@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
@@ -4,7 +4,7 @@ import { atomic_u32 } from "../../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js"
4
4
  import { WebGPUArray } from "../../../shader/type/WebGPUArray.js";
5
5
  import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
6
6
  import { STANDARD_MATERIAL_TEMPLATE } from "../../../material/standard/STANDARD_MATERIAL_TEMPLATE.js";
7
- import { chunk_F_Hauber } from "../../../shader/chunk/brdf/fresnel/chunk_F_Hauber.js";
7
+ import { chunk_F_Schlick } from "../../../shader/chunk/brdf/fresnel/chunk_F_Schlick.js";
8
8
  import { chunk_get_view_space_depth } from "../../../shader/chunk/depth/chunk_get_view_space_depth.js";
9
9
  import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
10
10
  import { chunk_dielectric_specular_color } from "../../../shader/chunk/material/chunk_dielectric_specular_color.js";
@@ -125,7 +125,7 @@ fn main(
125
125
  let view_position = mat4_extract_position(camera.transform);
126
126
  let view_direction = normalize(view_position - vert.position_ws);
127
127
  let nov = saturate(abs(dot(normalize(vert.normal), view_direction)));
128
- let f_view = F_Hauber(specular_f0, 1.0, nov);
128
+ let f_view = F_Schlick(specular_f0, 1.0, nov);
129
129
  let f_scalar = max(f_view.r, max(f_view.g, f_view.b));
130
130
 
131
131
  opacity = mix(surface_alpha, f_scalar, f_transmission);
@@ -158,7 +158,7 @@ fn main(
158
158
  chunk_get_view_space_depth,
159
159
  chunk_mat4_extract_position,
160
160
  chunk_dielectric_specular_color,
161
- chunk_F_Hauber,
161
+ chunk_F_Schlick,
162
162
  chunk_avboit_splat_slice,
163
163
  chunk_avboit_transmission_tint,
164
164
  chunk_avboit_transmittance_to_extinction,
@@ -12,9 +12,9 @@
12
12
  * @param {number} light_cluster_lookup
13
13
  * @param {number} light_cluster_data
14
14
  * @param {number} shadowmap_atlas
15
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
16
- * @param {ShaderSwitchSet} [shader_switches] the renderer's; the resolve's pipelines are built for them
15
+ * @param {ShaderSwitchSet} [shader_switches] the renderer's; the resolve's pipelines are built for them, and
16
+ * the set is all the resolve needs to know of the indirect lighting mode
17
17
  * @returns {number} resource ID of modified color texture
18
18
  */
19
- export function graph_rasterize_meshes_transparent_oit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, indirect_lighting_mode, shader_switches, }: FrameGraph): number;
19
+ export function graph_rasterize_meshes_transparent_oit({ graph, buckets, view_ctx, viewport, depth_texture, color_texture, limits, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, volumetrics_lut, volumetrics_metadata, shader_switches, }: FrameGraph): number;
20
20
  //# sourceMappingURL=graph_rasterize_meshes_transparent_oit.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"graph_rasterize_meshes_transparent_oit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js"],"names":[],"mappings":"AAiaA;;;;;;;;;;;;;;;;;GAiBG;AACH,wTAFa,MAAM,CA4OlB"}
1
+ {"version":3,"file":"graph_rasterize_meshes_transparent_oit.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/graph_rasterize_meshes_transparent_oit.js"],"names":[],"mappings":"AAuYA;;;;;;;;;;;;;;;;;GAiBG;AACH,gSAFa,MAAM,CAyOlB"}
@@ -5,7 +5,6 @@ import { BindGroupDescriptor } from "../../../binding/BindGroupDescriptor.js";
5
5
  import { ShadeDrawMode } from "../../../material/ShadeDrawMode.js";
6
6
  import { ShadeDrawSide } from "../../../material/ShadeDrawSide.js";
7
7
  import { TransparencyMode } from "../../../material/TransparencyMode.js";
8
- import { ShadeIndirectLightingMode } from "../../../ShadeIndirectLightingMode.js";
9
8
  import { graph_image_pass } from "../../../shader/graph/graph_image_pass.js";
10
9
  import { graph_import_buffer } from "../../../shader/graph/graph_import_buffer.js";
11
10
  import { graph_import_texture } from "../../../shader/graph/graph_import_texture.js";
@@ -26,8 +25,7 @@ import {
26
25
  import { material_draw_indirect } from "../material_draw_indirect.js";
27
26
  import { shader_oit_blend } from "./shader_oit_blend.js";
28
27
  import { shader_oit_generate_moments } from "./shader_oit_generate_moments.js";
29
- import { shader_oit_resolve_moments } from "./shader_oit_resolve_moments.js";
30
- import { shader_oit_resolve_moments_ibl } from "./shader_oit_resolve_moments_ibl.js";
28
+ import { OIT_RESOLVE_VIEW_GROUP, shader_oit_resolve_moments } from "./shader_oit_resolve_moments.js";
31
29
  import { ShaderSwitchSet } from "../../../shader/compiler/ShaderSwitchSet.js";
32
30
  import { FORWARD_LIGHT_LAYOUT } from "../../forward/forward_template_pipeline.js";
33
31
  import { SHADING_SCENE_LAYOUT } from "../../forward/SHADING_SCENE_RESOURCE_GROUP.js";
@@ -50,7 +48,6 @@ import { SHADING_SCENE_LAYOUT } from "../../forward/SHADING_SCENE_RESOURCE_GROUP
50
48
  * @param {number} shadowmap_atlas
51
49
  * @param {number} output
52
50
  * @param {PrimitiveState} primitive
53
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
54
51
  * @param {ShaderSwitchSet} shader_switches the renderer's; the resolve's pipelines are built for them
55
52
  * @return {number}
56
53
  */
@@ -76,7 +73,6 @@ function graph_oit_resolve_moments({
76
73
  volumetrics_metadata,
77
74
 
78
75
  output = -1,
79
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
80
76
  shader_switches = ShaderSwitchSet.EMPTY,
81
77
  }) {
82
78
 
@@ -149,11 +145,7 @@ function graph_oit_resolve_moments({
149
145
  ]
150
146
  ));
151
147
 
152
- // Select render pass descriptor based on indirect lighting mode
153
- const use_brick4 = data.indirect_lighting_mode === ShadeIndirectLightingMode.Brick4;
154
- const render_pass_descriptor = (use_brick4
155
- ? shader_oit_resolve_moments
156
- : shader_oit_resolve_moments_ibl).variant(data.shader_switches);
148
+ const render_pass_descriptor = shader_oit_resolve_moments.variant(data.shader_switches);
157
149
 
158
150
  const pass_encoder = encoder.beginRenderPass(render_pass_descriptor.toGPU({
159
151
  colorTargets: [t_resolved],
@@ -174,39 +166,22 @@ function graph_oit_resolve_moments({
174
166
 
175
167
  const stbn_vec3 = graphics.textures.obtain(STATIC_GRAPHICS_ENGINE_ASSETS.stbn_vec3);
176
168
 
177
- // Brick4 variant requires brick4 buffer in the view bind group;
178
- // IBL variant does not. Volumetrics bindings are appended last (after sLinear), matching
179
- // the order declared in shader_oit_resolve_moments[_ibl].
180
- const view_bind_entries = use_brick4
181
- ? [
182
- { buffer: view_ctx.camera.buffer.buffer },
183
- { buffer: view_ctx.uniform_buffer.buffer },
184
- t_moments.obtainView(),
185
- t_optical_depth.obtainView(),
186
- { buffer: view_ctx.scene.volumetric_light_map.buffer },
187
- t_split_sum_lut.obtainView(),
188
- sampler_linear,
189
- // volumetrics
190
- { buffer: volumetrics_metadata },
191
- t_volumetrics_lut.obtainView(),
192
- stbn_vec3.obtainView(),
193
- ]
194
- : [
195
- { buffer: view_ctx.camera.buffer.buffer },
196
- { buffer: view_ctx.uniform_buffer.buffer },
197
- t_moments.obtainView(),
198
- t_optical_depth.obtainView(),
199
- t_split_sum_lut.obtainView(),
200
- sampler_linear,
201
- // volumetrics
202
- { buffer: volumetrics_metadata },
203
- t_volumetrics_lut.obtainView(),
204
- stbn_vec3.obtainView(),
205
- ];
206
-
169
+ // by name: every indirect lighting mode's resources, whichever the pipeline's variant reads
207
170
  const view_bindings = bind_manager.obtain(BindGroupDescriptor.from(
208
171
  render_pass_descriptor.pipeline_layout.bindGroupLayouts[RASTERIZATION_SHADER_BIND_GROUP_VIEW],
209
- view_bind_entries
172
+ OIT_RESOLVE_VIEW_GROUP.generateBindings({
173
+ camera: view_ctx.camera.buffer.buffer,
174
+ view: view_ctx.uniform_buffer.buffer,
175
+ moments: t_moments,
176
+ optical_depth: t_optical_depth,
177
+ brick4: view_ctx.scene.volumetric_light_map.buffer,
178
+ tSplitSum: t_split_sum_lut,
179
+ sLinear: sampler_linear,
180
+ // volumetrics
181
+ volumetrics_metadata,
182
+ tVolumetrics: t_volumetrics_lut,
183
+ tSTBN_vec3: stbn_vec3,
184
+ }, encoder)
210
185
  ));
211
186
 
212
187
  pass_encoder.setBindGroup(RASTERIZATION_SHADER_BIND_GROUP_VIEW, view_bindings);
@@ -227,7 +202,6 @@ function graph_oit_resolve_moments({
227
202
  }
228
203
 
229
204
  const pass_data = {
230
- indirect_lighting_mode,
231
205
  shader_switches,
232
206
  };
233
207
  const pass = graph.add("MBOIT/resolve moments", pass_data, execute);
@@ -429,8 +403,8 @@ function graph_oit_generate_moments({
429
403
  * @param {number} light_cluster_lookup
430
404
  * @param {number} light_cluster_data
431
405
  * @param {number} shadowmap_atlas
432
- * @param {ShadeIndirectLightingMode} indirect_lighting_mode
433
- * @param {ShaderSwitchSet} [shader_switches] the renderer's; the resolve's pipelines are built for them
406
+ * @param {ShaderSwitchSet} [shader_switches] the renderer's; the resolve's pipelines are built for them, and
407
+ * the set is all the resolve needs to know of the indirect lighting mode
434
408
  * @returns {number} resource ID of modified color texture
435
409
  */
436
410
  export function graph_rasterize_meshes_transparent_oit({
@@ -450,7 +424,6 @@ export function graph_rasterize_meshes_transparent_oit({
450
424
  volumetrics_lut,
451
425
  volumetrics_metadata,
452
426
 
453
- indirect_lighting_mode = ShadeIndirectLightingMode.IBL,
454
427
  shader_switches = ShaderSwitchSet.EMPTY,
455
428
  }) {
456
429
 
@@ -621,7 +594,6 @@ export function graph_rasterize_meshes_transparent_oit({
621
594
  volumetrics_lut,
622
595
  volumetrics_metadata,
623
596
 
624
- indirect_lighting_mode,
625
597
  shader_switches,
626
598
  });
627
599
 
@@ -649,7 +621,6 @@ export function graph_rasterize_meshes_transparent_oit({
649
621
  volumetrics_lut,
650
622
  volumetrics_metadata,
651
623
 
652
- indirect_lighting_mode,
653
624
  shader_switches,
654
625
  });
655
626
 
@@ -1,13 +1,17 @@
1
1
  /**
2
- * The fragment stage of the MBOIT resolve pass, shared verbatim by the IBL and Brick4 pipelines
3
- * (`shader_oit_resolve_moments_ibl`, `shader_oit_resolve_moments`), which differ only in which
4
- * `forward_shade_standard_fragment` they link and in one storage buffer in the view group.
2
+ * The most point lights, and separately spot lights, of a fragment's cluster cell the MBOIT resolve 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 OIT_RESOLVE_LIGHT_BUDGET: number;
7
+ /**
8
+ * The fragment stage of the MBOIT resolve pass (`shader_oit_resolve_moments`), which links it with
9
+ * `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that.
5
10
  *
6
- * `diff` over the two files used to report differences on exactly those two imports, that one bind
7
- * entry and five label strings — the ~110 lines of WGSL were character-identical. Only one of the two
8
- * runs at a time, whichever `indirect_lighting_mode` selects, so a fix landing in one and not the other
9
- * had nothing to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all
10
- * live in here now.
11
+ * It once ran in two pipelines, one per indirect lighting mode, whose files `diff` reported as
12
+ * differing in two imports, one bind entry and five label strings — the ~110 lines of WGSL were
13
+ * character-identical. Only one ran at a time, so a fix landing in one and not the other had nothing
14
+ * to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all live in here.
11
15
  *
12
16
  * Same arrangement as `avboit_draw_fragment_body.js`, which reached it first: the body is a literal
13
17
  * WGSL string and the dependencies a list, so neither is generated or templated — the caller adds its
@@ -1 +1 @@
1
- {"version":3,"file":"oit_resolve_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/oit_resolve_fragment_body.js"],"names":[],"mappings":"AASA;;;;;;;;;;;;;;;;GAgBG;AACH,wCAFU,MAAM,CA4DN;AAEV;;;;;GAKG;AACH,gDAFU,WAAW,CAQnB;AAEF;;;;;GAKG;AACH,kCAFU,qBAAqB,CAkB7B"}
1
+ {"version":3,"file":"oit_resolve_fragment_body.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/oit_resolve_fragment_body.js"],"names":[],"mappings":"AASA;;;;GAIG;AACH,uCAFU,MAAM,CAE2B;AAE3C;;;;;;;;;;;;;;GAcG;AACH,wCAFU,MAAM,CA4DN;AAEV;;;;;GAKG;AACH,gDAFU,WAAW,CAQnB;AAEF;;;;;GAKG;AACH,kCAFU,qBAAqB,CAkB7B"}
@@ -1,123 +1,128 @@
1
- import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
2
- import {
3
- chunk_resolve_power_moments_4
4
- } from "../../../shader/chunk/mboit/moments/power/chunk_resolve_power_moments_4.js";
5
- import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
6
- import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
7
- import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
8
- import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
9
-
10
- /**
11
- * The fragment stage of the MBOIT resolve pass, shared verbatim by the IBL and Brick4 pipelines
12
- * (`shader_oit_resolve_moments_ibl`, `shader_oit_resolve_moments`), which differ only in which
13
- * `forward_shade_standard_fragment` they link and in one storage buffer in the view group.
14
- *
15
- * `diff` over the two files used to report differences on exactly those two imports, that one bind
16
- * entry and five label strings — the ~110 lines of WGSL were character-identical. Only one of the two
17
- * runs at a time, whichever `indirect_lighting_mode` selects, so a fix landing in one and not the other
18
- * had nothing to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all
19
- * live in here now.
20
- *
21
- * Same arrangement as `avboit_draw_fragment_body.js`, which reached it first: the body is a literal
22
- * WGSL string and the dependencies a list, so neither is generated or templated — the caller adds its
23
- * shading chunk to the list and links it.
24
- *
25
- * @type {string}
26
- */
27
- export const OIT_RESOLVE_FRAGMENT_BODY =
28
- //language=WGSL
29
- `
30
- @fragment
31
- fn main(
32
- @builtin(front_facing) front_facing : bool,
33
- vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
34
- ) -> @location(0) vec4<f32>{
35
-
36
- let coord_u = vec2u(vert.position.xy);
37
-
38
- // this is total absorbance
39
- let b_0 = textureLoad(optical_depth, coord_u, 0).r;
40
-
41
- if(b_0 < 0.00100050033f){
42
- // indicates that pixel has no opacity
43
- // would result in division by 0
44
- discard;
45
- }
46
-
47
- // need to unjitter UV to account for TAA
48
- var vert_adjusted = vert;
49
- vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
50
-
51
- let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing);
52
-
53
- // composite volumetric fog between the camera and this transparent fragment. Use the linear
54
- // view-space depth from the fragment's device depth (vert.position is @builtin(position), so
55
- // .z is the device depth — the same metric the opaque path feeds the froxel lookup). NOT
56
- // oit_linearize_depth, which returns a normalized [0,1] log-depth for the moment warp and would
57
- // collapse every fragment onto a near slice (no fog).
58
- let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
59
- let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
60
- let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
61
-
62
- let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
63
- let opacity = shaded.a;
64
-
65
- // if opacity is 1 - we end up with 0 transmittance, which breaks the algorithm
66
- let coverage = min(opacity, ${OIT_COVERAGE_MAX});
67
-
68
- let total_moments1234 = textureLoad(moments, coord_u, 0);
69
-
70
- // linear distance to fragment (vert_adjusted.position is @builtin(position); .z is device depth)
71
- let depth = oit_linearize_depth(vert_adjusted.position.z, camera);
72
-
73
- let transmittance = resolve_power_moments_4(
74
- depth,
75
- b_0,
76
- total_moments1234,
77
- );
78
-
79
- return vec4(
80
- color * coverage, // premultiply
81
- coverage
82
- ) * transmittance;
83
-
84
- }
85
- `;
86
-
87
- /**
88
- * Everything {@link OIT_RESOLVE_FRAGMENT_BODY} needs except the shading chunk, which is the one thing
89
- * the two pipelines choose differently.
90
- *
91
- * @type {CodeChunk[]}
92
- */
93
- export const OIT_RESOLVE_FRAGMENT_DEPENDENCIES = [
94
- FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
95
- chunk_resolve_power_moments_4,
96
- chunk_oit_linearize_depth,
97
- chunk_unjitter_uv,
98
- chunk_sample_volumetrics,
99
- ];
100
-
101
- /**
102
- * The single HDR colour target both resolve pipelines write, additively — the resolve sums one
103
- * premultiplied contribution per transparent fragment, which is what makes it order-independent.
104
- *
105
- * @type {GPUColorTargetState[]}
106
- */
107
- export const OIT_RESOLVE_TARGETS = [
108
- {
109
- format: "rgba16float",
110
- blend: {
111
- color: {
112
- operation: "add",
113
- srcFactor: "one",
114
- dstFactor: "one",
115
- },
116
- alpha: {
117
- operation: "add",
118
- srcFactor: "one",
119
- dstFactor: "one",
120
- }
121
- }
122
- }
123
- ];
1
+ import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumetrics.js";
2
+ import {
3
+ chunk_resolve_power_moments_4
4
+ } from "../../../shader/chunk/mboit/moments/power/chunk_resolve_power_moments_4.js";
5
+ import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
6
+ import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
7
+ import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
8
+ import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
9
+
10
+ /**
11
+ * The most point lights, and separately spot lights, of a fragment's cluster cell the MBOIT resolve shades.
12
+ * 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).
13
+ * @type {number}
14
+ */
15
+ export const OIT_RESOLVE_LIGHT_BUDGET = 32;
16
+
17
+ /**
18
+ * The fragment stage of the MBOIT resolve pass (`shader_oit_resolve_moments`), which links it with
19
+ * `forward_shade_standard_fragment`; the indirect lighting mode is a shader switch inside that.
20
+ *
21
+ * It once ran in two pipelines, one per indirect lighting mode, whose files `diff` reported as
22
+ * differing in two imports, one bind entry and five label strings — the ~110 lines of WGSL were
23
+ * character-identical. Only one ran at a time, so a fix landing in one and not the other had nothing
24
+ * to make it visible. The `c[2] -> 0` guard, the NaN backstop and the coverage clamp all live in here.
25
+ *
26
+ * Same arrangement as `avboit_draw_fragment_body.js`, which reached it first: the body is a literal
27
+ * WGSL string and the dependencies a list, so neither is generated or templated — the caller adds its
28
+ * shading chunk to the list and links it.
29
+ *
30
+ * @type {string}
31
+ */
32
+ export const OIT_RESOLVE_FRAGMENT_BODY =
33
+ //language=WGSL
34
+ `
35
+ @fragment
36
+ fn main(
37
+ @builtin(front_facing) front_facing : bool,
38
+ vert: ${FORWARD_VERTEX_SHADER_STRUCT.wgsl_ref},
39
+ ) -> @location(0) vec4<f32>{
40
+
41
+ let coord_u = vec2u(vert.position.xy);
42
+
43
+ // this is total absorbance
44
+ let b_0 = textureLoad(optical_depth, coord_u, 0).r;
45
+
46
+ if(b_0 < 0.00100050033f){
47
+ // indicates that pixel has no opacity
48
+ // would result in division by 0
49
+ discard;
50
+ }
51
+
52
+ // need to unjitter UV to account for TAA
53
+ var vert_adjusted = vert;
54
+ vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
55
+
56
+ let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing, ${OIT_RESOLVE_LIGHT_BUDGET}u, ${OIT_RESOLVE_LIGHT_BUDGET}u);
57
+
58
+ // composite volumetric fog between the camera and this transparent fragment. Use the linear
59
+ // view-space depth from the fragment's device depth (vert.position is @builtin(position), so
60
+ // .z is the device depth — the same metric the opaque path feeds the froxel lookup). NOT
61
+ // oit_linearize_depth, which returns a normalized [0,1] log-depth for the moment warp and would
62
+ // collapse every fragment onto a near slice (no fog).
63
+ let frag_view_depth = get_view_space_depth(vert_adjusted.position.z, camera);
64
+ let frag_screen_uv = vert_adjusted.position.xy / vec2<f32>(f32(view.width), f32(view.height));
65
+ let volumetrics = sample_volumetrics(frag_view_depth, frag_screen_uv, vert_adjusted.position.xy);
66
+
67
+ let color = shaded.rgb * volumetrics.w + volumetrics.xyz;
68
+ let opacity = shaded.a;
69
+
70
+ // if opacity is 1 - we end up with 0 transmittance, which breaks the algorithm
71
+ let coverage = min(opacity, ${OIT_COVERAGE_MAX});
72
+
73
+ let total_moments1234 = textureLoad(moments, coord_u, 0);
74
+
75
+ // linear distance to fragment (vert_adjusted.position is @builtin(position); .z is device depth)
76
+ let depth = oit_linearize_depth(vert_adjusted.position.z, camera);
77
+
78
+ let transmittance = resolve_power_moments_4(
79
+ depth,
80
+ b_0,
81
+ total_moments1234,
82
+ );
83
+
84
+ return vec4(
85
+ color * coverage, // premultiply
86
+ coverage
87
+ ) * transmittance;
88
+
89
+ }
90
+ `;
91
+
92
+ /**
93
+ * Everything {@link OIT_RESOLVE_FRAGMENT_BODY} needs except the shading chunk, which is the one thing
94
+ * the two pipelines choose differently.
95
+ *
96
+ * @type {CodeChunk[]}
97
+ */
98
+ export const OIT_RESOLVE_FRAGMENT_DEPENDENCIES = [
99
+ FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
100
+ chunk_resolve_power_moments_4,
101
+ chunk_oit_linearize_depth,
102
+ chunk_unjitter_uv,
103
+ chunk_sample_volumetrics,
104
+ ];
105
+
106
+ /**
107
+ * The single HDR colour target both resolve pipelines write, additively — the resolve sums one
108
+ * premultiplied contribution per transparent fragment, which is what makes it order-independent.
109
+ *
110
+ * @type {GPUColorTargetState[]}
111
+ */
112
+ export const OIT_RESOLVE_TARGETS = [
113
+ {
114
+ format: "rgba16float",
115
+ blend: {
116
+ color: {
117
+ operation: "add",
118
+ srcFactor: "one",
119
+ dstFactor: "one",
120
+ },
121
+ alpha: {
122
+ operation: "add",
123
+ srcFactor: "one",
124
+ dstFactor: "one",
125
+ }
126
+ }
127
+ }
128
+ ];
@@ -3,7 +3,7 @@ import { RenderPipelineDescriptor } from "../../../../descriptor/pipeline/render
3
3
  import { CAMERA_UNIFORM_STRUCT } from "../../../camera/CAMERA_UNIFORM_STRUCT.js";
4
4
  import { DEPTH_BACKGROUND_VALUE } from "../../../depth/DEPTH_BACKGROUND_VALUE.js";
5
5
  import { STANDARD_MATERIAL_TEMPLATE } from "../../../material/standard/STANDARD_MATERIAL_TEMPLATE.js";
6
- 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";
7
7
  import { chunk_mat4_extract_position } from "../../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
8
8
  import { chunk_dielectric_specular_color } from "../../../shader/chunk/material/chunk_dielectric_specular_color.js";
9
9
  import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
@@ -99,7 +99,7 @@ fn main(
99
99
  let view_position = mat4_extract_position(camera.transform);
100
100
  let view_direction = normalize(view_position - vert.position_ws);
101
101
  let nov = saturate(abs(dot(normalize(vert.normal), view_direction)));
102
- let f_view = F_Hauber(specular_f0, 1.0, nov);
102
+ let f_view = F_Schlick(specular_f0, 1.0, nov);
103
103
  let f_scalar = max(f_view.r, max(f_view.g, f_view.b));
104
104
  // No per-channel transmission tint in the material today — scalar
105
105
  // MBOIT can't filter the background per-channel. For tinted/dark
@@ -138,7 +138,7 @@ fn main(
138
138
  chunk_unjitter_uv,
139
139
  chunk_mat4_extract_position,
140
140
  chunk_dielectric_specular_color,
141
- chunk_F_Hauber,
141
+ chunk_F_Schlick,
142
142
  ]
143
143
  );
144
144
 
@@ -1,9 +1,18 @@
1
1
  /**
2
- * MBOIT resolve, one pipeline per template that can be drawn forward. See
3
- * `oit_resolve_fragment_body.js`, which holds the body both resolve passes run.
2
+ * The resolve's own group, group 2: the view, the moments, 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 OIT_RESOLVE_VIEW_GROUP: ShaderResourceGroupDescriptor;
8
+ /**
9
+ * MBOIT resolve, one pipeline per template that can be drawn forward and per switch set: the set picks
10
+ * the indirect lighting the fragment links (`chunk_forward_sample_indirect`), and the bindings are the
11
+ * same for every set. See `oit_resolve_fragment_body.js` for the body.
4
12
  *
5
13
  * @type {TemplatePassDescriptor}
6
14
  */
7
15
  export const shader_oit_resolve_moments: TemplatePassDescriptor;
16
+ import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
8
17
  import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
9
18
  //# sourceMappingURL=shader_oit_resolve_moments.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"shader_oit_resolve_moments.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js"],"names":[],"mappings":"AA6DA;;;;;GAKG;AACH,yCAFU,sBAAsB,CAmC7B;uCAjFoC,iCAAiC"}
1
+ {"version":3,"file":"shader_oit_resolve_moments.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/shader_oit_resolve_moments.js"],"names":[],"mappings":"AA8BA;;;;;GAKG;AACH,qCAFU,6BAA6B,CAEmC;AA+B1E;;;;;;GAMG;AACH,yCAFU,sBAAsB,CAmC7B;8CA5F2C,2DAA2D;uCAIlE,iCAAiC"}
@@ -19,7 +19,7 @@ import { SAMPLER_LINEAR_UPSCALE } from "../../../texture/SAMPLER_LINEAR_UPSCALE.
19
19
  import { VIEW_UNIFORM_STRUCT } from "../../../view/VIEW_UNIFORM_STRUCT.js";
20
20
  import { TemplatePassDescriptor } from "../../TemplatePassDescriptor.js";
21
21
  import { rasterization_primitive_state } from "../rasterization_primitive_state.js";
22
- import { chunk_forward_shade_standard_fragment_brick4 } from "../../forward/chunk_forward_shade_standard_fragment_brick4.js";
22
+ import { chunk_forward_shade_standard_fragment } from "../../forward/chunk_forward_shade_standard_fragment.js";
23
23
  import {
24
24
  FORWARD_LIGHT_LAYOUT,
25
25
  forward_fragment_resources,
@@ -28,14 +28,20 @@ import {
28
28
  } from "../../forward/forward_template_pipeline.js";
29
29
  import { vertex_shader_chunk } from "../../forward/vertex_shader_chunk.js";
30
30
 
31
+ /**
32
+ * The resolve's own group, group 2: the view, the moments, and what every indirect lighting mode
33
+ * reads (`brick4`; `tEnvironment` is the lights'). The orchestrator binds it by name.
34
+ *
35
+ * @type {ShaderResourceGroupDescriptor}
36
+ */
37
+ export const OIT_RESOLVE_VIEW_GROUP = new ShaderResourceGroupDescriptor();
31
38
 
32
- const view_group = new ShaderResourceGroupDescriptor();
33
-
34
- view_group
39
+ OIT_RESOLVE_VIEW_GROUP
35
40
  .addUniform("camera", CAMERA_UNIFORM_STRUCT)
36
41
  .addUniform("view", VIEW_UNIFORM_STRUCT)
37
42
  .addTexture('moments', 'unfilterable-float')
38
43
  .addTexture('optical_depth', 'unfilterable-float')
44
+ // the light map, read under Brick4 indirect lighting
39
45
  .addStorageBuffer("brick4",BRICK4_DATA_STRUCT, false)
40
46
  .addTexture("tSplitSum", "float")
41
47
  .addSampler("sLinear","filtering", SAMPLER_LINEAR_UPSCALE)
@@ -44,24 +50,25 @@ view_group
44
50
  .addTexture("tVolumetrics", "float", "3d")
45
51
  .addTexture("tSTBN_vec3", "float", "3d")
46
52
 
47
- const pass_groups = [view_group, SHADING_LIGHT_RESOURCE_GROUP];
53
+ const pass_groups = [OIT_RESOLVE_VIEW_GROUP, SHADING_LIGHT_RESOURCE_GROUP];
48
54
 
49
55
  // the view group keeps the visibility the orchestrator builds its bind group for, as the vertex stage
50
56
  // reads the camera from it; the lights are the fragment stage's alone
51
57
  const pass_layouts = [
52
- view_group.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
58
+ OIT_RESOLVE_VIEW_GROUP.generateBindGroupLayoutDescriptor(GPUShaderStage.VERTEX | GPUShaderStage.FRAGMENT),
53
59
  FORWARD_LIGHT_LAYOUT,
54
60
  ];
55
61
 
56
62
  const shader_vertex = ShaderDescriptor.from({
57
63
  label: 'OIT / vertex shader',
58
64
  body: vertex_shader_chunk,
59
- resources: forward_vertex_resources([view_group]),
65
+ resources: forward_vertex_resources([OIT_RESOLVE_VIEW_GROUP]),
60
66
  });
61
67
 
62
68
  /**
63
- * MBOIT resolve, one pipeline per template that can be drawn forward. See
64
- * `oit_resolve_fragment_body.js`, which holds the body both resolve passes run.
69
+ * MBOIT resolve, one pipeline per template that can be drawn forward and per switch set: the set picks
70
+ * the indirect lighting the fragment links (`chunk_forward_sample_indirect`), and the bindings are the
71
+ * same for every set. See `oit_resolve_fragment_body.js` for the body.
65
72
  *
66
73
  * @type {TemplatePassDescriptor}
67
74
  */
@@ -71,7 +78,7 @@ export const shader_oit_resolve_moments = new TemplatePassDescriptor("OIT / reso
71
78
  resources: forward_fragment_resources(template, pass_groups),
72
79
  body: CodeChunk.from(OIT_RESOLVE_FRAGMENT_BODY, [
73
80
  ...OIT_RESOLVE_FRAGMENT_DEPENDENCIES,
74
- chunk_forward_shade_standard_fragment_brick4,
81
+ chunk_forward_shade_standard_fragment,
75
82
  ])
76
83
  }).variant(switches);
77
84
 
@@ -0,0 +1,7 @@
1
+ /**
2
+ * ReSTIR DI's resolved radiance, read when the deferred pass shades local lights by ReSTIR.
3
+ * @type {ShaderResourceDescriptor}
4
+ */
5
+ export const RESTIR_RADIANCE_RESOURCE: ShaderResourceDescriptor;
6
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
7
+ //# sourceMappingURL=RESTIR_RADIANCE_RESOURCE.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"RESTIR_RADIANCE_RESOURCE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/restir/di/RESTIR_RADIANCE_RESOURCE.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,uCAFU,wBAAwB,CAE0D;yCANnD,mDAAmD"}
@@ -0,0 +1,7 @@
1
+ import { ShaderResourceDescriptor } from "../../shader/resource/ShaderResourceDescriptor.js";
2
+
3
+ /**
4
+ * ReSTIR DI's resolved radiance, read when the deferred pass shades local lights by ReSTIR.
5
+ * @type {ShaderResourceDescriptor}
6
+ */
7
+ export const RESTIR_RADIANCE_RESOURCE = ShaderResourceDescriptor.texture("tRestirRadiance");