@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.
- package/package.json +1 -1
- package/src/core/math/noise/worley_noise_2d.d.ts +14 -0
- package/src/core/math/noise/worley_noise_2d.d.ts.map +1 -0
- package/src/core/math/noise/worley_noise_2d.js +74 -0
- package/src/engine/ecs/animation/Animation.d.ts +4 -25
- package/src/engine/ecs/animation/Animation.d.ts.map +1 -1
- package/src/engine/ecs/animation/Animation.js +9 -41
- package/src/engine/ecs/ik/IKGoalSystem.d.ts +4 -5
- package/src/engine/ecs/ik/IKGoalSystem.d.ts.map +1 -1
- package/src/engine/ecs/ik/IKGoalSystem.js +4 -6
- package/src/engine/graphics/ecs/mesh/assetTypeByPath.js +1 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts +6 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/CachingTextureAtlas.js +363 -325
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts +93 -14
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.js +322 -183
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts +9 -0
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.js +110 -83
- package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts +42 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts.map +1 -0
- package/src/engine/{graphics3/decal/DecalAtlas.js → graphics/texture/atlas/SpriteAtlas.js} +202 -194
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts +12 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts.map +1 -0
- package/src/engine/graphics/texture/atlas/SpriteAtlasFill.js +30 -0
- package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts +7 -0
- package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts.map +1 -1
- package/src/engine/graphics/texture/atlas/TextureAtlas.js +11 -1
- package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts +52 -0
- package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts.map +1 -0
- package/src/engine/{graphics3/decal/decal_atlas_border.js → graphics/texture/atlas/sprite_atlas_border.js} +69 -69
- package/src/engine/graphics3/AnimationGraphSystem.d.ts +9 -22
- package/src/engine/graphics3/AnimationGraphSystem.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationGraphSystem.js +58 -203
- package/src/engine/graphics3/AnimationSystem.d.ts +7 -18
- package/src/engine/graphics3/AnimationSystem.d.ts.map +1 -1
- package/src/engine/graphics3/AnimationSystem.js +62 -243
- package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
- package/src/engine/graphics3/DecalSystem.js +447 -450
- package/src/engine/graphics3/FoliageWindSystem.d.ts +67 -0
- package/src/engine/graphics3/FoliageWindSystem.d.ts.map +1 -0
- package/src/engine/graphics3/FoliageWindSystem.js +257 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts +7 -0
- package/src/engine/graphics3/GPUFluidSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUFluidSystem.js +39 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +9 -23
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +904 -949
- package/src/engine/graphics3/animation/AnimationClips.d.ts +107 -13
- package/src/engine/graphics3/animation/AnimationClips.d.ts.map +1 -1
- package/src/engine/graphics3/animation/AnimationClips.js +207 -10
- package/src/engine/graphics3/animation/AnimationClipsSink.d.ts +89 -0
- package/src/engine/graphics3/animation/AnimationClipsSink.d.ts.map +1 -0
- package/src/engine/graphics3/animation/AnimationClipsSink.js +205 -0
- package/src/engine/graphics3/animation/FoliageWindRigs.d.ts +43 -0
- package/src/engine/graphics3/animation/FoliageWindRigs.d.ts.map +1 -0
- package/src/engine/graphics3/animation/FoliageWindRigs.js +69 -0
- package/src/engine/graphics3/animation/write_clip_playback.d.ts +17 -11
- package/src/engine/graphics3/animation/write_clip_playback.d.ts.map +1 -1
- package/src/engine/graphics3/animation/write_clip_playback.js +36 -27
- package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +8 -6
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +11 -5
- package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts +7 -7
- package/src/engine/graphics3/pose/collect_entity_playbacks.d.ts.map +1 -1
- package/src/engine/graphics3/pose/collect_entity_playbacks.js +14 -15
- package/src/engine/graphics3/prefab/Prefab.d.ts +6 -0
- package/src/engine/graphics3/prefab/Prefab.d.ts.map +1 -1
- package/src/engine/graphics3/prefab/Prefab.js +169 -162
- package/src/engine/graphics3/prefab/prefab_compile.d.ts.map +1 -1
- package/src/engine/graphics3/prefab/prefab_compile.js +369 -334
- package/src/engine/graphics3/prefab/prefab_instantiate.d.ts.map +1 -1
- package/src/engine/graphics3/prefab/prefab_instantiate.js +43 -2
- package/src/engine/graphics3/terrain/chunk_terrain_material_surface.js +2 -2
- package/src/engine/physics/ecs/ContactProbeSystem.d.ts +2 -3
- package/src/engine/physics/ecs/ContactProbeSystem.d.ts.map +1 -1
- package/src/engine/physics/ecs/ContactProbeSystem.js +2 -4
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/engine/sound/simulation/PROBE_PLACEMENT.md +4 -4
- package/src/engine/sound/simulation/README.md +1 -1
- package/src/engine/sound/simulation/probe/bakeProbeField.d.ts +22 -8
- package/src/engine/sound/simulation/probe/bakeProbeField.d.ts.map +1 -1
- package/src/engine/sound/simulation/probe/bakeProbeField.js +60 -15
- package/src/engine/sound/simulation/probe/bakeProbeReflectors.d.ts.map +1 -1
- package/src/engine/sound/simulation/probe/bakeProbeReflectors.js +19 -23
- package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts +63 -17
- package/src/engine/sound/simulation/probe/probe_sdf_grid.d.ts.map +1 -1
- package/src/engine/sound/simulation/probe/probe_sdf_grid.js +67 -17
- package/src/generation/foliage/FOLIAGE_DESIGN.md +319 -0
- package/src/generation/foliage/FOLIAGE_PLAN.md +198 -0
- package/src/generation/foliage/animation/build_tree_wind_rig.d.ts +20 -0
- package/src/generation/foliage/animation/build_tree_wind_rig.d.ts.map +1 -0
- package/src/generation/foliage/animation/build_tree_wind_rig.js +108 -0
- package/src/generation/foliage/asset/TreeAsset.d.ts +86 -0
- package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -0
- package/src/generation/foliage/asset/TreeAsset.js +111 -0
- package/src/generation/foliage/asset/TreeLODAsset.d.ts +115 -0
- package/src/generation/foliage/asset/TreeLODAsset.d.ts.map +1 -0
- package/src/generation/foliage/asset/TreeLODAsset.js +346 -0
- package/src/generation/foliage/asset/generate_tree.d.ts +15 -0
- package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -0
- package/src/generation/foliage/asset/generate_tree.js +93 -0
- package/src/generation/foliage/asset/place_tree.d.ts +82 -0
- package/src/generation/foliage/asset/place_tree.d.ts.map +1 -0
- package/src/generation/foliage/asset/place_tree.js +194 -0
- package/src/generation/foliage/config/BarkMaterialConfig.d.ts +121 -0
- package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/BarkMaterialConfig.js +250 -0
- package/src/generation/foliage/config/BranchLevelConfig.d.ts +288 -0
- package/src/generation/foliage/config/BranchLevelConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/BranchLevelConfig.js +536 -0
- package/src/generation/foliage/config/CrownConfig.d.ts +100 -0
- package/src/generation/foliage/config/CrownConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/CrownConfig.js +186 -0
- package/src/generation/foliage/config/CrownEnvelopeType.d.ts +16 -0
- package/src/generation/foliage/config/CrownEnvelopeType.d.ts.map +1 -0
- package/src/generation/foliage/config/CrownEnvelopeType.js +17 -0
- package/src/generation/foliage/config/FoliageBarkType.d.ts +11 -0
- package/src/generation/foliage/config/FoliageBarkType.d.ts.map +1 -0
- package/src/generation/foliage/config/FoliageBarkType.js +16 -0
- package/src/generation/foliage/config/FoliageCardType.d.ts +12 -0
- package/src/generation/foliage/config/FoliageCardType.d.ts.map +1 -0
- package/src/generation/foliage/config/FoliageCardType.js +18 -0
- package/src/generation/foliage/config/FoliageConfig.d.ts +151 -0
- package/src/generation/foliage/config/FoliageConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/FoliageConfig.js +283 -0
- package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +143 -0
- package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/FoliageMaterialConfig.js +279 -0
- package/src/generation/foliage/config/PhyllotaxisMode.d.ts +13 -0
- package/src/generation/foliage/config/PhyllotaxisMode.d.ts.map +1 -0
- package/src/generation/foliage/config/PhyllotaxisMode.js +20 -0
- package/src/generation/foliage/config/TreeLODConfig.d.ts +87 -0
- package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/TreeLODConfig.js +211 -0
- package/src/generation/foliage/config/TreePreset.d.ts +16 -0
- package/src/generation/foliage/config/TreePreset.d.ts.map +1 -0
- package/src/generation/foliage/config/TreePreset.js +17 -0
- package/src/generation/foliage/config/TreeSpeciesConfig.d.ts +109 -0
- package/src/generation/foliage/config/TreeSpeciesConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/TreeSpeciesConfig.js +400 -0
- package/src/generation/foliage/config/TreeWindConfig.d.ts +84 -0
- package/src/generation/foliage/config/TreeWindConfig.d.ts.map +1 -0
- package/src/generation/foliage/config/TreeWindConfig.js +157 -0
- package/src/generation/foliage/index.d.ts +39 -0
- package/src/generation/foliage/index.d.ts.map +1 -0
- package/src/generation/foliage/index.js +44 -0
- package/src/generation/foliage/material/make_bark_material.d.ts +37 -0
- package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -0
- package/src/generation/foliage/material/make_bark_material.js +730 -0
- package/src/generation/foliage/material/make_foliage_material.d.ts +40 -0
- package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -0
- package/src/generation/foliage/material/make_foliage_material.js +605 -0
- package/src/generation/foliage/mesh/branch_collar_project.d.ts +42 -0
- package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -0
- package/src/generation/foliage/mesh/branch_collar_project.js +205 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts +35 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.d.ts.map +1 -0
- package/src/generation/foliage/mesh/branch_ring_triangulate.js +72 -0
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +95 -0
- package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -0
- package/src/generation/foliage/mesh/foliage_collect_attachments.js +569 -0
- package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts +19 -0
- package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_mesh_apply_canopy_ao.js +150 -0
- package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts +55 -0
- package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1049 -0
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +22 -0
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -0
- package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +454 -0
- package/src/generation/foliage/presets/make_tree_species_preset.d.ts +13 -0
- package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -0
- package/src/generation/foliage/presets/make_tree_species_preset.js +870 -0
- package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +443 -0
- package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/TreeSkeleton.js +1100 -0
- package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts +27 -0
- package/src/generation/foliage/skeleton/crown_envelope_evaluate.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -0
- package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts +32 -0
- package/src/generation/foliage/skeleton/spine_frame_double_reflection.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/spine_frame_double_reflection.js +87 -0
- package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts +33 -0
- package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/tree_skeleton_assign_skin_joints.js +205 -0
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +17 -0
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +206 -0
- package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +18 -0
- package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -0
- package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1871 -0
- package/src/shade/playground/additive_blending/index.html +197 -0
- package/src/shade/playground/additive_blending/main.d.ts +2 -0
- package/src/shade/playground/additive_blending/main.d.ts.map +1 -0
- package/src/shade/playground/additive_blending/main.js +529 -0
- package/src/shade/playground/foliage_wind/README.md +18 -0
- package/src/shade/playground/foliage_wind/foliage_world.d.ts +133 -0
- package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -0
- package/src/shade/playground/foliage_wind/foliage_world.js +602 -0
- package/src/shade/playground/foliage_wind/index.html +260 -0
- package/src/shade/playground/foliage_wind/main.d.ts +2 -0
- package/src/shade/playground/foliage_wind/main.d.ts.map +1 -0
- package/src/shade/playground/foliage_wind/main.js +275 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +45 -16
- package/src/shade/renderer/animation/ADDITIVE_BLENDING_PLAN.md +145 -0
- package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts +9 -1
- package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.d.ts.map +1 -1
- package/src/shade/renderer/animation/ANIMATION_DATABASE_SPEC.js +53 -1
- package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts +8 -0
- package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/animation/ANIMATION_FOLIAGE_JOINT_STRUCT.js +71 -0
- package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts +11 -0
- package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/animation/ANIMATION_FOLIAGE_RIG_STRUCT.js +32 -0
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts +30 -3
- package/src/shade/renderer/animation/GPUAnimationManager.d.ts.map +1 -1
- package/src/shade/renderer/animation/GPUAnimationManager.js +532 -79
- package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts +19 -12
- package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.d.ts.map +1 -1
- package/src/shade/renderer/animation/POSE_ACCUMULATOR_LAYOUT.js +20 -13
- package/src/shade/renderer/animation/ShadeAnimationClip.d.ts +35 -8
- package/src/shade/renderer/animation/ShadeAnimationClip.d.ts.map +1 -1
- package/src/shade/renderer/animation/ShadeAnimationClip.js +433 -2
- package/src/shade/renderer/animation/chunk_pose_accumulator.d.ts.map +1 -1
- package/src/shade/renderer/animation/chunk_pose_accumulator.js +40 -32
- package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts +97 -0
- package/src/shade/renderer/animation/foliage/FoliageWindJoint.d.ts.map +1 -0
- package/src/shade/renderer/animation/foliage/FoliageWindJoint.js +161 -0
- package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts +65 -0
- package/src/shade/renderer/animation/foliage/FoliageWindRig.d.ts.map +1 -0
- package/src/shade/renderer/animation/foliage/FoliageWindRig.js +89 -0
- package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts +19 -0
- package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.d.ts.map +1 -0
- package/src/shade/renderer/animation/foliage/chunk_foliage_wind_step.js +143 -0
- package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts +14 -0
- package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.d.ts.map +1 -0
- package/src/shade/renderer/animation/foliage/shader_foliage_wind_apply.js +116 -0
- package/src/shade/renderer/animation/pose/pose_evaluate_local.d.ts.map +1 -1
- package/src/shade/renderer/animation/pose/pose_evaluate_local.js +39 -29
- package/src/shade/renderer/animation/shader_animation_pose_resolve.js +37 -37
- package/src/shade/renderer/animation/skinning/GPUMeshSkinningContext.js +2 -2
- package/src/shade/renderer/extension/RenderExtension.d.ts +7 -0
- package/src/shade/renderer/extension/RenderExtension.d.ts.map +1 -1
- package/src/shade/renderer/extension/RenderExtension.js +9 -0
- package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts +6 -0
- package/src/shade/renderer/extension/RenderExtensionRegistry.d.ts.map +1 -1
- package/src/shade/renderer/extension/RenderExtensionRegistry.js +15 -0
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +10 -3
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascade.js +15 -0
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +8 -1
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts.map +1 -1
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.js +11 -0
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.d.ts.map +1 -1
- package/src/shade/renderer/fluid/coupling/chunk_fluid_cascade_parent.js +51 -48
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts +6 -0
- package/src/shade/renderer/fluid/mac/FluidMacPasses.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/FluidMacPasses.js +16 -0
- package/src/shade/renderer/fluid/mac/chunk_fluid_mac_seams.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/chunk_fluid_mac_seams.js +15 -3
- package/src/shade/renderer/fluid/mac/chunk_v3_mac_lattice_corners.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/chunk_v3_mac_lattice_corners.js +102 -96
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +12 -12
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_predict.js +12 -12
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +8 -1
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts.map +1 -1
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.js +16 -0
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts +7 -0
- package/src/shade/renderer/fluid/publish/FluidWindPublish.d.ts.map +1 -1
- package/src/shade/renderer/fluid/publish/FluidWindPublish.js +10 -0
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/geometry/bvh/GPUBLASRefitBatch.js +2 -2
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +3 -3
- package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
- package/src/shade/renderer/hiz/HierarchicalZBuffer.js +350 -294
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- package/src/engine/graphics/render/visibility/IncrementalDeltaSet.js +0 -328
- package/src/engine/graphics/render/visibility/VisibilityComputer.d.ts +0 -39
- package/src/engine/graphics/render/visibility/VisibilityComputer.d.ts.map +0 -1
- package/src/engine/graphics/render/visibility/VisibilityComputer.js +0 -80
- package/src/engine/graphics/render/visibility/VisibilityFilter.d.ts +0 -29
- package/src/engine/graphics/render/visibility/VisibilityFilter.d.ts.map +0 -1
- package/src/engine/graphics/render/visibility/VisibilityFilter.js +0 -37
- package/src/engine/graphics3/animation/write_graph_playback.d.ts +0 -24
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- package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +0 -105
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set output(v: IncrementalDeltaSet<Object3D>);
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*
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{"version":3,"file":"VisibilityComputer.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/render/visibility/VisibilityComputer.js"],"names":[],"mappings":"AAEA;IACI;;;OAGG;IACH,mBAAc;IAEd;;;;OAIG;IACH,sBAAqB;IAErB;;;;OAIG;IACH,iBAAgB;IAEhB;;;OAGG;IACH,2BAEC;IAED;;;OAGG;IACH,uBA2BC;IAGD;;OAEG;IACH,6CAEC;IAED;;;OAGG;IACH,8CAEC;CACJ"}
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const scratch_array = [];
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__processLayer(layer) {
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return;
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}
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}
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const added_objects = layer.buildVisibleSet(scratch_array, 0, this.__view);
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}
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}
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* @param {IncrementalDeltaSet<Object3D>} v
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set output(v) {
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}
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* @param {RenderLayerManager} renderLayers
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*/
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build(renderLayers) {
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renderLayers.traverse(this.__processLayer, this);
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}
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}
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@@ -1,29 +0,0 @@
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export class VisibilityFilter {
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constructor({ name, objectPredicateInitialize, objectPredicateFinalize, objectPredicateExecute, layerPredicate }: {
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name: any;
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objectPredicateInitialize?: typeof noop;
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objectPredicateFinalize?: typeof noop;
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objectPredicateExecute?: typeof returnTrue;
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layerPredicate?: typeof returnTrue;
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});
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/**
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*
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* @type {boolean}
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*/
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enabled: boolean;
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/**
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* @type {string}
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*/
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name: string;
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objectPredicateExecute: typeof returnTrue;
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objectPredicateInitialize: typeof noop;
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objectPredicateFinalize: typeof noop;
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/**
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*
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* @type {function(RenderLayer): boolean}
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*/
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layerPredicate: (arg0: RenderLayer) => boolean;
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}
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import { returnTrue } from "../../../../core/function/returnTrue.js";
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import { noop } from "../../../../core/function/noop.js";
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//# sourceMappingURL=VisibilityFilter.d.ts.map
|
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@@ -1 +0,0 @@
|
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1
|
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{"version":3,"file":"VisibilityFilter.d.ts","sourceRoot":"","sources":["../../../../../../src/engine/graphics/render/visibility/VisibilityFilter.js"],"names":[],"mappings":"AAIA;IAOI;;;;;;OAwBC;IA9BD;;;OAGG;IACH,SAFU,OAAO,CAEF;IAYX;;OAEG;IACH,MAFU,MAAM,CAEA;IAEhB,0CAAoD;IACpD,uCAA0D;IAC1D,qCAAsD;IAEtD;;;OAGG;IACH,uCAFiC,OAAO,CAEJ;CAE3C;2BAlC0B,yCAAyC;qBAD/C,mCAAmC"}
|
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@@ -1,37 +0,0 @@
|
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import { assert } from "../../../../core/assert.js";
|
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import { noop } from "../../../../core/function/noop.js";
|
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|
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import { returnTrue } from "../../../../core/function/returnTrue.js";
|
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|
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|
|
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|
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export class VisibilityFilter {
|
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|
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/**
|
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|
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*
|
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|
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* @type {boolean}
|
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|
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*/
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enabled = true;
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constructor({
|
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name,
|
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|
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objectPredicateInitialize = noop,
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|
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objectPredicateFinalize = noop,
|
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|
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objectPredicateExecute = returnTrue,
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layerPredicate = returnTrue
|
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}) {
|
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|
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|
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|
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assert.isString(name, 'name');
|
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|
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|
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|
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/**
|
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* @type {string}
|
|
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|
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*/
|
|
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|
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this.name = name;
|
|
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|
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|
|
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|
-
this.objectPredicateExecute = objectPredicateExecute;
|
|
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|
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this.objectPredicateInitialize = objectPredicateInitialize;
|
|
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|
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this.objectPredicateFinalize = objectPredicateFinalize;
|
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|
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|
|
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|
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/**
|
|
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|
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*
|
|
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|
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* @type {function(RenderLayer): boolean}
|
|
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|
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*/
|
|
35
|
-
this.layerPredicate = layerPredicate;
|
|
36
|
-
}
|
|
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|
-
}
|
|
@@ -1,24 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* Hand one graph's blend down to the renderer: what each of its clips weighs, and where each of the
|
|
3
|
-
* audible ones is playing.
|
|
4
|
-
*
|
|
5
|
-
* **Time is written every frame and weight only when it moves.** The clock is the reason this
|
|
6
|
-
* function exists — Shade can advance a clip itself and is never asked to, because the pose gameplay
|
|
7
|
-
* reads and the pose on the screen have to be the same one (I-4) — while a graph sitting in one
|
|
8
|
-
* state has the same weights it had last frame and there is nothing to say. `set_playback_weight`
|
|
9
|
-
* and `set_time` both go through the clip table's upload dedupe, so a repeated value costs a
|
|
10
|
-
* comparison rather than a transfer; skipping the unchanged weights is about not doing the read
|
|
11
|
-
* either.
|
|
12
|
-
*
|
|
13
|
-
* A clip at zero weight has its time left alone. It contributes nothing wherever it is, and where it
|
|
14
|
-
* is, is where the state that owns it stopped.
|
|
15
|
-
*
|
|
16
|
-
* @param {GPUAnimationManager} manager
|
|
17
|
-
* @param {AnimationGraphController} controller
|
|
18
|
-
* @param {Int32Array} clip_ids the manager's id for each of `controller.def.clipIndex`, in order
|
|
19
|
-
* @param {Float32Array} written the weight each of those clips was last given; updated in place.
|
|
20
|
-
* A value no weight can take — `-1` — is how a caller says it does not know, which is the case
|
|
21
|
-
* after a renderer restart
|
|
22
|
-
*/
|
|
23
|
-
export function write_graph_playback(manager: GPUAnimationManager, controller: AnimationGraphController, clip_ids: Int32Array, written: Float32Array): void;
|
|
24
|
-
//# sourceMappingURL=write_graph_playback.d.ts.map
|
|
@@ -1 +0,0 @@
|
|
|
1
|
-
{"version":3,"file":"write_graph_playback.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/animation/write_graph_playback.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,mHALW,UAAU,WACV,YAAY,QA2BtB"}
|
|
@@ -1,48 +0,0 @@
|
|
|
1
|
-
import { assert } from "../../../core/assert.js";
|
|
2
|
-
|
|
3
|
-
/**
|
|
4
|
-
* Hand one graph's blend down to the renderer: what each of its clips weighs, and where each of the
|
|
5
|
-
* audible ones is playing.
|
|
6
|
-
*
|
|
7
|
-
* **Time is written every frame and weight only when it moves.** The clock is the reason this
|
|
8
|
-
* function exists — Shade can advance a clip itself and is never asked to, because the pose gameplay
|
|
9
|
-
* reads and the pose on the screen have to be the same one (I-4) — while a graph sitting in one
|
|
10
|
-
* state has the same weights it had last frame and there is nothing to say. `set_playback_weight`
|
|
11
|
-
* and `set_time` both go through the clip table's upload dedupe, so a repeated value costs a
|
|
12
|
-
* comparison rather than a transfer; skipping the unchanged weights is about not doing the read
|
|
13
|
-
* either.
|
|
14
|
-
*
|
|
15
|
-
* A clip at zero weight has its time left alone. It contributes nothing wherever it is, and where it
|
|
16
|
-
* is, is where the state that owns it stopped.
|
|
17
|
-
*
|
|
18
|
-
* @param {GPUAnimationManager} manager
|
|
19
|
-
* @param {AnimationGraphController} controller
|
|
20
|
-
* @param {Int32Array} clip_ids the manager's id for each of `controller.def.clipIndex`, in order
|
|
21
|
-
* @param {Float32Array} written the weight each of those clips was last given; updated in place.
|
|
22
|
-
* A value no weight can take — `-1` — is how a caller says it does not know, which is the case
|
|
23
|
-
* after a renderer restart
|
|
24
|
-
*/
|
|
25
|
-
export function write_graph_playback(manager, controller, clip_ids, written) {
|
|
26
|
-
assert.defined(manager, 'manager');
|
|
27
|
-
assert.defined(controller, 'controller');
|
|
28
|
-
|
|
29
|
-
const weights = controller.blendState.weights;
|
|
30
|
-
|
|
31
|
-
assert.equal(clip_ids.length, weights.length, 'clip_ids.length');
|
|
32
|
-
assert.equal(written.length, weights.length, 'written.length');
|
|
33
|
-
|
|
34
|
-
for (let i = 0; i < weights.length; i++) {
|
|
35
|
-
const clip_id = clip_ids[i];
|
|
36
|
-
const weight = weights[i];
|
|
37
|
-
|
|
38
|
-
if (weight !== written[i]) {
|
|
39
|
-
manager.set_playback_weight(clip_id, weight);
|
|
40
|
-
|
|
41
|
-
written[i] = weight;
|
|
42
|
-
}
|
|
43
|
-
|
|
44
|
-
if (weight > 0) {
|
|
45
|
-
manager.set_time(clip_id, controller.clip_time(i));
|
|
46
|
-
}
|
|
47
|
-
}
|
|
48
|
-
}
|
|
@@ -1,32 +0,0 @@
|
|
|
1
|
-
/**
|
|
2
|
-
* How a decal atlas fills the border around a patch.
|
|
3
|
-
*
|
|
4
|
-
* Two rules rather than one, because the correct fill depends on what the channel means and getting
|
|
5
|
-
* it wrong shows up only once the mip chain is built.
|
|
6
|
-
*
|
|
7
|
-
* @enum {number}
|
|
8
|
-
*/
|
|
9
|
-
export const DecalAtlasFill = {
|
|
10
|
-
/**
|
|
11
|
-
* Colour weighted by coverage, and a gutter of nothing.
|
|
12
|
-
*
|
|
13
|
-
* The patch is stored **premultiplied** and its border is zero. Averaging that pair down a mip
|
|
14
|
-
* chain gives premultiplied colour times coverage at every level, which is what a decal fading
|
|
15
|
-
* out at its edge should look like. The same arrangement in *straight* alpha is where dark
|
|
16
|
-
* halos come from — an edge texel averaged against transparent black keeps its alpha and loses
|
|
17
|
-
* its colour — and straight alpha beside a zeroed gutter is exactly what the atlas this
|
|
18
|
-
* replaces has today.
|
|
19
|
-
*/
|
|
20
|
-
PremultipliedCoverage: 0,
|
|
21
|
-
|
|
22
|
-
/**
|
|
23
|
-
* The nearest content texel, repeated outward.
|
|
24
|
-
*
|
|
25
|
-
* For channels that carry no coverage of their own — a normal, a roughness, a metalness — there
|
|
26
|
-
* is nothing to fade toward, and a zeroed gutter would drag a partially covered mip texel toward
|
|
27
|
-
* a meaningless value (a zero normal, mirror-smooth roughness). Coverage for these comes from
|
|
28
|
-
* the albedo's alpha, so their border repeats the edge and lets the mip chain average content
|
|
29
|
-
* against more of the same.
|
|
30
|
-
*/
|
|
31
|
-
EdgeExtend: 1,
|
|
32
|
-
};
|
|
@@ -1,49 +0,0 @@
|
|
|
1
|
-
import { chunk_cluster_depth_from_z_slice } from "../../light/cluster/chunk_cluster_depth_from_z_slice.js";
|
|
2
|
-
import { chunk_camera_ray_from_uv } from "../../shader/chunk/geometry/ray/chunk_camera_ray_from_uv.js";
|
|
3
|
-
import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
4
|
-
import { chunk_texel_coordinate_to_uv } from "../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
|
|
5
|
-
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
6
|
-
import { chunk_camera_ray_planar_depth_scale } from "../chunk_camera_ray_planar_depth_scale.js";
|
|
7
|
-
import { chunk_volumetrics_froxel_content_offset } from "../chunk_volumetrics_froxel_content_offset.js";
|
|
8
|
-
import { CAMERA_RESOURCE } from "../../camera/CAMERA_RESOURCE.js";
|
|
9
|
-
import { VOLUMETRICS_METADATA_RESOURCE } from "../VOLUMETRICS_RESOURCES.js";
|
|
10
|
-
|
|
11
|
-
/**
|
|
12
|
-
* `volumetrics_froxel_centre_ws(voxel, resolution)` — the world position a froxel's value stands for:
|
|
13
|
-
* its column's centre, at the depth its slab's content sits at (`volumetrics_froxel_content_offset`),
|
|
14
|
-
* which is where the lighting pass's jittered samples average to and where
|
|
15
|
-
* `volumetrics_position_world_to_froxel_uvw` puts the froxel's texel centre. A froxel GI module
|
|
16
|
-
* whose answer depends on position asks it there; GI is smooth enough across a froxel that one
|
|
17
|
-
* sample is all of it.
|
|
18
|
-
*
|
|
19
|
-
* The enclosing shader binds `camera` and `volumetrics_metadata` under those names.
|
|
20
|
-
*
|
|
21
|
-
* @type {CodeChunk}
|
|
22
|
-
*/
|
|
23
|
-
export const chunk_volumetrics_froxel_centre_ws = CodeChunk.from(
|
|
24
|
-
//language=WGSL
|
|
25
|
-
`
|
|
26
|
-
fn volumetrics_froxel_centre_ws(voxel: vec3<u32>, resolution: vec3<u32>) -> vec3<f32> {
|
|
27
|
-
let curve = volumetrics_metadata.froxel_cluster_parameters;
|
|
28
|
-
let near_far = camera.clip_near_far;
|
|
29
|
-
|
|
30
|
-
let slice = f32(voxel.z) + volumetrics_froxel_content_offset(curve.z);
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let view_depth = clamp(cluster_depth_from_z_slice(slice, curve, f32(resolution.z)), near_far.x, near_far.y);
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let ray = camera_ray_from_uv(texel_coordinate_to_uv(vec2<f32>(voxel.xy), resolution.xy), camera);
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// planar depth to a distance along the ray, as the lighting pass does
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return ray.origin + ray.direction * (view_depth * camera_ray_planar_depth_scale(ray.direction, camera));
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}
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`, [
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RAY_STRUCT.declaration_chunk,
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chunk_volumetrics_froxel_content_offset,
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chunk_cluster_depth_from_z_slice,
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chunk_camera_ray_from_uv,
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chunk_texel_coordinate_to_uv,
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chunk_camera_ray_planar_depth_scale,
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]
|
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|
-
);
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|
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chunk_volumetrics_froxel_centre_ws.requireResource(CAMERA_RESOURCE);
|
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chunk_volumetrics_froxel_centre_ws.requireResource(VOLUMETRICS_METADATA_RESOURCE);
|
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@@ -1,50 +0,0 @@
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import {
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2
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METRO_L1_IRRADIANCE_STRUCT
|
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} from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
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import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
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import { chunk_volumetrics_irradiance_sh } from "../chunk_volumetrics_irradiance_sh.js";
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import { VOLUMETRICS_GI_COCG_RESOURCE, VOLUMETRICS_GI_Y_RESOURCE } from "./volumetrics_gi_resources.js";
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|
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9
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/**
|
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* How the froxel GI stage (`shader_volumetrics_gi`) stores its answer. One thread per froxel asks the
|
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11
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* renderer's indirect lighting mode what radiance arrives at the froxel, as RGB SH2
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* (`chunk_volumetrics_gi_sample`), and hands the answer to `volumetrics_gi_store`. That starts the
|
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* froxel irradiance volume, and `shader_volumetrics_build_irradiance` adds the lights to it.
|
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*
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* `volumetrics_gi_store(voxel, radiance)` scales the field by `INDIRECT_LIGHT_INTENSITY`, as the
|
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* deferred and forward paths scale their indirect light, encodes it as the volume stores light
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* (`volumetrics_irradiance_sh_add_radiance`) and writes it to `tGIY` / `tGICoCg`.
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*
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* The enclosing shader binds `tGIY` and `tGICoCg` under those names.
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*
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* @type {CodeChunk}
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*/
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export const chunk_volumetrics_gi = CodeChunk.from(
|
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//language=WGSL
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`
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fn volumetrics_gi_store(voxel: vec3<u32>, radiance: array<vec3<f32>, 4>) {
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const INDIRECT_INTENSITY : f32 = ${INDIRECT_LIGHT_INTENSITY};
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|
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let scaled = array<vec3<f32>, 4>(
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radiance[0] * INDIRECT_INTENSITY,
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radiance[1] * INDIRECT_INTENSITY,
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radiance[2] * INDIRECT_INTENSITY,
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radiance[3] * INDIRECT_INTENSITY,
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);
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var sh: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
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|
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|
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let stored = volumetrics_irradiance_sh_storable(volumetrics_irradiance_sh_add_radiance(sh, scaled));
|
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|
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textureStore(tGIY, voxel, stored.Y);
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textureStore(tGICoCg, voxel, vec4<f32>(stored.CoCg, 0.0, 0.0));
|
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|
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}
|
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|
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`, [
|
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METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
|
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|
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chunk_volumetrics_irradiance_sh,
|
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|
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]
|
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|
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);
|
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|
-
|
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|
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chunk_volumetrics_gi.requireResource(VOLUMETRICS_GI_COCG_RESOURCE);
|
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|
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chunk_volumetrics_gi.requireResource(VOLUMETRICS_GI_Y_RESOURCE);
|
|
@@ -1,105 +0,0 @@
|
|
|
1
|
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import { chunk_brick4_sample_sh } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_sh.js";
|
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2
|
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import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
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3
|
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import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
|
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4
|
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import { chunk_lpv_mesh_interpolation_probe_sh } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_interpolation_probe_sh.js";
|
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5
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import { chunk_lpv_mesh_lookup_nearest_cell } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_lookup_nearest_cell.js";
|
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6
|
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import { INVALID_TET_DECLARATION } from "../../shader/chunk/light/lpv/INVALID_TET_DECLARATION.js";
|
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7
|
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import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
8
|
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import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
|
|
9
|
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import { chunk_volumetrics_froxel_centre_ws } from "./chunk_volumetrics_froxel_centre_ws.js";
|
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10
|
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import { ENVIRONMENT_SH_RESOURCE } from "../../light/environment/ENVIRONMENT_SH_RESOURCE.js";
|
|
11
|
-
|
|
12
|
-
/**
|
|
13
|
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* {@link chunk_volumetrics_gi_sample} under IBL: the environment, as `GPULightCollection.environment_sh`
|
|
14
|
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* holds it (`shader_project_environment_sh`). It is infinitely far, so every froxel receives the same
|
|
15
|
-
* field.
|
|
16
|
-
* @type {CodeChunk}
|
|
17
|
-
*/
|
|
18
|
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export const chunk_volumetrics_gi_sample_ibl = CodeChunk.from(
|
|
19
|
-
//language=WGSL
|
|
20
|
-
`
|
|
21
|
-
fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4> {
|
|
22
|
-
return array<vec3<f32>, 4>(
|
|
23
|
-
environment_sh[0].xyz,
|
|
24
|
-
environment_sh[1].xyz,
|
|
25
|
-
environment_sh[2].xyz,
|
|
26
|
-
environment_sh[3].xyz,
|
|
27
|
-
);
|
|
28
|
-
}
|
|
29
|
-
`, []);
|
|
30
|
-
|
|
31
|
-
chunk_volumetrics_gi_sample_ibl.requireResource(ENVIRONMENT_SH_RESOURCE);
|
|
32
|
-
|
|
33
|
-
/**
|
|
34
|
-
* {@link chunk_volumetrics_gi_sample} under Brick4: the sparse volumetric light map's probes,
|
|
35
|
-
* interpolated at the froxel's centre and truncated from SH3 to SH2. Reads `brick4`.
|
|
36
|
-
* @type {CodeChunk}
|
|
37
|
-
*/
|
|
38
|
-
export const chunk_volumetrics_gi_sample_brick4 = CodeChunk.from(
|
|
39
|
-
//language=WGSL
|
|
40
|
-
`
|
|
41
|
-
fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4> {
|
|
42
|
-
let position = volumetrics_froxel_centre_ws(voxel, resolution);
|
|
43
|
-
|
|
44
|
-
// A froxel has no surface. The normal only masks probes behind one, and a zero normal weighs
|
|
45
|
-
// every probe of the brick the same (brick4_probe_compute_weight_by_normal), which is the
|
|
46
|
-
// interpolation a point in open space wants.
|
|
47
|
-
let sh = brick4_sample_sh(position, vec3<f32>(0.0));
|
|
48
|
-
|
|
49
|
-
// SH3 to SH2: the first four coefficients are the same two bands, in the same order
|
|
50
|
-
return array<vec3<f32>, 4>(sh[0], sh[1], sh[2], sh[3]);
|
|
51
|
-
}
|
|
52
|
-
`, [
|
|
53
|
-
chunk_volumetrics_froxel_centre_ws,
|
|
54
|
-
chunk_brick4_sample_sh,
|
|
55
|
-
]);
|
|
56
|
-
|
|
57
|
-
/**
|
|
58
|
-
* {@link chunk_volumetrics_gi_sample} under LPV: the light probe volume's tetrahedral mesh, its probes
|
|
59
|
-
* (radiance SH2) interpolated barycentrically at the froxel's centre. Reads the LPV's buffers.
|
|
60
|
-
* @type {CodeChunk}
|
|
61
|
-
*/
|
|
62
|
-
export const chunk_volumetrics_gi_sample_lpv = CodeChunk.from(
|
|
63
|
-
//language=WGSL
|
|
64
|
-
`
|
|
65
|
-
fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4> {
|
|
66
|
-
let position = volumetrics_froxel_centre_ws(voxel, resolution);
|
|
67
|
-
|
|
68
|
-
var weights: vec4<f32>;
|
|
69
|
-
let tet = lpv_mesh_lookup_nearest_cell(position, &weights);
|
|
70
|
-
|
|
71
|
-
// Outside the probe mesh there is nothing to interpolate, and the deferred LPV pass gives such a
|
|
72
|
-
// point no indirect light either. No visibility mask: that needs a surface normal, and a froxel
|
|
73
|
-
// has none.
|
|
74
|
-
var radiance = array<vec3<f32>, 4>();
|
|
75
|
-
|
|
76
|
-
if (tet != INVALID_TET) {
|
|
77
|
-
radiance = lpv_mesh_interpolation_probe_sh(weights, tet);
|
|
78
|
-
}
|
|
79
|
-
|
|
80
|
-
return radiance;
|
|
81
|
-
}
|
|
82
|
-
`, [
|
|
83
|
-
chunk_volumetrics_froxel_centre_ws,
|
|
84
|
-
chunk_lpv_mesh_lookup_nearest_cell,
|
|
85
|
-
chunk_lpv_mesh_interpolation_probe_sh,
|
|
86
|
-
INVALID_TET_DECLARATION,
|
|
87
|
-
]);
|
|
88
|
-
|
|
89
|
-
/**
|
|
90
|
-
* The radiance that arrives at a froxel, as RGB SH2, by the renderer's indirect lighting mode
|
|
91
|
-
* ({@link INDIRECT_LIGHTING}):
|
|
92
|
-
*
|
|
93
|
-
* ```wgsl
|
|
94
|
-
* fn volumetrics_gi_sample(voxel: vec3<u32>, resolution: vec3<u32>) -> array<vec3<f32>, 4>
|
|
95
|
-
* ```
|
|
96
|
-
*
|
|
97
|
-
* A new mode is one more alternative: nothing downstream knows which mode wrote the volume.
|
|
98
|
-
*
|
|
99
|
-
* @type {CodeChunkChoice}
|
|
100
|
-
*/
|
|
101
|
-
export const chunk_volumetrics_gi_sample = CodeChunkChoice.from(INDIRECT_LIGHTING);
|
|
102
|
-
|
|
103
|
-
chunk_volumetrics_gi_sample.add(ShadeIndirectLightingMode.IBL, chunk_volumetrics_gi_sample_ibl);
|
|
104
|
-
chunk_volumetrics_gi_sample.add(ShadeIndirectLightingMode.Brick4, chunk_volumetrics_gi_sample_brick4);
|
|
105
|
-
chunk_volumetrics_gi_sample.add(ShadeIndirectLightingMode.LPV, chunk_volumetrics_gi_sample_lpv);
|
|
@@ -1,80 +0,0 @@
|
|
|
1
|
-
import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
|
|
2
|
-
import { graph_compute_pass } from "../../shader/graph/compute/graph_compute_pass.js";
|
|
3
|
-
import { graph_import_buffer } from "../../shader/graph/graph_import_buffer.js";
|
|
4
|
-
import { ShaderSwitchSet } from "../../shader/compiler/ShaderSwitchSet.js";
|
|
5
|
-
import { shader_volumetrics_gi } from "./shader_volumetrics_gi.js";
|
|
6
|
-
import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION } from "./volumetrics_gi_resources.js";
|
|
7
|
-
|
|
8
|
-
/**
|
|
9
|
-
* The froxel GI stage: the renderer's indirect lighting at every froxel, as the froxel irradiance
|
|
10
|
-
* volume encodes light, for `shader_volumetrics_build_irradiance` to add the lights to. The shader is
|
|
11
|
-
* built for the renderer's switches, which pick the indirect lighting mode it samples
|
|
12
|
-
* (`chunk_volumetrics_gi_sample`); this binds the environment and the running mode's source.
|
|
13
|
-
*
|
|
14
|
-
* @param {object} options
|
|
15
|
-
* @param {import("../../../../engine/graphics/render/frame_graph/FrameGraph.js").FrameGraph} options.graph
|
|
16
|
-
* @param {ShaderSwitchSet} [options.shader_switches] the renderer's
|
|
17
|
-
* @param {import("../../scene/GPUSceneContext.js").GPUSceneContext} options.scene_ctx for its environment,
|
|
18
|
-
* `lights.environment_sh`
|
|
19
|
-
* @param {import("../../global_illumination/brick4/Brick4LightMap.js").Brick4LightMap} [options.brick4] the scene's,
|
|
20
|
-
* while Brick4 runs
|
|
21
|
-
* @param {import("../../global_illumination/lpv/GPULightProbeVolume.js").GPULightProbeVolume} [options.lpv] the
|
|
22
|
-
* scene's, while LPV runs. A source not given is the shader's default, for a variant that does not read it
|
|
23
|
-
* @param {import("../../camera/GPUCameraContext.js").GPUCameraContext} options.camera
|
|
24
|
-
* @param {number} options.volumetrics_metadata graph handle
|
|
25
|
-
* @param {number[]} options.resolution the froxel grid
|
|
26
|
-
* @returns {{Y: number, CoCg: number}} handles of the GI volume, in the froxel irradiance encoding
|
|
27
|
-
*/
|
|
28
|
-
export function graph_build_froxel_gi({
|
|
29
|
-
graph,
|
|
30
|
-
shader_switches = ShaderSwitchSet.EMPTY,
|
|
31
|
-
scene_ctx,
|
|
32
|
-
brick4,
|
|
33
|
-
lpv,
|
|
34
|
-
camera,
|
|
35
|
-
volumetrics_metadata,
|
|
36
|
-
resolution,
|
|
37
|
-
}) {
|
|
38
|
-
const volume = () => TextureResourceDescriptor.from({
|
|
39
|
-
resolution,
|
|
40
|
-
dimension: "3d",
|
|
41
|
-
format: "rgba16float",
|
|
42
|
-
usage: GPUTextureUsage.STORAGE_BINDING | GPUTextureUsage.TEXTURE_BINDING
|
|
43
|
-
});
|
|
44
|
-
|
|
45
|
-
const bindings = {
|
|
46
|
-
volumetrics_metadata,
|
|
47
|
-
camera: graph_import_buffer(graph, camera.buffer.buffer, "froxel gi camera"),
|
|
48
|
-
tGIY: volume(),
|
|
49
|
-
tGICoCg: volume(),
|
|
50
|
-
environment_sh: scene_ctx.lights.environment_sh,
|
|
51
|
-
};
|
|
52
|
-
|
|
53
|
-
// the running mode's source; the others are the shader's defaults, which its variant does not read
|
|
54
|
-
if (brick4 !== undefined) {
|
|
55
|
-
bindings.brick4 = brick4.buffer;
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
if (lpv !== undefined) {
|
|
59
|
-
bindings.lpv_lookup = lpv.buffer_mesh_bvh;
|
|
60
|
-
bindings.lpv_metadata = lpv.buffer_metadata;
|
|
61
|
-
bindings.lpv_mesh = lpv.buffer_mesh;
|
|
62
|
-
bindings.lpv_probes = lpv.buffer_probes;
|
|
63
|
-
}
|
|
64
|
-
|
|
65
|
-
const outputs = graph_compute_pass({
|
|
66
|
-
graph,
|
|
67
|
-
shader: shader_volumetrics_gi.variant(shader_switches),
|
|
68
|
-
group_count: [
|
|
69
|
-
Math.ceil(resolution[0] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[0]),
|
|
70
|
-
Math.ceil(resolution[1] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[1]),
|
|
71
|
-
Math.ceil(resolution[2] / VOLUMETRICS_GI_WORKGROUP_RESOLUTION[2]),
|
|
72
|
-
],
|
|
73
|
-
bindings,
|
|
74
|
-
});
|
|
75
|
-
|
|
76
|
-
return {
|
|
77
|
-
Y: outputs.tGIY,
|
|
78
|
-
CoCg: outputs.tGICoCg,
|
|
79
|
-
};
|
|
80
|
-
}
|
|
@@ -1,51 +0,0 @@
|
|
|
1
|
-
import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
|
|
2
|
-
import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
|
|
3
|
-
import { ENVIRONMENT_SH_TYPE } from "../../light/environment/shader_project_environment_sh.js";
|
|
4
|
-
import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
|
|
5
|
-
import { ComputeShader } from "../../shader/ComputeShader.js";
|
|
6
|
-
import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
|
|
7
|
-
import { chunk_volumetrics_gi } from "./chunk_volumetrics_gi.js";
|
|
8
|
-
import { chunk_volumetrics_gi_sample } from "./chunk_volumetrics_gi_sample.js";
|
|
9
|
-
import { VOLUMETRICS_GI_WORKGROUP_RESOLUTION, volumetrics_gi_resource_group } from "./volumetrics_gi_resources.js";
|
|
10
|
-
|
|
11
|
-
const resources = new ShaderResourceSetDescriptor();
|
|
12
|
-
|
|
13
|
-
// every indirect lighting mode's source, whichever the variant reads (chunk_volumetrics_gi_sample). The pass
|
|
14
|
-
// binds the environment and the running mode's source; the others have defaults the variant does not read.
|
|
15
|
-
resources.addGroup(
|
|
16
|
-
volumetrics_gi_resource_group()
|
|
17
|
-
.addUniform("environment_sh", ENVIRONMENT_SH_TYPE)
|
|
18
|
-
.addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
|
|
19
|
-
);
|
|
20
|
-
resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
|
|
21
|
-
|
|
22
|
-
const body = CodeChunk.from(
|
|
23
|
-
//language=WGSL
|
|
24
|
-
`
|
|
25
|
-
@compute @workgroup_size(${VOLUMETRICS_GI_WORKGROUP_RESOLUTION.join(", ")})
|
|
26
|
-
fn main(@builtin(global_invocation_id) voxel: vec3<u32>) {
|
|
27
|
-
let resolution = textureDimensions(tGIY);
|
|
28
|
-
|
|
29
|
-
if (any(voxel >= resolution)) {
|
|
30
|
-
return;
|
|
31
|
-
}
|
|
32
|
-
|
|
33
|
-
volumetrics_gi_store(voxel, volumetrics_gi_sample(voxel, resolution));
|
|
34
|
-
}
|
|
35
|
-
`, [
|
|
36
|
-
chunk_volumetrics_gi,
|
|
37
|
-
chunk_volumetrics_gi_sample,
|
|
38
|
-
]);
|
|
39
|
-
|
|
40
|
-
/**
|
|
41
|
-
* The froxel GI stage: the renderer's indirect lighting at every froxel, one thread per froxel. Which
|
|
42
|
-
* mode's light it asks for is a shader switch ({@link chunk_volumetrics_gi_sample}); the bindings are
|
|
43
|
-
* the same for every mode. See `chunk_volumetrics_gi` for what it does with the answer.
|
|
44
|
-
*
|
|
45
|
-
* @type {ComputeShader}
|
|
46
|
-
*/
|
|
47
|
-
export const shader_volumetrics_gi = ComputeShader.from({
|
|
48
|
-
label: "Volumetrics / GI",
|
|
49
|
-
resources,
|
|
50
|
-
body,
|
|
51
|
-
});
|