER_ALBEDO_AO_RESOURCE);
62
+
63
+ /**
64
+ * The indirect light SSR's resolve adds to an on-screen hit, by the renderer's indirect lighting mode
65
+ * ({@link INDIRECT_LIGHTING}): one diffuse bounce from the light probe volume under LPV, nothing under
66
+ * the others.
67
+ *
68
+ * ```wgsl
69
+ * fn ssr_add_hit_irradiance(result: ptr<function, vec3f>, confidence, position_ws, hit_position_vs,
70
+ * hit_normal_ws, hit_coord: vec2u)
71
+ * ```
72
+ *
73
+ * @type {CodeChunkChoice}
74
+ */
75
+ export const chunk_ssr_add_hit_irradiance = CodeChunkChoice.from(INDIRECT_LIGHTING);
76
+
77
+ chunk_ssr_add_hit_irradiance.add(ShadeIndirectLightingMode.IBL, chunk_ssr_add_hit_irradiance_none);
78
+ chunk_ssr_add_hit_irradiance.add(ShadeIndirectLightingMode.Brick4, chunk_ssr_add_hit_irradiance_none);
79
+ chunk_ssr_add_hit_irradiance.add(ShadeIndirectLightingMode.LPV, chunk_ssr_add_hit_irradiance_lpv);
@@ -0,0 +1,30 @@
1
+ /**
2
+ * {@link chunk_ssr_sample_radiance} from the environment map. Reads `tEnvironment`.
3
+ * @type {CodeChunk}
4
+ */
5
+ export const chunk_ssr_sample_radiance_ibl: CodeChunk;
6
+ /**
7
+ * {@link chunk_ssr_sample_radiance} from Brick4's probes, jittered per pixel and frame. Reads `brick4`,
8
+ * `tSTBN_vec2` and the resolve's `settings.frame_index`.
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_ssr_sample_radiance_brick4: CodeChunk;
12
+ /**
13
+ * {@link chunk_ssr_sample_radiance} from the light probe volume. Reads the LPV's buffers and its atlas.
14
+ * @type {CodeChunk}
15
+ */
16
+ export const chunk_ssr_sample_radiance_lpv: CodeChunk;
17
+ /**
18
+ * What SSR's resolve falls back to where the trace found nothing on screen, by the renderer's indirect
19
+ * lighting mode ({@link INDIRECT_LIGHTING}):
20
+ *
21
+ * ```wgsl
22
+ * fn ssr_sample_radiance(position_ws, normal_ws, view_direction_ws, roughness, coord: vec2u) -> vec3f
23
+ * ```
24
+ *
25
+ * @type {CodeChunkChoice}
26
+ */
27
+ export const chunk_ssr_sample_radiance: CodeChunkChoice;
28
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
29
+ import { CodeChunkChoice } from "../../../shader/compiler/CodeChunkChoice.js";
30
+ //# sourceMappingURL=chunk_ssr_sample_radiance.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_ssr_sample_radiance.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_sample_radiance.js"],"names":[],"mappings":"AAQA;;;GAGG;AACH,4CAFU,SAAS,CAUc;AAEjC;;;;GAIG;AACH,+CAFU,SAAS,CAUoB;AAEvC;;;GAGG;AACH,4CAFU,SAAS,CAUiB;AAEpC;;;;;;;;;GASG;AACH,wCAFU,eAAe,CAEwD;0BAxDvD,uCAAuC;gCACjC,6CAA6C"}
@@ -0,0 +1,66 @@
1
+ import { chunk_get_ibl_radiance } from "../../../deferred/indirect/chunk_get_ibl_radiance.js";
2
+ import { chunk_brick4_sample_specular } from "../../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_specular.js";
3
+ import { INDIRECT_LIGHTING } from "../../../INDIRECT_LIGHTING.js";
4
+ import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
5
+ import { chunk_lpv_sample_radiance } from "../../../shader/chunk/light/lpv/chunk_lpv_sample_radiance.js";
6
+ import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
7
+ import { CodeChunkChoice } from "../../../shader/compiler/CodeChunkChoice.js";
8
+
9
+ /**
10
+ * {@link chunk_ssr_sample_radiance} from the environment map. Reads `tEnvironment`.
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_ssr_sample_radiance_ibl = CodeChunk.from(
14
+ //language=WGSL
15
+ `
16
+ fn ssr_sample_radiance(
17
+ position_ws: vec3f, normal_ws: vec3f, view_direction_ws: vec3f, roughness: f32, coord: vec2u,
18
+ ) -> vec3f {
19
+ return get_ibl_radiance(view_direction_ws, normal_ws, roughness);
20
+ }
21
+ `, [chunk_get_ibl_radiance]);
22
+
23
+ /**
24
+ * {@link chunk_ssr_sample_radiance} from Brick4's probes, jittered per pixel and frame. Reads `brick4`,
25
+ * `tSTBN_vec2` and the resolve's `settings.frame_index`.
26
+ * @type {CodeChunk}
27
+ */
28
+ export const chunk_ssr_sample_radiance_brick4 = CodeChunk.from(
29
+ //language=WGSL
30
+ `
31
+ fn ssr_sample_radiance(
32
+ position_ws: vec3f, normal_ws: vec3f, view_direction_ws: vec3f, roughness: f32, coord: vec2u,
33
+ ) -> vec3f {
34
+ return brick4_sample_specular(position_ws, normal_ws, view_direction_ws, roughness, coord, settings.frame_index);
35
+ }
36
+ `, [chunk_brick4_sample_specular]);
37
+
38
+ /**
39
+ * {@link chunk_ssr_sample_radiance} from the light probe volume. Reads the LPV's buffers and its atlas.
40
+ * @type {CodeChunk}
41
+ */
42
+ export const chunk_ssr_sample_radiance_lpv = CodeChunk.from(
43
+ //language=WGSL
44
+ `
45
+ fn ssr_sample_radiance(
46
+ position_ws: vec3f, normal_ws: vec3f, view_direction_ws: vec3f, roughness: f32, coord: vec2u,
47
+ ) -> vec3f {
48
+ return lpv_sample_radiance(position_ws, normal_ws, view_direction_ws, roughness);
49
+ }
50
+ `, [chunk_lpv_sample_radiance]);
51
+
52
+ /**
53
+ * What SSR's resolve falls back to where the trace found nothing on screen, by the renderer's indirect
54
+ * lighting mode ({@link INDIRECT_LIGHTING}):
55
+ *
56
+ * ```wgsl
57
+ * fn ssr_sample_radiance(position_ws, normal_ws, view_direction_ws, roughness, coord: vec2u) -> vec3f
58
+ * ```
59
+ *
60
+ * @type {CodeChunkChoice}
61
+ */
62
+ export const chunk_ssr_sample_radiance = CodeChunkChoice.from(INDIRECT_LIGHTING);
63
+
64
+ chunk_ssr_sample_radiance.add(ShadeIndirectLightingMode.IBL, chunk_ssr_sample_radiance_ibl);
65
+ chunk_ssr_sample_radiance.add(ShadeIndirectLightingMode.Brick4, chunk_ssr_sample_radiance_brick4);
66
+ chunk_ssr_sample_radiance.add(ShadeIndirectLightingMode.LPV, chunk_ssr_sample_radiance_lpv);
@@ -0,0 +1,11 @@
1
+ /**
2
+ * SSR's hit resolve: the traced hits of each pixel and its neighbours, weighed by the BRDF, over what
3
+ * the renderer's indirect lighting says where they found nothing. One shader for every indirect lighting
4
+ * mode, by a shader switch ({@link chunk_ssr_sample_radiance}, {@link chunk_ssr_add_hit_irradiance}),
5
+ * binding every mode's resources by name.
6
+ *
7
+ * @type {ImageShader}
8
+ */
9
+ export const ssr_resolve_shader: ImageShader;
10
+ import { ImageShader } from "../../../shader/ImageShader.js";
11
+ //# sourceMappingURL=ssr_resolve_shader.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"ssr_resolve_shader.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader.js"],"names":[],"mappings":"AA+VA;;;;;;;GAOG;AACH,iCAFU,WAAW,CAgBlB;4BAlWyB,gCAAgC"}
@@ -24,46 +24,54 @@ import { chunk_is_background } from "../../../shader/chunk/depth/chunk_is_backgr
24
24
  import { chunk_get_neighbour_weight } from "./chunk_get_neighbour_weight.js";
25
25
  import { chunk_get_ray_mip_level } from "./chunk_get_ray_mip_level.js";
26
26
  import { chunk_reconstruct_pdf } from "./chunk_reconstruct_pdf.js";
27
+ import { BRICK4_DATA_STRUCT } from "../../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
28
+ import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
29
+ import { ShaderResourceSetDescriptor } from "../../../shader/resource/ShaderResourceSetDescriptor.js";
30
+ import { BLACK_PIXEL_TEXTURE } from "../../../texture/util/BLACK_PIXEL_TEXTURE.js";
31
+ import { ZERO_UINT_PIXEL_TEXTURE } from "../../../texture/util/ZERO_UINT_PIXEL_TEXTURE.js";
32
+ import { chunk_ssr_add_hit_irradiance } from "./chunk_ssr_add_hit_irradiance.js";
33
+ import { chunk_ssr_sample_radiance } from "./chunk_ssr_sample_radiance.js";
27
34
 
28
35
  const RESOLVE_UNIFORMS = WebGPUStruct.from({
29
36
  frame_index: u32,
30
37
  });
31
38
 
32
- /**
33
- * Compose the shared SSR hit resolve with a mode's GI sampling functions.
34
- * sample_radiance defines ssr_sample_radiance(position, normal, view_direction, roughness, coord).
35
- * Optional sample_hit_irradiance defines ssr_sample_hit_irradiance(position, normal, direction).
36
- *
37
- * @param {object} options
38
- * @param {string} options.label
39
- * @param {import("../../../shader/resource/ShaderResourceSetDescriptor.js").ShaderResourceSetDescriptor} options.resources GI resources
40
- * @param {CodeChunk} options.sample_radiance
41
- * @param {CodeChunk} [options.sample_hit_irradiance]
42
- * @returns {ImageShader}
43
- */
44
- export function build_ssr_resolve_shader({ label, resources, sample_radiance, sample_hit_irradiance }) {
45
-
46
- // per-pass, four bytes, read-only: immediate data rather than a uniform buffer
47
- resources.setImmediate("settings", RESOLVE_UNIFORMS);
48
- resources.createGroup()
49
- .addTexture("tTrace", "uint")
50
- .addTexture("tDepth")
51
- .addTexture("tPBR")
52
- .addTexture("tNormal", "uint")
53
- .addTexture("tColor", "float")
54
- .addTexture("tAlbedoAO", "unfilterable-float")
55
- .addSampler("sLinear", "filtering", SamplerDescriptor.from({
56
- magFilter: "linear",
57
- mipmapFilter: "linear",
58
- addressModeU: "clamp-to-edge",
59
- addressModeV: "clamp-to-edge",
60
- }))
61
- .addUniform("camera", CAMERA_UNIFORM_STRUCT)
62
- ;
63
-
64
- const body = CodeChunk.from(
65
- //language=WGSL
66
- `
39
+ const resources = new ShaderResourceSetDescriptor();
40
+
41
+ // What every indirect lighting mode samples where the trace found nothing, whichever the variant
42
+ // reads (chunk_ssr_sample_radiance, chunk_ssr_add_hit_irradiance): the environment, Brick4's probes and
43
+ // the noise that jitters them, and the light probe volume. The pass binds only the running mode's, and each
44
+ // mode's source has a default for the others: black textures, transient buffers, a volume of no probes.
45
+ resources.createGroup()
46
+ .addTexture("tEnvironment")
47
+ .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
48
+ .addTexture("tSTBN_vec2", "unfilterable-float", "3d")
49
+ .addTexture("lpv_atlas_radiance", "uint", "2d", false, ZERO_UINT_PIXEL_TEXTURE)
50
+ .addTexture("lpv_atlas_depth", "float", "2d", false, BLACK_PIXEL_TEXTURE);
51
+ // the light probe volume
52
+ resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
53
+
54
+ // per-pass, four bytes, read-only: immediate data rather than a uniform buffer
55
+ resources.setImmediate("settings", RESOLVE_UNIFORMS);
56
+ resources.createGroup()
57
+ .addTexture("tTrace", "uint")
58
+ .addTexture("tDepth")
59
+ .addTexture("tPBR")
60
+ .addTexture("tNormal", "uint")
61
+ .addTexture("tColor", "float")
62
+ .addTexture("tAlbedoAO", "unfilterable-float")
63
+ .addSampler("sLinear", "filtering", SamplerDescriptor.from({
64
+ magFilter: "linear",
65
+ mipmapFilter: "linear",
66
+ addressModeU: "clamp-to-edge",
67
+ addressModeV: "clamp-to-edge",
68
+ }))
69
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
70
+ ;
71
+
72
+ const body = CodeChunk.from(
73
+ //language=WGSL
74
+ `
67
75
  // optimized 7x7 neighbourhood offsets. Optimized for noise diffusion and TAA artifact avoidance
68
76
  const NEIGHBOR_OFFSETS = array<vec2<i32>, 48>(
69
77
  vec2<i32>(2, -3),
@@ -295,17 +303,10 @@ fn main(
295
303
  let this_position_ws = v3_matrix4_project( this_position_vs, camera.view_matrix_inverse );
296
304
 
297
305
 
298
- ${sample_hit_irradiance === undefined ? '' : `
299
- if (this_confidence > 0.05) {
300
- let this_hit_position_ws = v3_matrix4_project(this_hit_position_vs, camera.view_matrix_inverse);
301
- let this_hit_direction_ws = normalize(this_hit_position_ws - this_position_ws);
302
- let hit_irradiance = ssr_sample_hit_irradiance(
303
- this_hit_position_ws, this_hit_normal_ws, this_hit_direction_ws,
304
- );
305
- let this_hit_albedo = textureLoad(tAlbedoAO, this_hit.position, 0).rgb;
306
- result += this_hit_albedo * hit_irradiance * RECIPROCAL_PI;
307
- }
308
- `}
306
+ // one bounce of indirect light at the hit, under a mode that has it
307
+ ssr_add_hit_irradiance(
308
+ &result, this_confidence, this_position_ws, this_hit_position_vs, this_hit_normal_ws, this_hit.position,
309
+ );
309
310
 
310
311
  let gi_radiance = ssr_sample_radiance(
311
312
  this_position_ws, this_normal_ws, view_direction_ws, this_roughness, vec2u(coord_i),
@@ -324,43 +325,50 @@ fn main(
324
325
  output.metadata = ssr_resolve_metadata(distance_moments, max_confidence);
325
326
  return output;
326
327
  }
327
- `, [
328
- chunk_ssr_metadata,
329
- chunk_is_on_screen_i32,
330
- chunk_decode_g_buffer_roughness,
331
- chunk_direction_world_to_view,
332
- chunk_screen_coordinate_to_view,
333
- chunk_decode_g_buffer_normal,
334
- chunk_rgb_to_YCoCg,
335
- sample_radiance,
336
- ...(sample_hit_irradiance === undefined ? [] : [sample_hit_irradiance]),
337
- chunk_ssr_hit_unpack,
338
- chunk_texel_coordinate_to_uv,
339
- chunk_get_neighbour_weight,
340
- chunk_is_background,
341
- chunk_murmur3_vec3u,
342
- chunk_reconstruct_pdf,
343
- chunk_get_ray_mip_level,
344
- chunk_project_view_position_from_depth,
345
- chunk_v3_matrix4_project,
346
- RECIPROCAL_PI_DECLARATION,
347
- chunk_rgb_to_luminance,
348
- ]
349
- );
328
+ `, [
329
+ chunk_ssr_metadata,
330
+ chunk_is_on_screen_i32,
331
+ chunk_decode_g_buffer_roughness,
332
+ chunk_direction_world_to_view,
333
+ chunk_screen_coordinate_to_view,
334
+ chunk_decode_g_buffer_normal,
335
+ chunk_rgb_to_YCoCg,
336
+ chunk_ssr_sample_radiance,
337
+ chunk_ssr_add_hit_irradiance,
338
+ chunk_ssr_hit_unpack,
339
+ chunk_texel_coordinate_to_uv,
340
+ chunk_get_neighbour_weight,
341
+ chunk_is_background,
342
+ chunk_murmur3_vec3u,
343
+ chunk_reconstruct_pdf,
344
+ chunk_get_ray_mip_level,
345
+ chunk_project_view_position_from_depth,
346
+ chunk_v3_matrix4_project,
347
+ RECIPROCAL_PI_DECLARATION,
348
+ chunk_rgb_to_luminance,
349
+ ]
350
+ );
350
351
 
351
- return new ImageShader({
352
- descriptor: ShaderDescriptor.from({
353
- label,
354
- resources,
355
- body
356
- }),
357
- targets: [
358
- // TODO output rgbe5559 color and f16 variance to reduce memory bandwidth
359
- {
360
- format: "rgba16float"
361
- },
362
- { format: "rg32float" }
363
- ],
364
- depthStencil: DEPTH_STENCIL_FOREGROUND_ONLY,
365
- });
366
- }
352
+ /**
353
+ * SSR's hit resolve: the traced hits of each pixel and its neighbours, weighed by the BRDF, over what
354
+ * the renderer's indirect lighting says where they found nothing. One shader for every indirect lighting
355
+ * mode, by a shader switch ({@link chunk_ssr_sample_radiance}, {@link chunk_ssr_add_hit_irradiance}),
356
+ * binding every mode's resources by name.
357
+ *
358
+ * @type {ImageShader}
359
+ */
360
+ export const ssr_resolve_shader = new ImageShader({
361
+ descriptor: ShaderDescriptor.from({
362
+ label: "SSR resolve",
363
+ resources,
364
+ body
365
+ }),
366
+ targets: [
367
+ // TODO output rgbe5559 color and f16 variance to reduce memory bandwidth
368
+ {
369
+ format: "rgba16float"
370
+ },
371
+ { format: "rg32float" }
372
+ ],
373
+ depthStencil: DEPTH_STENCIL_FOREGROUND_ONLY,
374
+ });
@@ -1 +1 @@
1
- {"version":3,"file":"GPUCollectionLimits.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/expand/GPUCollectionLimits.js"],"names":[],"mappings":"AAsBA;;GAEG;AACH;IAyBI;;;OAGG;IACH,+BAqBC;IAtCD;;;OAGG;IACH,uCAEC;IAkCD;;;;OAIG;IACH,gBAHW,2BAA2B,GAC1B,MAAM,CAMjB;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,YAHW,2BAA2B,SAC3B,MAAM,QAQhB;IAED;;;;OAIG;IACH,0BAHW,2BAA2B,GACzB,MAAM,CAyBlB;IA+BD,gBAEC;IAED;;;;;;;OAOG;IACH,gBAHW,sBAAsB,WACtB,kBAAkB,iBAkB5B;;CAEJ;qCAjMY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,oCAAoC,EAAE,kBAAkB;0CANlC,yCAAyC;4CACvC,kCAAkC"}
1
+ {"version":3,"file":"GPUCollectionLimits.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/expand/GPUCollectionLimits.js"],"names":[],"mappings":"AAwBA;;GAEG;AACH;IAyBI;;;OAGG;IACH,+BAuBC;IAxCD;;;OAGG;IACH,uCAEC;IAoCD;;;;OAIG;IACH,gBAHW,2BAA2B,GAC1B,MAAM,CAMjB;IAED;;;;;;;;;;;;;;;;;;OAkBG;IACH,YAHW,2BAA2B,SAC3B,MAAM,QAQhB;IAED;;;;OAIG;IACH,0BAHW,2BAA2B,GACzB,MAAM,CAyBlB;IA+BD,gBAEC;IAED;;;;;;;OAOG;IACH,gBAHW,sBAAsB,WACtB,kBAAkB,iBAkB5B;;CAEJ;qCArMY,OAAO,2CAA2C,EAAE,sBAAsB;iCAC1E,OAAO,oCAAoC,EAAE,kBAAkB;0CANlC,yCAAyC;4CACvC,kCAAkC"}
@@ -18,6 +18,8 @@ const ELEMENT_SIZES = {
18
18
  [RasterizationCollectionType.Meshlets]: Uint32Array.BYTES_PER_ELEMENT * 2,
19
19
  // ObjectPropertyReference: { instance: u32, property: u32 } = 8 bytes
20
20
  [RasterizationCollectionType.ObjectPropertyReference]: Uint32Array.BYTES_PER_ELEMENT * 2,
21
+ // LightClusterEntries: one light id, u32
22
+ [RasterizationCollectionType.LightClusterEntries]: Uint32Array.BYTES_PER_ELEMENT,
21
23
  }
22
24
 
23
25
  /**
@@ -66,6 +68,8 @@ export class GPUCollectionLimits {
66
68
  this.#stats.setGlobalMax(RasterizationCollectionType.Meshes, 1e4);
67
69
  this.#stats.setGlobalMax(RasterizationCollectionType.Meshlets, 2e5);
68
70
  this.#stats.setGlobalMax(RasterizationCollectionType.ObjectPropertyReference, 1024);
71
+ // primed for each cluster grid by graph_assign_clsuters
72
+ this.#stats.setGlobalMax(RasterizationCollectionType.LightClusterEntries, 0);
69
73
 
70
74
  // initialize limits
71
75
  Object.values(RasterizationCollectionType).forEach(id => {
@@ -8,5 +8,6 @@ export namespace RasterizationCollectionType {
8
8
  let Meshes: number;
9
9
  let Meshlets: number;
10
10
  let ObjectPropertyReference: number;
11
+ let LightClusterEntries: number;
11
12
  }
12
13
  //# sourceMappingURL=RasterizationCollectionType.d.ts.map
@@ -14,4 +14,9 @@ export const RasterizationCollectionType = {
14
14
  * {@link OBJECT_PROPERTY_REFERENCE_STRUCT}.
15
15
  */
16
16
  ObjectPropertyReference: 2,
17
+ /**
18
+ * Entries of the light clusters' `cluster_data`, sized from the frame's bound: the cells of every
19
+ * culled light's box of cells — see {@link CLUSTER_LIGHT_BOUND}.
20
+ */
21
+ LightClusterEntries: 3,
17
22
  };
@@ -0,0 +1,25 @@
1
+ /**
2
+ * The indirect light arriving at a forward-shaded fragment, by the renderer's mode
3
+ * ({@link INDIRECT_LIGHTING}):
4
+ *
5
+ * ```wgsl
6
+ * fn forward_sample_indirect(position_ws, view_direction, normal, roughness,
7
+ * radiance: ptr<function, vec3f>, irradiance: ptr<function, vec3f>)
8
+ * ```
9
+ *
10
+ * `radiance` is the specular light from the reflection direction at `roughness`, `irradiance` the
11
+ * diffuse light on a surface facing `normal`; `view_direction` points from the surface to the camera.
12
+ *
13
+ * - IBL: the environment map ({@link chunk_forward_sample_indirect_environment});
14
+ * - Brick4: the light map's probes ({@link chunk_forward_sample_indirect_brick4});
15
+ * - LPV: the environment map. The probe volume has no forward sampling; transparent surfaces under
16
+ * LPV are lit as under IBL.
17
+ *
18
+ * A pipeline that links this binds what every mode reads, `tEnvironment`, `brick4` and `view`, and
19
+ * reads only its own mode's.
20
+ *
21
+ * @type {CodeChunkChoice}
22
+ */
23
+ export const chunk_forward_sample_indirect: CodeChunkChoice;
24
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
25
+ //# sourceMappingURL=chunk_forward_sample_indirect.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_forward_sample_indirect.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,4CAFU,eAAe,CAE4D;gCA1BrD,0CAA0C"}
@@ -0,0 +1,33 @@
1
+ import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
2
+ import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
3
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
4
+ import { chunk_forward_sample_indirect_brick4 } from "./chunk_forward_sample_indirect_brick4.js";
5
+ import { chunk_forward_sample_indirect_environment } from "./chunk_forward_sample_indirect_environment.js";
6
+
7
+ /**
8
+ * The indirect light arriving at a forward-shaded fragment, by the renderer's mode
9
+ * ({@link INDIRECT_LIGHTING}):
10
+ *
11
+ * ```wgsl
12
+ * fn forward_sample_indirect(position_ws, view_direction, normal, roughness,
13
+ * radiance: ptr<function, vec3f>, irradiance: ptr<function, vec3f>)
14
+ * ```
15
+ *
16
+ * `radiance` is the specular light from the reflection direction at `roughness`, `irradiance` the
17
+ * diffuse light on a surface facing `normal`; `view_direction` points from the surface to the camera.
18
+ *
19
+ * - IBL: the environment map ({@link chunk_forward_sample_indirect_environment});
20
+ * - Brick4: the light map's probes ({@link chunk_forward_sample_indirect_brick4});
21
+ * - LPV: the environment map. The probe volume has no forward sampling; transparent surfaces under
22
+ * LPV are lit as under IBL.
23
+ *
24
+ * A pipeline that links this binds what every mode reads, `tEnvironment`, `brick4` and `view`, and
25
+ * reads only its own mode's.
26
+ *
27
+ * @type {CodeChunkChoice}
28
+ */
29
+ export const chunk_forward_sample_indirect = CodeChunkChoice.from(INDIRECT_LIGHTING);
30
+
31
+ chunk_forward_sample_indirect.add(ShadeIndirectLightingMode.IBL, chunk_forward_sample_indirect_environment);
32
+ chunk_forward_sample_indirect.add(ShadeIndirectLightingMode.Brick4, chunk_forward_sample_indirect_brick4);
33
+ chunk_forward_sample_indirect.add(ShadeIndirectLightingMode.LPV, chunk_forward_sample_indirect_environment);
@@ -0,0 +1,10 @@
1
+ /**
2
+ * {@link chunk_forward_sample_indirect} from Brick4, the sparse volumetric light map: the probes around
3
+ * the position, with the shading normal standing in for a bent normal, which a forward fragment does
4
+ * not have. Reads `brick4` and `view`.
5
+ *
6
+ * @type {CodeChunk}
7
+ */
8
+ export const chunk_forward_sample_indirect_brick4: CodeChunk;
9
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
+ //# sourceMappingURL=chunk_forward_sample_indirect_brick4.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_forward_sample_indirect_brick4.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_brick4.js"],"names":[],"mappings":"AAKA;;;;;;GAMG;AACH,mDAFU,SAAS,CA2BjB;0BAlCwB,oCAAoC"}
@@ -0,0 +1,38 @@
1
+ import {
2
+ chunk_brick4_sample_forward_indirect
3
+ } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
4
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
+
6
+ /**
7
+ * {@link chunk_forward_sample_indirect} from Brick4, the sparse volumetric light map: the probes around
8
+ * the position, with the shading normal standing in for a bent normal, which a forward fragment does
9
+ * not have. Reads `brick4` and `view`.
10
+ *
11
+ * @type {CodeChunk}
12
+ */
13
+ export const chunk_forward_sample_indirect_brick4 = CodeChunk.from(
14
+ //language=WGSL
15
+ `
16
+ fn forward_sample_indirect(
17
+ position_ws: vec3f,
18
+ view_direction: vec3f,
19
+ normal: vec3f,
20
+ roughness: f32,
21
+
22
+ radiance: ptr<function, vec3f>,
23
+ irradiance: ptr<function, vec3f>,
24
+ ) {
25
+ brick4_sample_forward_indirect(
26
+ position_ws,
27
+ view_direction,
28
+ normal,
29
+ normal,
30
+ roughness,
31
+ radiance,
32
+ irradiance,
33
+ );
34
+ }
35
+ `, [
36
+ chunk_brick4_sample_forward_indirect,
37
+ ]
38
+ );
@@ -0,0 +1,9 @@
1
+ /**
2
+ * {@link chunk_forward_sample_indirect} from the environment map: the same light at every position,
3
+ * specular from its prefiltered levels and irradiance from its roughest. Reads `tEnvironment`.
4
+ *
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_forward_sample_indirect_environment: CodeChunk;
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ //# sourceMappingURL=chunk_forward_sample_indirect_environment.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_forward_sample_indirect_environment.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect_environment.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,wDAFU,SAAS,CAqBjB;0BA3BwB,oCAAoC"}
@@ -0,0 +1,30 @@
1
+ import { chunk_get_ibl_irradiance } from "../../deferred/indirect/chunk_get_ibl_irradiance.js";
2
+ import { chunk_get_ibl_radiance } from "../../deferred/indirect/chunk_get_ibl_radiance.js";
3
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
+
5
+ /**
6
+ * {@link chunk_forward_sample_indirect} from the environment map: the same light at every position,
7
+ * specular from its prefiltered levels and irradiance from its roughest. Reads `tEnvironment`.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_forward_sample_indirect_environment = CodeChunk.from(
12
+ //language=WGSL
13
+ `
14
+ fn forward_sample_indirect(
15
+ position_ws: vec3f,
16
+ view_direction: vec3f,
17
+ normal: vec3f,
18
+ roughness: f32,
19
+
20
+ radiance: ptr<function, vec3f>,
21
+ irradiance: ptr<function, vec3f>,
22
+ ) {
23
+ *radiance = get_ibl_radiance(view_direction, normal, roughness);
24
+ *irradiance = get_ibl_irradiance(normal);
25
+ }
26
+ `, [
27
+ chunk_get_ibl_radiance,
28
+ chunk_get_ibl_irradiance,
29
+ ]
30
+ );
@@ -0,0 +1,10 @@
1
+ /**
2
+ * Forward shading of a standard material: the clustered direct lights, then the indirect light the
3
+ * renderer's mode supplies through {@link chunk_forward_sample_indirect}. Linked by the transparent
4
+ * passes (the AVBOIT draw and the MBOIT resolve), which bind every mode's indirect resources and get
5
+ * one mode's sampling per pipeline. `point_budget` and `spot_budget` are the linking pass's light
6
+ * budgets, handed to {@link chunk_shade_standard_material_direct}.
7
+ */
8
+ export const chunk_forward_shade_standard_fragment: CodeChunk;
9
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
+ //# sourceMappingURL=chunk_forward_shade_standard_fragment.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_forward_shade_standard_fragment.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/rasterize/forward/chunk_forward_shade_standard_fragment.js"],"names":[],"mappings":"AAuCA;;;;;;GAMG;AACH,8DAiKC;0BAxLyB,oCAAoC"}