@woosh/meep-engine 3.52.0 → 3.54.0

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 (515) hide show
  1. package/package.json +1 -1
  2. package/src/core/math/noise/worley_noise_2d.d.ts +14 -0
  3. package/src/core/math/noise/worley_noise_2d.d.ts.map +1 -0
  4. package/src/core/math/noise/worley_noise_2d.js +74 -0
  5. package/src/engine/ecs/animation/Animation.d.ts +4 -25
  6. package/src/engine/ecs/animation/Animation.d.ts.map +1 -1
  7. package/src/engine/ecs/animation/Animation.js +9 -41
  8. package/src/engine/ecs/ik/IKGoalSystem.d.ts +4 -5
  9. package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -1
  10. package/src/engine/ecs/ik/IKGoalSystem.js +4 -6
  11. package/src/engine/graphics/ecs/mesh/assetTypeByPath.js +1 -1
  12. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts +6 -1
  13. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts.map +1 -1
  14. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.js +363 -325
  15. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts +93 -14
  16. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts.map +1 -1
  17. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.js +322 -183
  18. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts +9 -0
  19. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts.map +1 -1
  20. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.js +110 -83
  21. package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts +42 -0
  22. package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts.map +1 -0
  23. package/src/engine/{graphics3/decal/DecalAtlas.js → graphics/texture/atlas/SpriteAtlas.js} +202 -194
  24. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts +12 -0
  25. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts.map +1 -0
  26. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.js +30 -0
  27. package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts +7 -0
  28. package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts.map +1 -1
  29. package/src/engine/graphics/texture/atlas/TextureAtlas.js +11 -1
  30. package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts +52 -0
  31. package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts.map +1 -0
  32. package/src/engine/{graphics3/decal/decal_atlas_border.js → graphics/texture/atlas/sprite_atlas_border.js} +69 -69
  33. package/src/engine/graphics3/AnimationGraphSystem.d.ts +9 -22
  34. package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
  35. package/src/engine/graphics3/AnimationGraphSystem.js +58 -203
  36. package/src/engine/graphics3/AnimationSystem.d.ts +7 -18
  37. package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
  38. package/src/engine/graphics3/AnimationSystem.js +62 -243
  39. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  40. package/src/engine/graphics3/DecalSystem.js +447 -450
  41. package/src/engine/graphics3/FoliageWindSystem.d.ts +67 -0
  42. package/src/engine/graphics3/FoliageWindSystem.d.ts.map +1 -0
  43. package/src/engine/graphics3/FoliageWindSystem.js +257 -0
  44. package/src/engine/graphics3/GPUFluidSystem.d.ts +7 -0
  45. package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
  46. package/src/engine/graphics3/GPUFluidSystem.js +39 -1
  47. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +9 -23
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.js +904 -949
  50. package/src/engine/graphics3/animation/AnimationClips.d.ts +107 -13
  51. package/src/engine/graphics3/animation/AnimationClips.d.ts.map +1 -1
  52. package/src/engine/graphics3/animation/AnimationClips.js +207 -10
  53. package/src/engine/graphics3/animation/AnimationClipsSink.d.ts +89 -0
  54. package/src/engine/graphics3/animation/AnimationClipsSink.d.ts.map +1 -0
  55. package/src/engine/graphics3/animation/AnimationClipsSink.js +205 -0
  56. package/src/engine/graphics3/animation/FoliageWindRigs.d.ts +43 -0
  57. package/src/engine/graphics3/animation/FoliageWindRigs.d.ts.map +1 -0
  58. package/src/engine/graphics3/animation/FoliageWindRigs.js +69 -0
  59. package/src/engine/graphics3/animation/write_clip_playback.d.ts +17 -11
  60. package/src/engine/graphics3/animation/write_clip_playback.d.ts.map +1 -1
  61. package/src/engine/graphics3/animation/write_clip_playback.js +36 -27
  62. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  63. package/src/engine/graphics3/decal/GPUDecalRenderer.js +8 -6
  64. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  65. package/src/engine/graphics3/decal/shader_decal_composite.js +11 -5
  66. package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts +7 -7
  67. package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts.map +1 -1
  68. package/src/engine/graphics3/pose/collect_entity_playbacks.js +14 -15
  69. package/src/engine/graphics3/prefab/Prefab.d.ts +6 -0
  70. package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -1
  71. package/src/engine/graphics3/prefab/Prefab.js +169 -162
  72. package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -1
  73. package/src/engine/graphics3/prefab/prefab_compile.js +369 -334
  74. package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -1
  75. package/src/engine/graphics3/prefab/prefab_instantiate.js +43 -2
  76. package/src/engine/graphics3/terrain/chunk_terrain_material_surface.js +2 -2
  77. package/src/engine/physics/ecs/ContactProbeSystem.d.ts +2 -3
  78. package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -1
  79. package/src/engine/physics/ecs/ContactProbeSystem.js +2 -4
  80. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  81. package/src/engine/sound/simulation/PROBE_PLACEMENT.md +4 -4
  82. package/src/engine/sound/simulation/README.md +1 -1
  83. package/src/engine/sound/simulation/probe/bakeProbeField.d.ts +22 -8
  84. package/src/engine/sound/simulation/probe/bakeProbeField.d.ts.map +1 -1
  85. package/src/engine/sound/simulation/probe/bakeProbeField.js +60 -15
  86. package/src/engine/sound/simulation/probe/bakeProbeReflectors.d.ts.map +1 -1
  87. package/src/engine/sound/simulation/probe/bakeProbeReflectors.js +19 -23
  88. package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts +63 -17
  89. package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts.map +1 -1
  90. package/src/engine/sound/simulation/probe/probe_sdf_grid.js +67 -17
  91. package/src/generation/foliage/FOLIAGE_DESIGN.md +319 -0
  92. package/src/generation/foliage/FOLIAGE_PLAN.md +198 -0
  93. package/src/generation/foliage/animation/build_tree_wind_rig.d.ts +20 -0
  94. package/src/generation/foliage/animation/build_tree_wind_rig.d.ts.map +1 -0
  95. package/src/generation/foliage/animation/build_tree_wind_rig.js +108 -0
  96. package/src/generation/foliage/asset/TreeAsset.d.ts +86 -0
  97. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -0
  98. package/src/generation/foliage/asset/TreeAsset.js +111 -0
  99. package/src/generation/foliage/asset/TreeLODAsset.d.ts +115 -0
  100. package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -0
  101. package/src/generation/foliage/asset/TreeLODAsset.js +346 -0
  102. package/src/generation/foliage/asset/generate_tree.d.ts +15 -0
  103. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -0
  104. package/src/generation/foliage/asset/generate_tree.js +93 -0
  105. package/src/generation/foliage/asset/place_tree.d.ts +82 -0
  106. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -0
  107. package/src/generation/foliage/asset/place_tree.js +194 -0
  108. package/src/generation/foliage/config/BarkMaterialConfig.d.ts +121 -0
  109. package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -0
  110. package/src/generation/foliage/config/BarkMaterialConfig.js +250 -0
  111. package/src/generation/foliage/config/BranchLevelConfig.d.ts +288 -0
  112. package/src/generation/foliage/config/BranchLevelConfig.d.ts.map +1 -0
  113. package/src/generation/foliage/config/BranchLevelConfig.js +536 -0
  114. package/src/generation/foliage/config/CrownConfig.d.ts +100 -0
  115. package/src/generation/foliage/config/CrownConfig.d.ts.map +1 -0
  116. package/src/generation/foliage/config/CrownConfig.js +186 -0
  117. package/src/generation/foliage/config/CrownEnvelopeType.d.ts +16 -0
  118. package/src/generation/foliage/config/CrownEnvelopeType.d.ts.map +1 -0
  119. package/src/generation/foliage/config/CrownEnvelopeType.js +17 -0
  120. package/src/generation/foliage/config/FoliageBarkType.d.ts +11 -0
  121. package/src/generation/foliage/config/FoliageBarkType.d.ts.map +1 -0
  122. package/src/generation/foliage/config/FoliageBarkType.js +16 -0
  123. package/src/generation/foliage/config/FoliageCardType.d.ts +12 -0
  124. package/src/generation/foliage/config/FoliageCardType.d.ts.map +1 -0
  125. package/src/generation/foliage/config/FoliageCardType.js +18 -0
  126. package/src/generation/foliage/config/FoliageConfig.d.ts +151 -0
  127. package/src/generation/foliage/config/FoliageConfig.d.ts.map +1 -0
  128. package/src/generation/foliage/config/FoliageConfig.js +283 -0
  129. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +143 -0
  130. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -0
  131. package/src/generation/foliage/config/FoliageMaterialConfig.js +279 -0
  132. package/src/generation/foliage/config/PhyllotaxisMode.d.ts +13 -0
  133. package/src/generation/foliage/config/PhyllotaxisMode.d.ts.map +1 -0
  134. package/src/generation/foliage/config/PhyllotaxisMode.js +20 -0
  135. package/src/generation/foliage/config/TreeLODConfig.d.ts +87 -0
  136. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -0
  137. package/src/generation/foliage/config/TreeLODConfig.js +211 -0
  138. package/src/generation/foliage/config/TreePreset.d.ts +16 -0
  139. package/src/generation/foliage/config/TreePreset.d.ts.map +1 -0
  140. package/src/generation/foliage/config/TreePreset.js +17 -0
  141. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +109 -0
  142. package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -0
  143. package/src/generation/foliage/config/TreeSpeciesConfig.js +400 -0
  144. package/src/generation/foliage/config/TreeWindConfig.d.ts +84 -0
  145. package/src/generation/foliage/config/TreeWindConfig.d.ts.map +1 -0
  146. package/src/generation/foliage/config/TreeWindConfig.js +157 -0
  147. package/src/generation/foliage/index.d.ts +39 -0
  148. package/src/generation/foliage/index.d.ts.map +1 -0
  149. package/src/generation/foliage/index.js +44 -0
  150. package/src/generation/foliage/material/make_bark_material.d.ts +37 -0
  151. package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -0
  152. package/src/generation/foliage/material/make_bark_material.js +730 -0
  153. package/src/generation/foliage/material/make_foliage_material.d.ts +40 -0
  154. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -0
  155. package/src/generation/foliage/material/make_foliage_material.js +605 -0
  156. package/src/generation/foliage/mesh/branch_collar_project.d.ts +42 -0
  157. package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -0
  158. package/src/generation/foliage/mesh/branch_collar_project.js +205 -0
  159. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +35 -0
  160. package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts.map +1 -0
  161. package/src/generation/foliage/mesh/branch_ring_triangulate.js +72 -0
  162. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +95 -0
  163. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -0
  164. package/src/generation/foliage/mesh/foliage_collect_attachments.js +569 -0
  165. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts +19 -0
  166. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts.map +1 -0
  167. package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.js +150 -0
  168. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts +55 -0
  169. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -0
  170. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1049 -0
  171. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +22 -0
  172. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -0
  173. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +454 -0
  174. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +13 -0
  175. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -0
  176. package/src/generation/foliage/presets/make_tree_species_preset.js +870 -0
  177. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +443 -0
  178. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -0
  179. package/src/generation/foliage/skeleton/TreeSkeleton.js +1100 -0
  180. package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts +27 -0
  181. package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts.map +1 -0
  182. package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -0
  183. package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts +32 -0
  184. package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts.map +1 -0
  185. package/src/generation/foliage/skeleton/spine_frame_double_reflection.js +87 -0
  186. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +33 -0
  187. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -0
  188. package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +205 -0
  189. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +17 -0
  190. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -0
  191. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +206 -0
  192. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +18 -0
  193. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -0
  194. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1871 -0
  195. package/src/shade/playground/additive_blending/index.html +197 -0
  196. package/src/shade/playground/additive_blending/main.d.ts +2 -0
  197. package/src/shade/playground/additive_blending/main.d.ts.map +1 -0
  198. package/src/shade/playground/additive_blending/main.js +529 -0
  199. package/src/shade/playground/foliage_wind/README.md +18 -0
  200. package/src/shade/playground/foliage_wind/foliage_world.d.ts +133 -0
  201. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -0
  202. package/src/shade/playground/foliage_wind/foliage_world.js +602 -0
  203. package/src/shade/playground/foliage_wind/index.html +260 -0
  204. package/src/shade/playground/foliage_wind/main.d.ts +2 -0
  205. package/src/shade/playground/foliage_wind/main.d.ts.map +1 -0
  206. package/src/shade/playground/foliage_wind/main.js +275 -0
  207. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  208. package/src/shade/renderer/Renderer.js +45 -16
  209. package/src/shade/renderer/animation/ADDITIVE_BLENDING_PLAN.md +145 -0
  210. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts +9 -1
  211. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts.map +1 -1
  212. package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.js +53 -1
  213. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts +8 -0
  214. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts.map +1 -0
  215. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.js +71 -0
  216. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts +11 -0
  217. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts.map +1 -0
  218. package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.js +32 -0
  219. package/src/shade/renderer/animation/GPUAnimationManager.d.ts +30 -3
  220. package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
  221. package/src/shade/renderer/animation/GPUAnimationManager.js +532 -79
  222. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +19 -12
  223. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
  224. package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +20 -13
  225. package/src/shade/renderer/animation/ShadeAnimationClip.d.ts +35 -8
  226. package/src/shade/renderer/animation/ShadeAnimationClip.d.ts.map +1 -1
  227. package/src/shade/renderer/animation/ShadeAnimationClip.js +433 -2
  228. package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
  229. package/src/shade/renderer/animation/chunk_pose_accumulator.js +40 -32
  230. package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts +97 -0
  231. package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts.map +1 -0
  232. package/src/shade/renderer/animation/foliage/FoliageWindJoint.js +161 -0
  233. package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts +65 -0
  234. package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts.map +1 -0
  235. package/src/shade/renderer/animation/foliage/FoliageWindRig.js +89 -0
  236. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts +19 -0
  237. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts.map +1 -0
  238. package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.js +143 -0
  239. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts +14 -0
  240. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts.map +1 -0
  241. package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.js +116 -0
  242. package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
  243. package/src/shade/renderer/animation/pose/pose_evaluate_local.js +39 -29
  244. package/src/shade/renderer/animation/shader_animation_pose_resolve.js +37 -37
  245. package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +2 -2
  246. package/src/shade/renderer/extension/RenderExtension.d.ts +7 -0
  247. package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
  248. package/src/shade/renderer/extension/RenderExtension.js +9 -0
  249. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +6 -0
  250. package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
  251. package/src/shade/renderer/extension/RenderExtensionRegistry.js +15 -0
  252. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +10 -3
  253. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
  254. package/src/shade/renderer/fluid/GPUFluidCascade.js +15 -0
  255. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +8 -1
  256. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
  257. package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +11 -0
  258. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
  259. package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +51 -48
  260. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  261. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +6 -0
  262. package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
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  499. package/src/engine/graphics/render/visibility/VisibilityComputer.d.ts.map +0 -1
  500. package/src/engine/graphics/render/visibility/VisibilityComputer.js +0 -80
  501. package/src/engine/graphics/render/visibility/VisibilityFilter.d.ts +0 -29
  502. package/src/engine/graphics/render/visibility/VisibilityFilter.d.ts.map +0 -1
  503. package/src/engine/graphics/render/visibility/VisibilityFilter.js +0 -37
  504. package/src/engine/graphics3/animation/write_graph_playback.d.ts +0 -24
  505. package/src/engine/graphics3/animation/write_graph_playback.d.ts.map +0 -1
  506. package/src/engine/graphics3/animation/write_graph_playback.js +0 -48
  507. package/src/engine/graphics3/decal/DecalAtlasFill.js +0 -32
  508. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +0 -49
  509. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +0 -50
  510. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +0 -105
  511. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +0 -80
  512. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +0 -51
  513. package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +0 -39
  514. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +0 -121
  515. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +0 -237
@@ -2,7 +2,7 @@ import { chunk_sample_volumetrics } from "../../../deferred/chunk_sample_volumet
2
2
  import {
3
3
  chunk_resolve_power_moments_4
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";
5
+
6
6
  import { FORWARD_VERTEX_SHADER_STRUCT } from "../../forward/FORWARD_VERTEX_SHADER_STRUCT.js";
7
7
  import { chunk_oit_linearize_depth } from "./chunk_oit_linearize_depth.js";
8
8
  import { OIT_COVERAGE_MAX } from "./OIT_CONSTANTS.js";
@@ -51,7 +51,7 @@ fn main(
51
51
 
52
52
  // need to unjitter UV to account for TAA
53
53
  var vert_adjusted = vert;
54
- vert_adjusted.uv = unjitter_uv(vert.uv, view.jitter);
54
+
55
55
 
56
56
  let shaded = forward_shade_standard_fragment(vert_adjusted, front_facing, ${OIT_RESOLVE_LIGHT_BUDGET}u, ${OIT_RESOLVE_LIGHT_BUDGET}u);
57
57
 
@@ -99,7 +99,7 @@ export const OIT_RESOLVE_FRAGMENT_DEPENDENCIES = [
99
99
  FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
100
100
  chunk_resolve_power_moments_4,
101
101
  chunk_oit_linearize_depth,
102
- chunk_unjitter_uv,
102
+
103
103
  chunk_sample_volumetrics,
104
104
  ];
105
105
 
@@ -1 +1 @@
1
- {"version":3,"file":"shader_oit_generate_moments.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js"],"names":[],"mappings":"AAgJA;;;;GAIG;AACH,0CAFU,sBAAsB,CAgE7B;uCArMoC,iCAAiC"}
1
+ {"version":3,"file":"shader_oit_generate_moments.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/oit/shader_oit_generate_moments.js"],"names":[],"mappings":"AAmJA;;;;GAIG;AACH,0CAFU,sBAAsB,CAgE7B;uCAxMoC,iCAAiC"}
@@ -6,7 +6,7 @@ import { STANDARD_MATERIAL_TEMPLATE } from "../../../material/standard/STANDARD_
6
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
- import { chunk_unjitter_uv } from "../../../shader/chunk/texture/chunk_unjitter_uv.js";
9
+ import { chunk_view_mip_bias } from "../../../view/chunk_view_mip_bias.js";
10
10
  import { CodeChunk } from "../../../shader/compiler/CodeChunk.js";
11
11
  import { RenderPassColorAttachmentDescriptor } from "../../../shader/pass/RenderPassColorAttachmentDescriptor.js";
12
12
  import { ShaderResourceGroupDescriptor } from "../../../shader/resource/ShaderResourceGroupDescriptor.js";
@@ -74,9 +74,12 @@ fn main(
74
74
  ) -> Output {
75
75
 
76
76
  // compensate for TAA jitter
77
- var uv = unjitter_uv(vert.uv, view.jitter);
77
+ let uv = vert.uv;
78
+ let uv_bias = view_uv_derivative_bias(view.upscale_ratio);
79
+ let uv_ddx = dpdx(uv) * uv_bias.x;
80
+ let uv_ddy = dpdy(uv) * uv_bias.y;
78
81
 
79
- let t_diffuse = textureSample(texture_diffuse, texture_diffuse_sampler, uv);
82
+ let t_diffuse = textureSampleGrad(texture_diffuse, texture_diffuse_sampler, uv, uv_ddx, uv_ddy);
80
83
  let surface_alpha = t_diffuse.a * material_info.albedo_color.a;
81
84
 
82
85
  // MaterialX/OpenPBR transmission: when transmission_factor > 0, coverage
@@ -87,7 +90,7 @@ fn main(
87
90
  var opacity = surface_alpha;
88
91
  let f_transmission = material_info.transmission_factor;
89
92
  if (f_transmission > 0.0) {
90
- let t_pbr = textureSample(texture_orm, texture_orm_sampler, uv);
93
+ let t_pbr = textureSampleGrad(texture_orm, texture_orm_sampler, uv, uv_ddx, uv_ddy);
91
94
  var diffuse_rgb = t_diffuse.rgb;
92
95
  diffuse_rgb /= max(t_diffuse.a, 1e-7);
93
96
  let f_metalness = t_pbr.b * material_info.metallic_factor;
@@ -135,7 +138,7 @@ fn main(
135
138
  `, [
136
139
  FORWARD_VERTEX_SHADER_STRUCT.declaration_chunk,
137
140
  chunk_oit_linearize_depth,
138
- chunk_unjitter_uv,
141
+ chunk_view_mip_bias,
139
142
  chunk_mat4_extract_position,
140
143
  chunk_dielectric_specular_color,
141
144
  chunk_F_Schlick,
@@ -1 +1 @@
1
- {"version":3,"file":"viz_rasterization_alpha_tested_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js"],"names":[],"mappings":"AAyLA;;;;GAIG;AACH,6DAFU,sBAAsB,CAqC7B;uCA3LoC,iCAAiC"}
1
+ {"version":3,"file":"viz_rasterization_alpha_tested_pass_descriptor.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js"],"names":[],"mappings":"AA0LA;;;;GAIG;AACH,6DAFU,sBAAsB,CAqC7B;uCA5LoC,iCAAiC"}
@@ -10,7 +10,7 @@ import { chunk_scene_database_access } from "../../../scene/chunk_scene_database
10
10
  import {
11
11
  chunk_triangle_list_reverse_winding
12
12
  } from "../../../shader/chunk/geometry/triangle/chunk_triangle_list_reverse_winding.js";
13
- import { RENDER_GLOBAL_MIP_BIAS } from "../../../postprocess/taa/RENDER_GLOBAL_MIP_BIAS.js";
13
+ import { chunk_view_mip_bias } from "../../../view/chunk_view_mip_bias.js";
14
14
  import {
15
15
  chunk_encode_meshlet_element
16
16
  } from "../../../shader/chunk/geometry/meshlet/chunk_encode_meshlet_element.js";
@@ -72,7 +72,7 @@ fn main(
72
72
  // Calculate mip bias based on upscale ratio.
73
73
  // We take the average or the min of the vec2 upscale_ratio.
74
74
  // log2(2.0) = 1.0, so we subtract that to get sharper mips.
75
- let mip_bias = -log2(max(view.upscale_ratio.x, view.upscale_ratio.y)) + ${RENDER_GLOBAL_MIP_BIAS};
75
+ let mip_bias = view_mip_bias(view.upscale_ratio);
76
76
 
77
77
  let gradient_scale = exp2(mip_bias);
78
78
 
@@ -105,7 +105,8 @@ fn main(
105
105
  `, [
106
106
  chunk_material_opacity_contract,
107
107
  chunk_transparency_hashed_alpha_threshold,
108
- chunk_spatio_temporal_noise_r2_64,
108
+ chunk_spatio_temporal_noise_r2_64,
109
+ chunk_view_mip_bias,
109
110
  ]
110
111
  );
111
112
 
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_query_depth_from_screen_space_bb.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js"],"names":[],"mappings":"AAMA;;;GAGG;AACH,qDAFU,SAAS,CAqDZ;0BA7DmB,6BAA6B"}
1
+ {"version":3,"file":"chunk_query_depth_from_screen_space_bb.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js"],"names":[],"mappings":"AAKA;;;GAGG;AACH,qDAFU,SAAS,CAsDZ;0BA7DmB,6BAA6B"}
@@ -1,62 +1,62 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
- import { AABB3_STRUCT } from "../geometry/aabb3/AABB3_STRUCT.js";
3
- import { chunk_min4 } from "../math/chunk_min4.js";
4
- import { chunk_ndc_to_uv } from "../texture/chunk_ndc_to_uv.js";
5
- import { chunk_uv_to_texel_coordinate } from "../texture/chunk_uv_to_texel_coordinate.js";
6
-
7
- /**
8
- * TODO check out this post https://x.com/anki3d/status/1713238150418518023
9
- * @type {CodeChunk}
10
- */
11
- export const chunk_query_depth_from_screen_space_bb = CodeChunk.from(
12
- //language=WGSL
13
- `
14
- fn query_depth_from_screen_space_bb(
15
- pb: ${AABB3_STRUCT.wgsl_ref},
16
- hzb: texture_2d<f32>,
17
- ) -> f32 {
18
- var n_min = saturate( ndc_to_uv(pb.min.xy) );
19
- var n_max = saturate( ndc_to_uv(pb.max.xy) );
20
-
21
- let bb_dim = abs(n_max - n_min);
22
-
23
- let hzb_size_u = textureDimensions(hzb);
24
- let hzb_size_f = vec2<f32>(hzb_size_u);
25
-
26
- let bb_dim_hz = bb_dim * hzb_size_f;
27
-
28
- let longest_edge = max(bb_dim_hz.x, bb_dim_hz.y);
29
-
30
- let mip_level_count = textureNumLevels(hzb);
31
-
32
- let mip_level = min(
33
- u32( ceil(log2( max(longest_edge, 1.0) ) ) ),
34
- mip_level_count - 1
35
- );
36
-
37
- let mip_resolution = hzb_size_u >> vec2(mip_level);
38
-
39
- // sample 4 corners, we know that they fit in a 2x2 footprint at most
40
- let p0 = vec2<u32>((uv_to_texel_coordinate( n_min, mip_resolution)));
41
- let p3 = vec2<u32>((uv_to_texel_coordinate( n_max, mip_resolution)));
42
- let p1 = vec2(p3.x, p0.y);
43
- let p2 = vec2(p0.x, p3.y);
44
-
45
- let d0 = textureLoad(hzb, p0, mip_level).x;
46
- let d1 = textureLoad(hzb, p1, mip_level).x;
47
- let d2 = textureLoad(hzb, p2, mip_level).x;
48
- let d3 = textureLoad(hzb, p3, mip_level).x;
49
-
50
- // value that's most far away from us
51
- let min_depth = min4(d0, d1, d2, d3);
52
-
53
- let depth_delta = pb.max.z - min_depth;
54
-
55
- return depth_delta;
56
- }
57
- `, [
58
- AABB3_STRUCT.declaration_chunk,
59
- chunk_min4,
60
- chunk_uv_to_texel_coordinate,
61
- chunk_ndc_to_uv
62
- ]);
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { AABB3_STRUCT } from "../geometry/aabb3/AABB3_STRUCT.js";
3
+ import { chunk_min4 } from "../math/chunk_min4.js";
4
+ import { chunk_ndc_to_uv } from "../texture/chunk_ndc_to_uv.js";
5
+
6
+ /**
7
+ * TODO check out this post https://x.com/anki3d/status/1713238150418518023
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_query_depth_from_screen_space_bb = CodeChunk.from(
11
+ //language=WGSL
12
+ `
13
+ fn query_depth_from_screen_space_bb(
14
+ pb: ${AABB3_STRUCT.wgsl_ref},
15
+ hzb: texture_2d<f32>,
16
+ ) -> f32 {
17
+ var n_min = saturate( ndc_to_uv(pb.min.xy) );
18
+ var n_max = saturate( ndc_to_uv(pb.max.xy) );
19
+
20
+ let bb_dim = abs(n_max - n_min);
21
+
22
+ let hzb_size_u = textureDimensions(hzb);
23
+ let hzb_size_f = vec2<f32>(hzb_size_u);
24
+
25
+ let bb_dim_hz = bb_dim * hzb_size_f;
26
+
27
+ let longest_edge = max(bb_dim_hz.x, bb_dim_hz.y);
28
+
29
+ let mip_level_count = textureNumLevels(hzb);
30
+
31
+ let mip_level = min(
32
+ u32( ceil(log2( max(longest_edge, 1.0) ) ) ),
33
+ mip_level_count - 1
34
+ );
35
+
36
+ let mip_resolution = textureDimensions(hzb, mip_level);
37
+ let mip_resolution_f = vec2<f32>(mip_resolution);
38
+ let max_coord = mip_resolution - vec2(1u);
39
+
40
+ // sample 4 corners, we know that they fit in a 2x2 footprint at most
41
+ let p0 = min(vec2<u32>(n_min * mip_resolution_f), max_coord);
42
+ let p3 = min(vec2<u32>(n_max * mip_resolution_f), max_coord);
43
+ let p1 = vec2(p3.x, p0.y);
44
+ let p2 = vec2(p0.x, p3.y);
45
+
46
+ let d0 = textureLoad(hzb, p0, mip_level).x;
47
+ let d1 = textureLoad(hzb, p1, mip_level).x;
48
+ let d2 = textureLoad(hzb, p2, mip_level).x;
49
+ let d3 = textureLoad(hzb, p3, mip_level).x;
50
+
51
+ // value that's most far away from us
52
+ let min_depth = min4(d0, d1, d2, d3);
53
+
54
+ let depth_delta = pb.max.z - min_depth;
55
+
56
+ return depth_delta;
57
+ }
58
+ `, [
59
+ AABB3_STRUCT.declaration_chunk,
60
+ chunk_min4,
61
+ chunk_ndc_to_uv
62
+ ]);
@@ -0,0 +1,6 @@
1
+ /**
2
+ * @type {CodeChunk}
3
+ */
4
+ export const chunk_hash_lowbias32_vec2u: CodeChunk;
5
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
6
+ //# sourceMappingURL=chunk_hash_lowbias32_vec2u.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_hash_lowbias32_vec2u.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.js"],"names":[],"mappings":"AAGA;;GAEG;AACH,yCAFU,SAAS,CAclB;0BAlByB,gCAAgC"}
@@ -0,0 +1,19 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+ import { chunk_hash_lowbias32 } from "../chunk_hash_lowbias32.js";
3
+
4
+ /**
5
+ * @type {CodeChunk}
6
+ */
7
+ export const chunk_hash_lowbias32_vec2u = CodeChunk.from(
8
+ //language=WGSL
9
+ `
10
+ fn hash_lowbias32_vec2u(v:vec2<u32>) -> u32{
11
+ let combined = v.x * 0x85ebca6bu +
12
+ v.y * 0xc2b2ae35u;
13
+
14
+ return hash_lowbias32(combined);
15
+ }
16
+ `,[
17
+ chunk_hash_lowbias32,
18
+ ]
19
+ )
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ffx_sssr_get_mip_resolution.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.js"],"names":[],"mappings":"AAEA,0DAOE;0BATwB,6BAA6B"}
1
+ {"version":3,"file":"chunk_ffx_sssr_get_mip_resolution.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.js"],"names":[],"mappings":"AAGA,0DAUE;0BAbwB,6BAA6B"}
@@ -1,10 +1,16 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
-
3
- export const chunk_ffx_sssr_get_mip_resolution = CodeChunk.from(
4
- //language=WGSL
5
- `
6
- fn ffx_sssr_get_mip_resolution(screen_dimensions:vec2<f32>, mip_level:i32) -> vec2<f32>{
7
- return screen_dimensions * pow(0.5, f32(mip_level));
8
- }
9
- `
10
- );
1
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
2
+ import { SCREEN_HZB_RESOURCE } from "./SCREEN_SPACE_RESOURCES.js";
3
+
4
+ export const chunk_ffx_sssr_get_mip_resolution = CodeChunk.from(
5
+ //language=WGSL
6
+ `
7
+ fn ffx_sssr_get_mip_resolution(screen_dimensions:vec2<f32>, mip_level:i32) -> vec2<f32>{
8
+ if (mip_level <= 0) {
9
+ return screen_dimensions;
10
+ }
11
+ return vec2<f32>(textureDimensions(tHZB, mip_level - 1));
12
+ }
13
+ `
14
+ );
15
+
16
+ chunk_ffx_sssr_get_mip_resolution.requireResource(SCREEN_HZB_RESOURCE);
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ffx_sssr_hierarchical_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.js"],"names":[],"mappings":"AASA;;;;;;GAMG;AACH,mDAFU,SAAS,CAqGZ;0BAlHmB,6BAA6B"}
1
+ {"version":3,"file":"chunk_ffx_sssr_hierarchical_raymarch.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.js"],"names":[],"mappings":"AASA;;;;;;GAMG;AACH,mDAFU,SAAS,CAuGZ;0BApHmB,6BAA6B"}
@@ -1,117 +1,118 @@
1
- import { chunk_is_background } from "../depth/chunk_is_background.js";
2
- import { CodeChunk } from "../../compiler/CodeChunk.js";
3
- import { chunk_rcp_v2 } from "../geometry/vec2/chunk_rcp_v2.js";
4
- import { F32_MAX_DEFINITION } from "../math/F32_MAX_DEFINITION.js";
5
- import { chunk_ffx_sssr_advance_ray } from "./chunk_ffx_sssr_advance_ray.js";
6
- import { chunk_ffx_sssr_get_mip_resolution } from "./chunk_ffx_sssr_get_mip_resolution.js";
7
- import { chunk_ffx_sssr_initial_advance_ray } from "./chunk_ffx_sssr_initial_advance_ray.js";
8
- import { chunk_ffx_sssr_load_depth } from "./chunk_ffx_sssr_load_depth.js";
9
-
10
- /**
11
- *
12
- * Requires origin and direction of the ray to be in screen space [0, 1] x [0, 1]
13
- * NOTE: "low occupancy" exit was removed, as WebGPU doesn't have pre-requisite API for it
14
- * @see https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/1bbe66e7ea0d358e84af4471a90aa9c35b583de0/samples/hybridreflections/shaders/ffx_sssr_intersect.h#L110
15
- * @type {CodeChunk}
16
- */
17
- export const chunk_ffx_sssr_hierarchical_raymarch = CodeChunk.from(
18
- //language=WGSL
19
- `
20
- fn ffx_sssr_hierarchical_raymarch(
21
- origin: vec3<f32>,
22
- direction: vec3<f32>,
23
- screen_size: vec2<f32>,
24
- most_detailed_mip: i32,
25
- max_traversal_intersections:u32,
26
- valid_hit: ptr<function, bool>,
27
- _num_iters: ptr<function, u32>,
28
- ) -> vec3<f32> {
29
-
30
- let inv_direction = select( vec3(F32_MAX), 1.0 / direction, abs(direction) > vec3(1.0e-12));
31
-
32
- // Start on mip with highest detail.
33
- var current_mip = most_detailed_mip;
34
-
35
- // Could recompute these every iteration, but it's faster to hoist them out and update them.
36
- var current_mip_resolution = ffx_sssr_get_mip_resolution(screen_size, current_mip);
37
- var current_mip_resolution_inv = 1.0 / (current_mip_resolution);
38
-
39
- // Offset to the bounding boxes uv space to intersect the ray with the center of the next pixel.
40
- // This means we ever so slightly over shoot into the next region.
41
- var uv_offset = 0.005 * exp2(f32(most_detailed_mip)) / screen_size;
42
- uv_offset = select( uv_offset, -uv_offset, direction.xy < vec2(0.0) );
43
-
44
- // Offset applied depending on current mip resolution to move the boundary to the left/right upper/lower border depending on ray direction.
45
- let floor_offset = select(vec2(1.0), vec2(0.0), direction.xy < vec2(0.0)); // TODO can replace with 'step'
46
-
47
- // Initially advance ray to avoid immediate self intersections.
48
- var current_t:f32;
49
- var position:vec3<f32>;
50
-
51
- ffx_sssr_initial_advance_ray(
52
- origin,
53
- direction,
54
- inv_direction,
55
- current_mip_resolution,
56
- current_mip_resolution_inv,
57
- floor_offset,
58
- uv_offset,
59
- &position,
60
- &current_t
61
- );
62
-
63
- var i = 0u;
64
- for (
65
- ;
66
- i < max_traversal_intersections && current_mip >= most_detailed_mip;
67
- i++
68
- ) {
69
-
70
- if (any(position.xy > vec2(1.0, 1.0)) || any(position.xy < vec2(0.0, 0.0))){
71
- // outside of the viewport
72
- break;
73
- }
74
-
75
- if (is_background(position.z)){
76
- // hit sky/background, out of Z bounds basically
77
- break;
78
- }
79
-
80
- let current_mip_position = current_mip_resolution * position.xy;
81
- let surface_z = ffx_sssr_load_depth(vec2<i32>(current_mip_position), current_mip);
82
-
83
- let skipped_tile = ffx_sssr_advance_ray(
84
- origin,
85
- direction,
86
- inv_direction,
87
- current_mip_position,
88
- current_mip_resolution_inv,
89
- floor_offset,
90
- uv_offset,
91
- surface_z,
92
- &position,
93
- &current_t
94
- );
95
-
96
- current_mip += select(-1, 1, skipped_tile );
97
- current_mip_resolution *= select(2.0, 0.5, skipped_tile);
98
- current_mip_resolution_inv *= select(0.5, 2.0, skipped_tile);
99
-
100
- }
101
-
102
- *_num_iters = i;
103
-
104
- *valid_hit = (current_mip <= most_detailed_mip && i > 0);
105
-
106
- return position;
107
- }
108
- `, [
109
- F32_MAX_DEFINITION,
110
- chunk_rcp_v2,
111
- chunk_ffx_sssr_get_mip_resolution,
112
- chunk_ffx_sssr_initial_advance_ray,
113
- chunk_ffx_sssr_advance_ray,
114
- chunk_ffx_sssr_load_depth,
115
- chunk_is_background
116
- ]);
117
-
1
+ import { chunk_is_background } from "../depth/chunk_is_background.js";
2
+ import { CodeChunk } from "../../compiler/CodeChunk.js";
3
+ import { chunk_rcp_v2 } from "../geometry/vec2/chunk_rcp_v2.js";
4
+ import { F32_MAX_DEFINITION } from "../math/F32_MAX_DEFINITION.js";
5
+ import { chunk_ffx_sssr_advance_ray } from "./chunk_ffx_sssr_advance_ray.js";
6
+ import { chunk_ffx_sssr_get_mip_resolution } from "./chunk_ffx_sssr_get_mip_resolution.js";
7
+ import { chunk_ffx_sssr_initial_advance_ray } from "./chunk_ffx_sssr_initial_advance_ray.js";
8
+ import { chunk_ffx_sssr_load_depth } from "./chunk_ffx_sssr_load_depth.js";
9
+
10
+ /**
11
+ *
12
+ * Requires origin and direction of the ray to be in screen space [0, 1] x [0, 1]
13
+ * NOTE: "low occupancy" exit was removed, as WebGPU doesn't have pre-requisite API for it
14
+ * @see https://github.com/GPUOpen-LibrariesAndSDKs/FidelityFX-SDK/blob/1bbe66e7ea0d358e84af4471a90aa9c35b583de0/samples/hybridreflections/shaders/ffx_sssr_intersect.h#L110
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_ffx_sssr_hierarchical_raymarch = CodeChunk.from(
18
+ //language=WGSL
19
+ `
20
+ fn ffx_sssr_hierarchical_raymarch(
21
+ origin: vec3<f32>,
22
+ direction: vec3<f32>,
23
+ screen_size: vec2<f32>,
24
+ most_detailed_mip: i32,
25
+ max_traversal_intersections:u32,
26
+ valid_hit: ptr<function, bool>,
27
+ _num_iters: ptr<function, u32>,
28
+ ) -> vec3<f32> {
29
+
30
+ let inv_direction = select( vec3(F32_MAX), 1.0 / direction, abs(direction) > vec3(1.0e-12));
31
+ let max_mip = i32(textureNumLevels(tHZB));
32
+
33
+ // Start on mip with highest detail.
34
+ var current_mip = min(most_detailed_mip, max_mip);
35
+
36
+ var current_mip_resolution = ffx_sssr_get_mip_resolution(screen_size, current_mip);
37
+ var current_mip_resolution_inv = 1.0 / (current_mip_resolution);
38
+
39
+ // Offset to the bounding boxes uv space to intersect the ray with the center of the next pixel.
40
+ // This means we ever so slightly over shoot into the next region.
41
+ var uv_offset = 0.005 * exp2(f32(most_detailed_mip)) / screen_size;
42
+ uv_offset = select( uv_offset, -uv_offset, direction.xy < vec2(0.0) );
43
+
44
+ // Offset applied depending on current mip resolution to move the boundary to the left/right upper/lower border depending on ray direction.
45
+ let floor_offset = select(vec2(1.0), vec2(0.0), direction.xy < vec2(0.0)); // TODO can replace with 'step'
46
+
47
+ // Initially advance ray to avoid immediate self intersections.
48
+ var current_t:f32;
49
+ var position:vec3<f32>;
50
+
51
+ ffx_sssr_initial_advance_ray(
52
+ origin,
53
+ direction,
54
+ inv_direction,
55
+ current_mip_resolution,
56
+ current_mip_resolution_inv,
57
+ floor_offset,
58
+ uv_offset,
59
+ &position,
60
+ &current_t
61
+ );
62
+
63
+ var i = 0u;
64
+ for (
65
+ ;
66
+ i < max_traversal_intersections && current_mip >= most_detailed_mip;
67
+ i++
68
+ ) {
69
+
70
+ if (any(position.xy > vec2(1.0, 1.0)) || any(position.xy < vec2(0.0, 0.0))){
71
+ // outside of the viewport
72
+ break;
73
+ }
74
+
75
+ if (is_background(position.z)){
76
+ // hit sky/background, out of Z bounds basically
77
+ break;
78
+ }
79
+
80
+ let current_mip_position = current_mip_resolution * position.xy;
81
+ let surface_z = ffx_sssr_load_depth(vec2<i32>(current_mip_position), current_mip);
82
+
83
+ let skipped_tile = ffx_sssr_advance_ray(
84
+ origin,
85
+ direction,
86
+ inv_direction,
87
+ current_mip_position,
88
+ current_mip_resolution_inv,
89
+ floor_offset,
90
+ uv_offset,
91
+ surface_z,
92
+ &position,
93
+ &current_t
94
+ );
95
+
96
+ current_mip = min(current_mip + select(-1, 1, skipped_tile), max_mip);
97
+ if (current_mip >= most_detailed_mip) {
98
+ current_mip_resolution = ffx_sssr_get_mip_resolution(screen_size, current_mip);
99
+ current_mip_resolution_inv = 1.0 / current_mip_resolution;
100
+ }
101
+
102
+ }
103
+
104
+ *_num_iters = i;
105
+
106
+ *valid_hit = (current_mip <= most_detailed_mip && i > 0);
107
+
108
+ return position;
109
+ }
110
+ `, [
111
+ F32_MAX_DEFINITION,
112
+ chunk_rcp_v2,
113
+ chunk_ffx_sssr_get_mip_resolution,
114
+ chunk_ffx_sssr_initial_advance_ray,
115
+ chunk_ffx_sssr_advance_ray,
116
+ chunk_ffx_sssr_load_depth,
117
+ chunk_is_background
118
+ ]);
@@ -82,7 +82,7 @@ import { VSM_SLOT_EMPTY } from "../vsm/VSM_SLOT_STRUCT.js";
82
82
  * @typedef {import("../../buffer/table/serde/generate_record_writer.js").GPURecordWriter} GPURecordWriter
83
83
  */
84
84
 
85
- const DEFAULT_SHADOWMAP_ATLAS_RESOLUTION = 4096 * 2;
85
+ const DEFAULT_SHADOWMAP_ATLAS_RESOLUTION = 4096;
86
86
 
87
87
  /**
88
88
  * Resolution by cascade.
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Anisotropic trilinear clamp-to-edge sampler (`magFilter: "linear"`, `minFilter: "linear"`,
3
+ * `mipmapFilter: "linear"`, `maxAnisotropy: 16`).
4
+ * Use for mipmapped 3D scene atlases (such as decal and particle atlases) that undergo both
5
+ * minification and oblique-angle projection in world space.
6
+ */
7
+ export const SAMPLER_ANISOTROPIC_CLAMP: Readonly<SamplerDescriptor>;
8
+ import { SamplerDescriptor } from "../../descriptor/texture/SamplerDescriptor.js";
9
+ //# sourceMappingURL=SAMPLER_ANISOTROPIC_CLAMP.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"SAMPLER_ANISOTROPIC_CLAMP.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/texture/SAMPLER_ANISOTROPIC_CLAMP.js"],"names":[],"mappings":"AAEA;;;;;GAKG;AACH,oEAQI;kCAhB8B,+CAA+C"}
@@ -0,0 +1,17 @@
1
+ import { SamplerDescriptor } from "../../descriptor/texture/SamplerDescriptor.js";
2
+
3
+ /**
4
+ * Anisotropic trilinear clamp-to-edge sampler (`magFilter: "linear"`, `minFilter: "linear"`,
5
+ * `mipmapFilter: "linear"`, `maxAnisotropy: 16`).
6
+ * Use for mipmapped 3D scene atlases (such as decal and particle atlases) that undergo both
7
+ * minification and oblique-angle projection in world space.
8
+ */
9
+ export const SAMPLER_ANISOTROPIC_CLAMP = Object.freeze(SamplerDescriptor.from({
10
+ addressModeU: "clamp-to-edge",
11
+ addressModeV: "clamp-to-edge",
12
+ addressModeW: "clamp-to-edge",
13
+ magFilter: "linear",
14
+ minFilter: "linear",
15
+ mipmapFilter: "linear",
16
+ maxAnisotropy: 16,
17
+ }));
@@ -1,3 +1,11 @@
1
+ /**
2
+ * Magnification-only linear clamp sampler (`magFilter: "linear"`, `minFilter: "nearest"`,
3
+ * `mipmapFilter: "nearest"`, `maxAnisotropy: 1`).
4
+ *
5
+ * Intended ONLY for upscaling single-mip 2D render targets (e.g. post-processing upsampling).
6
+ * Do NOT use for 3D scene textures, atlases, or mipmapped targets that undergo minification —
7
+ * use `SAMPLER_TRILINEAR_CLAMP` or `SAMPLER_ANISOTROPIC_CLAMP` instead.
8
+ */
1
9
  export const SAMPLER_LINEAR_UPSCALE: Readonly<SamplerDescriptor>;
2
10
  export const SAMPLER_LINEAR_DOWNSCALE: Readonly<SamplerDescriptor>;
3
11
  export const SAMPLER_NEAREST: Readonly<SamplerDescriptor>;
@@ -1 +1 @@
1
- {"version":3,"file":"SAMPLER_LINEAR_UPSCALE.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/texture/SAMPLER_LINEAR_UPSCALE.js"],"names":[],"mappings":"AAEA,iEAKI;AAEJ,mEAIG;AAEH,0DAII;kCAnB8B,+CAA+C"}
1
+ {"version":3,"file":"SAMPLER_LINEAR_UPSCALE.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/texture/SAMPLER_LINEAR_UPSCALE.js"],"names":[],"mappings":"AAEA;;;;;;;GAOG;AACH,iEAKI;AAEJ,mEAIG;AAEH,0DAII;kCA3B8B,+CAA+C"}