@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
@@ -1,13 +1,9 @@
1
1
  import { chunk_shade_standard_material_direct } from "../../deferred/chunk_shade_standard_material_direct.js";
2
- import { chunk_material_draw_side } from "../../material/chunk_material_draw_side.js";
3
- import { chunk_decode_tangent_normal } from "../../shader/chunk/geometry/normal/chunk_decode_tangent_normal.js";
4
2
  import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
5
- import {
6
- chunk_brick4_sample_forward_indirect
7
- } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_forward_indirect.js";
8
3
  import { BSDF_ROUGHNESS_MINIMUM } from "../../light/environment/DEFINES.js";
4
+ import { chunk_material_draw_side } from "../../material/chunk_material_draw_side.js";
9
5
  import { chunk_compute_specular_occlusion } from "../../shader/chunk/brdf/chunk_compute_specular_occlusion.js";
10
- import { chunk_F_Hauber } from "../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
6
+ import { chunk_F_Schlick } from "../../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
11
7
  import { chunk_get_view_space_depth } from "../../shader/chunk/depth/chunk_get_view_space_depth.js";
12
8
  import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
13
9
  import {
@@ -16,6 +12,7 @@ import {
16
12
  import {
17
13
  chunk_build_orthonormal_matrix_nt
18
14
  } from "../../shader/chunk/geometry/normal/chunk_build_orthonormal_matrix_nt.js";
15
+ import { chunk_decode_tangent_normal } from "../../shader/chunk/geometry/normal/chunk_decode_tangent_normal.js";
19
16
  import {
20
17
  chunk_compute_indirect_specular
21
18
  } from "../../shader/chunk/material/chunk_compute_indirect_specular.js";
@@ -25,39 +22,61 @@ import {
25
22
  import { GEOMETRIC_SHADING_INFO_STRUCT } from "../../shader/chunk/material/GEOMETRIC_SHADING_INFO_STRUCT.js";
26
23
  import { MATERIAL_SHADING_INFO_STRUCT } from "../../shader/chunk/material/MATERIAL_SHADING_INFO_STRUCT.js";
27
24
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
25
+ import { chunk_forward_sample_indirect } from "./chunk_forward_sample_indirect.js";
28
26
  import { FORWARD_VERTEX_SHADER_STRUCT } from "./FORWARD_VERTEX_SHADER_STRUCT.js";
29
-
30
- export const chunk_forward_shade_standard_fragment_brick4 = CodeChunk.from(
27
+ import { CAMERA_RESOURCE } from "../../camera/CAMERA_RESOURCE.js";
28
+ import {
29
+ MATERIAL_DIFFUSE_SAMPLER_RESOURCE,
30
+ MATERIAL_DIFFUSE_TEXTURE_RESOURCE,
31
+ MATERIAL_EMISSIVE_SAMPLER_RESOURCE,
32
+ MATERIAL_EMISSIVE_TEXTURE_RESOURCE,
33
+ MATERIAL_INFO_RESOURCE,
34
+ MATERIAL_NORMAL_SAMPLER_RESOURCE,
35
+ MATERIAL_NORMAL_TEXTURE_RESOURCE,
36
+ MATERIAL_ORM_SAMPLER_RESOURCE,
37
+ MATERIAL_ORM_TEXTURE_RESOURCE
38
+ } from "../../material/standard/SHADING_MATERIAL_RESOURCE_GROUP.js";
39
+
40
+ /**
41
+ * Forward shading of a standard material: the clustered direct lights, then the indirect light the
42
+ * renderer's mode supplies through {@link chunk_forward_sample_indirect}. Linked by the transparent
43
+ * passes (the AVBOIT draw and the MBOIT resolve), which bind every mode's indirect resources and get
44
+ * one mode's sampling per pipeline. `point_budget` and `spot_budget` are the linking pass's light
45
+ * budgets, handed to {@link chunk_shade_standard_material_direct}.
46
+ */
47
+ export const chunk_forward_shade_standard_fragment = CodeChunk.from(
31
48
  //language=WGSL
32
49
  `
33
50
  fn forward_shade_standard_fragment(
34
51
  vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
35
52
  front_facing: bool,
53
+ point_budget: u32,
54
+ spot_budget: u32,
36
55
  ) -> vec4f {
37
56
  let world_tangent_frame = build_orthonormal_matrix_nt(vert.normal, vert.tangent);
38
-
57
+
39
58
  let t_normal = decode_tangent_normal(textureSample(texture_normal, texture_normal_sampler, vert.uv));
40
59
  var world_shading_normal:vec3<f32> = normalize( world_tangent_frame * t_normal );
41
-
60
+
42
61
  // flip the normal when looking at the surface's back. The raw front_facing cannot say:
43
62
  // a back-sided material emits its winding reversed on purpose, so its "front" faces
44
63
  // are the surface's back.
45
64
  if(!material_fragment_faces_front(front_facing, material_info.draw_side)) {
46
65
  world_shading_normal = -world_shading_normal;
47
66
  }
48
-
67
+
49
68
  let position_ws = vert.position_ws;
50
-
69
+
51
70
  let view_position = mat4_extract_position(camera.transform);
52
71
  let view_direction = normalize(view_position - position_ws);
53
-
72
+
54
73
  let geometry = ${GEOMETRIC_SHADING_INFO_STRUCT.make({
55
74
  shading_normal: 'world_shading_normal',
56
75
  geometric_normal: 'world_shading_normal',
57
76
  position: 'position_ws',
58
77
  view_direction: 'view_direction',
59
78
  })};
60
-
79
+
61
80
  let t_pbr = textureSample(texture_orm, texture_orm_sampler, vert.uv);
62
81
  let t_diffuse = textureSample(texture_diffuse, texture_diffuse_sampler, vert.uv);
63
82
  let t_emissive = textureSample(texture_emissive, texture_emissive_sampler, vert.uv);
@@ -85,22 +104,18 @@ fn forward_shade_standard_fragment(
85
104
 
86
105
  let surface_alpha = t_diffuse.a * material_info.albedo_color.a;
87
106
 
88
- // IOR-aware F0 (default ior=1.5 gives the legacy F0=0.04 dielectric).
89
- // F0 is built from the unmultiplied diffuse so metals carry the right tint
90
- // (the prior call passed already-substrate-scaled albedo here, which
91
- // collapsed metal F0 to zero — silently broken for any transparent metal).
107
+ // IOR-aware F0 (default ior=1.5 collapses to the legacy F0=0.04), built from the
108
+ // unmultiplied diffuse so that metals carry their tint.
92
109
  let specularF0 = dielectric_specular_color(f_ior, f_metalness, diffuse);
93
110
  // the two F0s it blends, apart for multiple-scattering compensation
94
111
  let specularF0_dielectric = dielectric_specular_color(f_ior, 0.0, diffuse);
95
112
 
96
113
  // Glass coverage: blend toward view-angle Fresnel as transmission_factor
97
- // approaches 1. There is no per-channel transmission tint in the material
98
- // today — scalar MBOIT can't filter the background per-channel without
99
- // tripling the moments cost. For tinted/dark glass, use the legacy
100
- // alpha-blend authoring path (transparency_mode = Transparent,
101
- // diffuse_color.a < 1).
114
+ // approaches 1. No per-channel transmission tint in the material today;
115
+ // for tinted/dark glass use the legacy alpha-blend authoring path
116
+ // (transparency_mode = Transparent, diffuse_color.a < 1).
102
117
  let NoV_alpha = saturate( dot(world_shading_normal, view_direction) );
103
- let F_view = F_Hauber(specularF0, 1.0, NoV_alpha);
118
+ let F_view = F_Schlick(specularF0, 1.0, NoV_alpha);
104
119
  let F_scalar = max(F_view.r, max(F_view.g, F_view.b));
105
120
  let opacity = mix(surface_alpha, F_scalar, f_transmission);
106
121
 
@@ -122,21 +137,22 @@ fn forward_shade_standard_fragment(
122
137
  material,
123
138
  geometry,
124
139
  vert.position.xy,
125
- view_depth
140
+ view_depth,
141
+ point_budget,
142
+ spot_budget,
126
143
  );
127
144
 
128
- // do indirect
145
+ // do indirect, from the renderer's indirect lighting mode
129
146
  {
130
147
  const INDIRECT_INTENSITY = ${INDIRECT_LIGHT_INTENSITY};
131
148
 
132
149
  var radiance: vec3f;
133
150
  var irradiance: vec3f;
134
151
 
135
- brick4_sample_forward_indirect(
152
+ forward_sample_indirect(
136
153
  geometry.position,
137
154
  geometry.view_direction,
138
155
  geometry.shading_normal,
139
- geometry.shading_normal,
140
156
  material.roughness,
141
157
  &radiance,
142
158
  &irradiance,
@@ -156,13 +172,13 @@ fn forward_shade_standard_fragment(
156
172
  );
157
173
 
158
174
  // apply AO
159
- let indirect_diffuse = indirect[0] * material.occlusion;
175
+ let indirect_diffuse = indirect[1] * material.occlusion;
160
176
  let NoV = saturate( dot(geometry.shading_normal, geometry.view_direction) );
161
177
  // NOTE: deferred uses compute_specular_occlusion_bn (bent-normal cone-cone overlap), but
162
178
  // forward paths only have a per-material AO scalar — no bent-normal texture per material
163
179
  // (and none planned). The NoV/AO scalar approximation remains the right call here.
164
180
  let specular_occlusion = compute_specular_occlusion( NoV, material.occlusion, material.roughness );
165
- let indirect_specular = indirect[1] * specular_occlusion;
181
+ let indirect_specular = indirect[0] * specular_occlusion;
166
182
 
167
183
  let indirect_total = INDIRECT_INTENSITY * ( indirect_diffuse + indirect_specular );
168
184
 
@@ -178,15 +194,26 @@ fn forward_shade_standard_fragment(
178
194
  MATERIAL_SHADING_INFO_STRUCT.declaration_chunk,
179
195
  chunk_mat4_extract_position,
180
196
  chunk_dielectric_specular_color,
181
- chunk_F_Hauber,
197
+ chunk_F_Schlick,
182
198
  chunk_build_orthonormal_matrix_nt,
183
199
  chunk_decode_tangent_normal,
184
200
  chunk_anti_alias_roughness_kaplanyan,
185
201
  chunk_shade_standard_material_direct,
186
202
  chunk_get_view_space_depth,
187
203
  chunk_compute_indirect_specular,
188
- chunk_brick4_sample_forward_indirect,
204
+ chunk_forward_sample_indirect,
189
205
  chunk_compute_specular_occlusion,
190
206
  chunk_material_draw_side,
191
207
  ]
192
- )
208
+ )
209
+
210
+ chunk_forward_shade_standard_fragment.requireResource(CAMERA_RESOURCE);
211
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_INFO_RESOURCE);
212
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_DIFFUSE_TEXTURE_RESOURCE);
213
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_DIFFUSE_SAMPLER_RESOURCE);
214
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_EMISSIVE_TEXTURE_RESOURCE);
215
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_EMISSIVE_SAMPLER_RESOURCE);
216
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_NORMAL_TEXTURE_RESOURCE);
217
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_NORMAL_SAMPLER_RESOURCE);
218
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_ORM_TEXTURE_RESOURCE);
219
+ chunk_forward_shade_standard_fragment.requireResource(MATERIAL_ORM_SAMPLER_RESOURCE);
@@ -36,8 +36,8 @@
36
36
  export type AVBOITSideChannel = {
37
37
  /**
38
38
  * Optional optics preparation before occupancy; at most one producer per view. Inputs are
39
- * immutable opaque resources; the light clusters, the shadow atlas, the GI mode and the shader
40
- * switches are the ones the transparent meshes are lit by. The returned background is read by the one shared resolve.
39
+ * immutable opaque resources; the light clusters, the shadow atlas and the shader switches (the
40
+ * indirect lighting mode among them) are the ones the transparent meshes are lit by. The returned background is read by the one shared resolve.
41
41
  * Keep prepared state per graph/camera, not on an entity or in a global current-view slot.
42
42
  */
43
43
  avboit_prepare?: (args: {
@@ -53,7 +53,6 @@ export type AVBOITSideChannel = {
53
53
  light_cluster_lookup: number;
54
54
  light_cluster_data: number;
55
55
  shadowmap_atlas: number;
56
- indirect_lighting_mode: import("../../../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode;
57
56
  shader_switches: import("../../../shader/compiler/ShaderSwitchSet.js").ShaderSwitchSet;
58
57
  }) => {
59
58
  background_color?: number;
@@ -1 +1 @@
1
- {"version":3,"file":"AVBOITSideChannel.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;qBAoCc,CAAC,IAAI,EAAE;QAAC,KAAK,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QACjH,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QACzF,aAAmB,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAC3E,WAAiB,EAAE,MAAM,CAAC;QAAC,mBAAmB,EAAE,MAAM,CAAC;QACvD,wBAA8B,EAAE,MAAM,CAAC;QAAC,oBAAoB,EAAE,MAAM,CAAC;QAAC,kBAAkB,EAAE,MAAM,CAAC;QACjG,eAAqB,EAAE,MAAM,CAAC;QAC9B,sBAA4B,EAAE,OAAO,uCAAuC,EAAE,yBAAyB,CAAC;QACxG,eAAqB,EAAE,OAAO,6CAA6C,EAAE,eAAe,CAAC;KAC1F,KAAK;QAAC,gBAAgB,CAAC,EAAE,MAAM,CAAA;KAAC;;;;;sBAKtB,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,kBAAwB,EAAE,UAAU,MAAM,CAAC,CAAC;QAC5C,SAAe,EAAE,MAAM,CAAC;KACrB,KAAK,MAAM;;;;;;;;kBAED,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,IAAU,EAAE,MAAM,CAAC;QACnB,aAAmB,EAAE,MAAM,CAAC;QAC5B,gBAAsB,EAAE,MAAM,EAAE,CAAC;QACjC,MAAY,EAAE;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,KAAK,EAAE,MAAM,CAAA;SAAC,CAAC;KACjE,KAAK;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;;;;;;;;;;;;;;iBAKhD,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QACzE,MAAY,EAAE,MAAM,CAAC;QACrB,aAAmB,EAAE,MAAM,CAAC;QAC5B,IAAU,EAAE,MAAM,CAAC;QACnB,QAAc,EAAE,MAAM,CAAC;QACvB,eAAqB,EAAE,MAAM,CAAC;QAC9B,oBAA0B,EAAE,MAAM,CAAC;QACnC,sBAA4B,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAC;QACxD,YAAkB,EAAE;YAAC,KAAK,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAC,CAAC;KACrF,KAAK;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;;;;;;sBAW9D,CAAC,IAAI,EAAE,OAAO,iCAAiC,EAAE,cAAc,KAAK,OAAO"}
1
+ {"version":3,"file":"AVBOITSideChannel.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js"],"names":[],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;qBAoCc,CAAC,IAAI,EAAE;QAAC,KAAK,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QACjH,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QACzF,aAAmB,EAAE,MAAM,CAAC;QAAC,aAAa,EAAE,MAAM,CAAC;QAAC,cAAc,EAAE,MAAM,CAAC;QAC3E,WAAiB,EAAE,MAAM,CAAC;QAAC,mBAAmB,EAAE,MAAM,CAAC;QACvD,wBAA8B,EAAE,MAAM,CAAC;QAAC,oBAAoB,EAAE,MAAM,CAAC;QAAC,kBAAkB,EAAE,MAAM,CAAC;QACjG,eAAqB,EAAE,MAAM,CAAC;QAC9B,eAAqB,EAAE,OAAO,6CAA6C,EAAE,eAAe,CAAC;KAC1F,KAAK;QAAC,gBAAgB,CAAC,EAAE,MAAM,CAAA;KAAC;;;;;sBAKtB,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,kBAAwB,EAAE,UAAU,MAAM,CAAC,CAAC;QAC5C,SAAe,EAAE,MAAM,CAAC;KACrB,KAAK,MAAM;;;;;;;;kBAED,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,MAAY,EAAE,MAAM,CAAC;QACrB,IAAU,EAAE,MAAM,CAAC;QACnB,aAAmB,EAAE,MAAM,CAAC;QAC5B,gBAAsB,EAAE,MAAM,EAAE,CAAC;QACjC,MAAY,EAAE;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAC;YAAC,KAAK,EAAE,MAAM,CAAA;SAAC,CAAC;KACjE,KAAK;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAA;KAAC;;;;;;;;;;;;;;iBAKhD,CAAC,IAAI,EAAE;QACpB,KAAW,EAAE,OAAO,iEAAiE,EAAE,UAAU,CAAC;QAClG,QAAc,EAAE,OAAO,iCAAiC,EAAE,cAAc,CAAC;QACzE,MAAY,EAAE,MAAM,CAAC;QACrB,aAAmB,EAAE,MAAM,CAAC;QAC5B,IAAU,EAAE,MAAM,CAAC;QACnB,QAAc,EAAE,MAAM,CAAC;QACvB,eAAqB,EAAE,MAAM,CAAC;QAC9B,oBAA0B,EAAE,MAAM,CAAC;QACnC,sBAA4B,EAAE;YAAC,CAAC,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAA;SAAC,CAAC;QACxD,YAAkB,EAAE;YAAC,KAAK,EAAE,MAAM,CAAC;YAAC,IAAI,EAAE,MAAM,CAAC;YAAC,UAAU,EAAE,MAAM,CAAC;YAAC,QAAQ,EAAE,MAAM,CAAA;SAAC,CAAC;KACrF,KAAK;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,QAAQ,EAAE,MAAM,CAAA;KAAC;;;;;;sBAW9D,CAAC,IAAI,EAAE,OAAO,iCAAiC,EAAE,cAAc,KAAK,OAAO"}
@@ -40,12 +40,11 @@
40
40
  * hzb_texture: number, environment_texture: number,
41
41
  * light_cluster_parameters: number, light_cluster_lookup: number, light_cluster_data: number,
42
42
  * shadowmap_atlas: number,
43
- * indirect_lighting_mode: import("../../../ShadeIndirectLightingMode.js").ShadeIndirectLightingMode,
44
43
  * shader_switches: import("../../../shader/compiler/ShaderSwitchSet.js").ShaderSwitchSet,
45
44
  * }) => {background_color?: number}} [avboit_prepare]
46
45
  * Optional optics preparation before occupancy; at most one producer per view. Inputs are
47
- * immutable opaque resources; the light clusters, the shadow atlas, the GI mode and the shader
48
- * switches are the ones the transparent meshes are lit by. The returned background is read by the one shared resolve.
46
+ * immutable opaque resources; the light clusters, the shadow atlas and the shader switches (the
47
+ * indirect lighting mode among them) are the ones the transparent meshes are lit by. The returned background is read by the one shared resolve.
49
48
  * Keep prepared state per graph/camera, not on an entity or in a global current-view slot.
50
49
  * @property {(args: {
51
50
  * graph: import("../../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph,
@@ -1,8 +1,13 @@
1
1
  /**
2
- * The fragment stage of the AVBOIT draw pass, shared verbatim by the IBL and Brick4 pipelines
3
- * (`shader_avboit_draw_ibl`, `shader_avboit_draw_brick4`), which differ only in which
4
- * `forward_shade_standard_fragment` they link and in one storage buffer in the view group. Same
5
- * arrangement as the two MBOIT resolve shaders, with the body held in one place.
2
+ * The most point lights, and separately spot lights, of a fragment's cluster cell the AVBOIT draw shades.
3
+ * Every transparent layer over a pixel pays it. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
4
+ * @type {number}
5
+ */
6
+ export const AVBOIT_DRAW_LIGHT_BUDGET: number;
7
+ /**
8
+ * The fragment stage of the AVBOIT draw pass (`shader_avboit_draw`), which links it with
9
+ * `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that. Same
10
+ * arrangement as the MBOIT resolve, with the body held in one place.
6
11
  *
7
12
  * Per fragment (plan §3.8): full forward shading and the inline volumetric composite exactly as the
8
13
  * MBOIT resolve does them, then the transmittance of everything in front from the integral texture,
@@ -1 +1 @@
1
- {"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AAWA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,wCAFU,MAAM,CAoEV;AAEN;;;GAGG;AACH,gDAFU,WAAW,CAWnB;AAEF;;;GAGG;AACH,kCAFU,qBAAqB,CAiB3B"}
1
+ {"version":3,"file":"avboit_draw_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/avboit_draw_fragment_body.js"],"names":[],"mappings":"AAWA;;;;GAIG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,wCAFU,MAAM,CAoEV;AAEN;;;GAGG;AACH,gDAFU,WAAW,CAWnB;AAEF;;;GAGG;AACH,kCAFU,qBAAqB,CAiB3B"}
@@ -10,10 +10,16 @@ import { chunk_avboit_sample_transmittance } from "./chunk_avboit_sample_transmi
10
10
  import { chunk_avboit_transmission_tint } from "./chunk_avboit_transmission_tint.js";
11
11
 
12
12
  /**
13
- * The fragment stage of the AVBOIT draw pass, shared verbatim by the IBL and Brick4 pipelines
14
- * (`shader_avboit_draw_ibl`, `shader_avboit_draw_brick4`), which differ only in which
15
- * `forward_shade_standard_fragment` they link and in one storage buffer in the view group. Same
16
- * arrangement as the two MBOIT resolve shaders, with the body held in one place.
13
+ * The most point lights, and separately spot lights, of a fragment's cluster cell the AVBOIT draw shades.
14
+ * Every transparent layer over a pixel pays it. Chosen, not derived. Past it the rest of that type's list in the cell goes unshaded: the highest ids, except within one 32-light window where the GPU's lane order decides (PROPOSAL_HIERARCHICAL, I.6).
15
+ * @type {number}
16
+ */
17
+ export const AVBOIT_DRAW_LIGHT_BUDGET = 32;
18
+
19
+ /**
20
+ * The fragment stage of the AVBOIT draw pass (`shader_avboit_draw`), which links it with
21
+ * `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that. Same
22
+ * arrangement as the MBOIT resolve, with the body held in one place.
17
23
  *
18
24
  * Per fragment (plan §3.8): full forward shading and the inline volumetric composite exactly as the
19
25
  * MBOIT resolve does them, then the transmittance of everything in front from the integral texture,
@@ -78,7 +84,7 @@ fn main(
78
84
  discard;
79
85
  }
80
86
 
81
- let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
87
+ let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing, ${AVBOIT_DRAW_LIGHT_BUDGET}u, ${AVBOIT_DRAW_LIGHT_BUDGET}u);
82
88
 
83
89
  // composite volumetric fog between the camera and this fragment
84
90
  let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
@@ -104,11 +104,10 @@ export function graph_avboit_integrate({ graph, warp, extinction, overflow, voxe
104
104
  * @param {number} volumetrics_lut
105
105
  * @param {number} volumetrics_metadata
106
106
  * @param {{color: number, norm: number, extinction: number}} [accumulators] existing targets to add to
107
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
108
107
  * @param {ShaderSwitchSet} shader_switches the renderer's; the draw's pipelines are built for them
109
108
  * @returns {{color: number, norm: number, extinction: number}}
110
109
  */
111
- export function graph_avboit_draw({ graph, view_ctx, material_count, materials, draw_commands, meshlets, depth_texture, warp, integral, primitive, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, accumulators, indirect_lighting_mode, shader_switches, }: FrameGraph): {
110
+ export function graph_avboit_draw({ graph, view_ctx, material_count, materials, draw_commands, meshlets, depth_texture, warp, integral, primitive, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, accumulators, shader_switches, }: FrameGraph): {
112
111
  color: number;
113
112
  norm: number;
114
113
  extinction: number;
@@ -159,15 +158,15 @@ export function avboit_create_accumulators(pass: FramePassBuilder, resolution: A
159
158
  * @param {{Y: number, CoCg: number}} options.volumetrics_irradiance the froxel irradiance volume
160
159
  * (`chunk_volumetrics_irradiance_sh`), for side channels that light their own fragments; the
161
160
  * MBOIT orchestrator ignores it
162
- * @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
163
161
  * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; every pipeline that lights a fragment is
164
- * built for them, the side channels' included
162
+ * built for them, the side channels' included, and the set is all a pass needs to know of the
163
+ * indirect lighting mode
165
164
  * @param {AVBOITSettings} [options.avboit] `Renderer.avboit`; the MBOIT orchestrator ignores it
166
165
  * @param {import("./AVBOITSideChannel.js").AVBOITSideChannel[]} [options.side_channels] non-meshlet
167
166
  * sources of transparent fragments; the MBOIT orchestrator ignores them
168
167
  * @returns {number} resource ID of the composited color texture
169
168
  */
170
- export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, normal_texture, hzb_texture, environment_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, volumetrics_irradiance, indirect_lighting_mode, shader_switches, avboit, side_channels, }: {
169
+ export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, normal_texture, hzb_texture, environment_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, volumetrics_irradiance, shader_switches, avboit, side_channels, }: {
171
170
  graph: FrameGraph;
172
171
  buckets: number;
173
172
  view_ctx: GPUViewContext;
@@ -185,12 +184,10 @@ export function graph_rasterize_meshes_transparent_avboit({ graph, buckets, view
185
184
  Y: number;
186
185
  CoCg: number;
187
186
  };
188
- indirect_lighting_mode: ShadeIndirectLightingMode;
189
187
  shader_switches?: ShaderSwitchSet;
190
188
  avboit?: AVBOITSettings;
191
189
  side_channels?: import("./AVBOITSideChannel.js").AVBOITSideChannel[];
192
190
  }): number;
193
191
  import { AVBOITSettings } from "./AVBOITSettings.js";
194
- import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
195
192
  import { ShaderSwitchSet } from "../../../shader/compiler/ShaderSwitchSet.js";
196
193
  //# sourceMappingURL=graph_rasterize_meshes_transparent_avboit.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AA6DA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAuDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAiJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,sVAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CA0N7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH;IAxB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC;IAGU,sBAAsB,EAAzD,yBAAyB;IACC,eAAe,GAAzC,eAAe;IAEU,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAoTlB;+BAl+B8B,qBAAqB;0CA9BV,uCAAuC;gCAmCjD,6CAA6C"}
1
+ {"version":3,"file":"graph_rasterize_meshes_transparent_avboit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js"],"names":[],"mappings":"AA2DA;;;;;GAKG;AACH,oDAHW,UAAU,MAAM,CAAC,GACf,MAAM,EAAE,CAOpB;AAED;;;;;;;;;;;;GAYG;AACH;IAT+B,KAAK;IACA,KAAK;IACd,MAAM,EAAtB,MAAM;IACqB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACD,kBAAkB,EAAlC,MAAM;IACU,wBAAwB,EAAxC,MAAM;IACW,SAAS,GAA1B,MAAM;IACJ,MAAM,CA4DlB;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,SAAS,EAAzB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACmB,kBAAkB,EAA7C,UAAU,MAAM,CAAC;IACQ,MAAM,GAA/B,cAAc;IACZ,MAAM,CAuDlB;AAED;;;;;;;;;;;;;;;GAeG;AACH,6KAFa;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAC;IAAC,KAAK,EAAE,MAAM,CAAA;CAAC,CAiJjE;AAED;;;;;;;;;;GAUG;AACH;IAP+B,KAAK;IACT,IAAI,EAApB,MAAM;IACU,UAAU,EAA1B,MAAM;IACU,QAAQ,EAAxB,MAAM;IACY,gBAAgB,EAAlC,MAAM,EAAE;IACN,MAAM,CAoClB;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,8TAFa;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAA;CAAC,CAqM7D;AAED;;;;;;;;GAQG;AACH,+EAHW,UAAU,MAAM,CAAC,GACf;IAAC,KAAK,EAAE,MAAM,CAAC;IAAC,IAAI,EAAE,MAAM,CAAC;IAAC,UAAU,EAAE,MAAM,CAAC;IAAC,QAAQ,EAAE,MAAM,CAAA;CAAC,CAe/E;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH;IAxB+B,KAAK;IACT,OAAO,EAAvB,MAAM;IACkB,QAAQ;IACd,QAAQ,EAA1B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,aAAa,EAA7B,MAAM;IACuB,MAAM;IACnB,wBAAwB,EAAxC,MAAM;IACU,oBAAoB,EAApC,MAAM;IACU,kBAAkB,EAAlC,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,eAAe,EAA/B,MAAM;IACU,oBAAoB,EAApC,MAAM;IAC6B,sBAAsB,EAAzD;QAAC,CAAC,EAAE,MAAM,CAAC;QAAC,IAAI,EAAE,MAAM,CAAA;KAAC;IAGC,eAAe,GAAzC,eAAe;IAGU,MAAM,GAA/B,cAAc;IACiD,aAAa,GAA5E,OAAO,wBAAwB,EAAE,iBAAiB,EAAE;IAElD,MAAM,CAkTlB;+BAz8B8B,qBAAqB;gCAIpB,6CAA6C"}
@@ -6,7 +6,6 @@ import { BindGroupDescriptor } from "../../../binding/BindGroupDescriptor.js";
6
6
  import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
7
7
  import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
8
8
  import { TransparencyMode } from "../../../material/TransparencyMode.js";
9
- import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
10
9
  import { graph_compute_pass } from "../../../shader/graph/compute/graph_compute_pass.js";
11
10
  import { graph_image_pass } from "../../../shader/graph/graph_image_pass.js";
12
11
  import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
@@ -39,8 +38,7 @@ import { avboit_build_depth_curve } from "./avboit_build_depth_curve.js";
39
38
  import { AVBOITSettings } from "./AVBOITSettings.js";
40
39
  import { AVBOIT_WARP_STRUCT } from "./AVBOIT_WARP_STRUCT.js";
41
40
  import { AVBOIT_BUILD_WARP_SETTINGS_STRUCT, shader_avboit_build_warp } from "./shader_avboit_build_warp.js";
42
- import { shader_avboit_draw_brick4 } from "./shader_avboit_draw_brick4.js";
43
- import { shader_avboit_draw_ibl } from "./shader_avboit_draw_ibl.js";
41
+ import { AVBOIT_DRAW_VIEW_GROUP, shader_avboit_draw } from "./shader_avboit_draw.js";
44
42
  import { ShaderSwitchSet } from "../../../shader/compiler/ShaderSwitchSet.js";
45
43
  import { shader_avboit_integrate } from "./shader_avboit_integrate.js";
46
44
  import { AVBOIT_OCCUPANCY_SETTINGS_STRUCT, shader_avboit_occupancy } from "./shader_avboit_occupancy.js";
@@ -439,7 +437,6 @@ export function graph_avboit_integrate({
439
437
  * @param {number} volumetrics_lut
440
438
  * @param {number} volumetrics_metadata
441
439
  * @param {{color: number, norm: number, extinction: number}} [accumulators] existing targets to add to
442
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
443
440
  * @param {ShaderSwitchSet} shader_switches the renderer's; the draw's pipelines are built for them
444
441
  * @returns {{color: number, norm: number, extinction: number}}
445
442
  */
@@ -461,7 +458,6 @@ export function graph_avboit_draw({
461
458
  volumetrics_lut,
462
459
  volumetrics_metadata,
463
460
  accumulators,
464
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
465
461
  shader_switches = ShaderSwitchSet.EMPTY,
466
462
  }) {
467
463
 
@@ -538,10 +534,7 @@ export function graph_avboit_draw({
538
534
  ]
539
535
  ));
540
536
 
541
- const use_brick4 = data.indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
542
- const render_pass_descriptor = (use_brick4
543
- ? shader_avboit_draw_brick4
544
- : shader_avboit_draw_ibl).variant(data.shader_switches);
537
+ const render_pass_descriptor = shader_avboit_draw.variant(data.shader_switches);
545
538
 
546
539
  const pass_encoder = encoder.beginRenderPass(render_pass_descriptor.toGPU({
547
540
  colorTargets: [t_color, t_norm, t_extinction, t_emission],
@@ -563,38 +556,22 @@ export function graph_avboit_draw({
563
556
  const t_split_sum_lut = graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.split_sum);
564
557
  const stbn_vec3 = graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3);
565
558
 
566
- // Entry order matches the view group declared in shader_avboit_draw_ibl / _brick4; the
567
- // Brick4 variant carries its lightmap buffer right after the integral texture.
568
- const view_bind_entries = use_brick4
569
- ? [
570
- { buffer: view_ctx.camera.buffer.buffer },
571
- { buffer: view_ctx.uniform_buffer.buffer },
572
- { buffer: warp_buffer },
573
- t_integral.obtainView(),
574
- { buffer: view_ctx.scene.volumetric_light_map.buffer },
575
- t_split_sum_lut.obtainView(),
576
- sampler_linear,
577
- // volumetrics
578
- { buffer: volumetrics_metadata },
579
- t_volumetrics_lut.obtainView(),
580
- stbn_vec3.obtainView(),
581
- ]
582
- : [
583
- { buffer: view_ctx.camera.buffer.buffer },
584
- { buffer: view_ctx.uniform_buffer.buffer },
585
- { buffer: warp_buffer },
586
- t_integral.obtainView(),
587
- t_split_sum_lut.obtainView(),
588
- sampler_linear,
589
- // volumetrics
590
- { buffer: volumetrics_metadata },
591
- t_volumetrics_lut.obtainView(),
592
- stbn_vec3.obtainView(),
593
- ];
594
-
559
+ // by name: every indirect lighting mode's resources, whichever the pipeline's variant reads
595
560
  const view_bindings = bind_manager.obtain(BindGroupDescriptor.from(
596
561
  render_pass_descriptor.pipeline_layout.bindGroupLayouts[RASTERIZATION_SHADER_BIND_GROUP_VIEW],
597
- view_bind_entries
562
+ AVBOIT_DRAW_VIEW_GROUP.generateBindings({
563
+ camera: view_ctx.camera.buffer.buffer,
564
+ view: view_ctx.uniform_buffer.buffer,
565
+ warp: warp_buffer,
566
+ tIntegral: t_integral,
567
+ brick4: view_ctx.scene.volumetric_light_map.buffer,
568
+ tSplitSum: t_split_sum_lut,
569
+ sLinear: sampler_linear,
570
+ // volumetrics
571
+ volumetrics_metadata,
572
+ tVolumetrics: t_volumetrics_lut,
573
+ tSTBN_vec3: stbn_vec3,
574
+ }, encoder)
598
575
  ));
599
576
 
600
577
  pass_encoder.setBindGroup(RASTERIZATION_SHADER_BIND_GROUP_VIEW, view_bindings);
@@ -614,7 +591,6 @@ export function graph_avboit_draw({
614
591
  }
615
592
 
616
593
  const pass_data = {
617
- indirect_lighting_mode,
618
594
  shader_switches,
619
595
  clear_targets: accumulators === undefined,
620
596
  };
@@ -716,9 +692,9 @@ export function avboit_create_accumulators(pass, resolution) {
716
692
  * @param {{Y: number, CoCg: number}} options.volumetrics_irradiance the froxel irradiance volume
717
693
  * (`chunk_volumetrics_irradiance_sh`), for side channels that light their own fragments; the
718
694
  * MBOIT orchestrator ignores it
719
- * @param {ShadeIndirectLightingMode} options.indirect_lighting_mode
720
695
  * @param {ShaderSwitchSet} [options.shader_switches] the renderer's; every pipeline that lights a fragment is
721
- * built for them, the side channels' included
696
+ * built for them, the side channels' included, and the set is all a pass needs to know of the
697
+ * indirect lighting mode
722
698
  * @param {AVBOITSettings} [options.avboit] `Renderer.avboit`; the MBOIT orchestrator ignores it
723
699
  * @param {import("./AVBOITSideChannel.js").AVBOITSideChannel[]} [options.side_channels] non-meshlet
724
700
  * sources of transparent fragments; the MBOIT orchestrator ignores them
@@ -745,7 +721,6 @@ export function graph_rasterize_meshes_transparent_avboit({
745
721
  volumetrics_metadata,
746
722
  volumetrics_irradiance,
747
723
 
748
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
749
724
  shader_switches = ShaderSwitchSet.EMPTY,
750
725
  avboit = DEFAULT_SETTINGS,
751
726
  side_channels = [],
@@ -840,7 +815,7 @@ export function graph_rasterize_meshes_transparent_avboit({
840
815
  for (const channel of preparers) {
841
816
  const prepared = channel.avboit_prepare({ graph, view_ctx, camera: gr_camera, color_texture,
842
817
  depth_texture, normal_texture, hzb_texture: gr_hzb, environment_texture, light_cluster_parameters,
843
- light_cluster_lookup, light_cluster_data, shadowmap_atlas, indirect_lighting_mode, shader_switches });
818
+ light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches });
844
819
  if (prepared?.background_color !== undefined) {
845
820
  assert.isNonNegativeInteger(prepared.background_color, 'prepared.background_color');
846
821
  background_color = prepared.background_color;
@@ -965,7 +940,6 @@ export function graph_rasterize_meshes_transparent_avboit({
965
940
  shadowmap_atlas,
966
941
  volumetrics_lut,
967
942
  volumetrics_metadata,
968
- indirect_lighting_mode,
969
943
  shader_switches,
970
944
  };
971
945
 
@@ -0,0 +1,18 @@
1
+ /**
2
+ * The draw's own group, group 2: the view, the AVBOIT volume, and what every indirect lighting mode
3
+ * reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
4
+ *
5
+ * @type {ShaderResourceGroupDescriptor}
6
+ */
7
+ export const AVBOIT_DRAW_VIEW_GROUP: ShaderResourceGroupDescriptor;
8
+ /**
9
+ * AVBOIT draw. See `avboit_draw_fragment_body.js`. One pipeline per template that can be drawn
10
+ * forward and per switch set: the set picks the indirect lighting the fragment links
11
+ * (`chunk_forward_sample_indirect`), and the bindings are the same for every set.
12
+ *
13
+ * @type {TemplatePassDescriptor}
14
+ */
15
+ export const shader_avboit_draw: TemplatePassDescriptor;
16
+ import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
17
+ import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
18
+ //# sourceMappingURL=shader_avboit_draw.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_avboit_draw.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/avboit/shader_avboit_draw.js"],"names":[],"mappings":"AA+BA;;;;;GAKG;AACH,qCAFU,6BAA6B,CAEmC;AAgC1E;;;;;;GAMG;AACH,iCAFU,sBAAsB,CAmC7B;8CApG2C,2DAA2D;uCAalE,iCAAiC"}
@@ -12,9 +12,7 @@ import { ShaderDescriptor } from "../../../shader/ShaderDescriptor.js";
12
12
  import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.js";
13
13
  import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
14
14
  import { VOLUMETRICS_METADATA_STRUCT } from "../../../volumetrics/VOLUMETRICS_METADATA_STRUCT.js";
15
- import {
16
- chunk_forward_shade_standard_fragment_brick4
17
- } from "../../forward/chunk_forward_shade_standard_fragment_brick4.js";
15
+ import { chunk_forward_shade_standard_fragment } from "../../forward/chunk_forward_shade_standard_fragment.js";
18
16
  import {
19
17
  FORWARD_LIGHT_LAYOUT,
20
18
  forward_fragment_resources,
@@ -31,16 +29,21 @@ import {
31
29
  AVBOIT_DRAW_TARGETS
32
30
  } from "./avboit_draw_fragment_body.js";
33
31
 
34
- // Order is load-bearing: the orchestrator's view bind group lists its entries in this sequence.
35
- // Identical to the IBL variant except for the brick4 buffer after the integral sampler.
36
- const view_group = new ShaderResourceGroupDescriptor();
32
+ /**
33
+ * The draw's own group, group 2: the view, the AVBOIT volume, and what every indirect lighting mode
34
+ * reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
35
+ *
36
+ * @type {ShaderResourceGroupDescriptor}
37
+ */
38
+ export const AVBOIT_DRAW_VIEW_GROUP = new ShaderResourceGroupDescriptor();
37
39
 
38
- view_group
40
+ AVBOIT_DRAW_VIEW_GROUP
39
41
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
40
42
  .addUniform("view", VIEW_UNIFORM_STRUCT)
41
43
  .addStorageBuffer("warp", AVBOIT_WARP_STRUCT)
42
44
  // sampled through sLinear below: linear, clamped on every axis, which is what the integral needs
43
45
  .addTexture("tIntegral", "float", "3d")
46
+ // the light map, read under Brick4 indirect lighting
44
47
  .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false)
45
48
  .addTexture("tSplitSum", "float")
46
49
  .addSampler("sLinear", "filtering", SAMPLER_LINEAR_UPSCALE)
@@ -49,34 +52,35 @@ view_group
49
52
  .addTexture("tVolumetrics", "float", "3d")
50
53
  .addTexture("tSTBN_vec3", "float", "3d")
51
54
 
52
- const pass_groups = [view_group, SHADING_LIGHT_RESOURCE_GROUP];
55
+ const pass_groups = [AVBOIT_DRAW_VIEW_GROUP, SHADING_LIGHT_RESOURCE_GROUP];
53
56
 
54
57
  // the view group keeps the visibility the orchestrator builds its bind group for, as the vertex stage
55
58
  // reads the camera from it; the lights are the fragment stage's alone
56
59
  const pass_layouts = [
57
- view_group.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
60
+ AVBOIT_DRAW_VIEW_GROUP.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
58
61
  FORWARD_LIGHT_LAYOUT,
59
62
  ];
60
63
 
61
64
  const shader_vertex = ShaderDescriptor.from({
62
- label: 'AVBOIT Brick4 / vertex shader',
65
+ label: 'AVBOIT / vertex shader',
63
66
  body: vertex_shader_chunk,
64
- resources: forward_vertex_resources([view_group]),
67
+ resources: forward_vertex_resources([AVBOIT_DRAW_VIEW_GROUP]),
65
68
  });
66
69
 
67
70
  /**
68
- * AVBOIT draw, Brick4 (sparse volumetric lightmap) indirect lighting. See `avboit_draw_fragment_body.js`.
69
- * One pipeline per template that can be drawn forward.
71
+ * AVBOIT draw. See `avboit_draw_fragment_body.js`. One pipeline per template that can be drawn
72
+ * forward and per switch set: the set picks the indirect lighting the fragment links
73
+ * (`chunk_forward_sample_indirect`), and the bindings are the same for every set.
70
74
  *
71
75
  * @type {TemplatePassDescriptor}
72
76
  */
73
- export const shader_avboit_draw_brick4 = new TemplatePassDescriptor("AVBOIT Brick4 / draw", (template, switches) => {
77
+ export const shader_avboit_draw = new TemplatePassDescriptor("AVBOIT / draw", (template, switches) => {
74
78
  const shader_fragment = ShaderDescriptor.from({
75
- label: "AVBOIT Brick4 / draw",
79
+ label: "AVBOIT / draw",
76
80
  resources: forward_fragment_resources(template, pass_groups),
77
81
  body: CodeChunk.from(AVBOIT_DRAW_FRAGMENT_BODY, [
78
82
  ...AVBOIT_DRAW_FRAGMENT_DEPENDENCIES,
79
- chunk_forward_shade_standard_fragment_brick4,
83
+ chunk_forward_shade_standard_fragment,
80
84
  ])
81
85
  }).variant(switches);
82
86
 
@@ -106,11 +110,11 @@ export const shader_avboit_draw_brick4 = new TemplatePassDescriptor("AVBOIT Bric
106
110
  });
107
111
 
108
112
  // the standard template's, for what reads one pipeline: its groups 1 and up are every template's
109
- shader_avboit_draw_brick4.pipeline = shader_avboit_draw_brick4.template_pipeline_descriptor(STANDARD_MATERIAL_TEMPLATE);
110
- shader_avboit_draw_brick4.colorAttachments = AVBOIT_DRAW_TARGETS.map(() => RenderPassColorAttachmentDescriptor.from({
113
+ shader_avboit_draw.pipeline = shader_avboit_draw.template_pipeline_descriptor(STANDARD_MATERIAL_TEMPLATE);
114
+ shader_avboit_draw.colorAttachments = AVBOIT_DRAW_TARGETS.map(() => RenderPassColorAttachmentDescriptor.from({
111
115
  clearValue: [0, 0, 0, 0],
112
116
  }));
113
117
  /**
114
118
  * Clear depth to 0 for reverse Z technique
115
119
  */
116
- shader_avboit_draw_brick4.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;
120
+ shader_avboit_draw.depthStencilAttachment.depthClearValue = DEPTH_BACKGROUND_VALUE;