@woosh/meep-engine 3.53.0 → 3.54.0

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Files changed (194) 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/graphics/texture/atlas/CachingTextureAtlas.d.ts +6 -1
  6. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.d.ts.map +1 -1
  7. package/src/engine/graphics/texture/atlas/CachingTextureAtlas.js +363 -325
  8. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts +93 -14
  9. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.d.ts.map +1 -1
  10. package/src/engine/graphics/texture/atlas/ManagedTextureAtlas.js +322 -183
  11. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts +9 -0
  12. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.d.ts.map +1 -1
  13. package/src/engine/graphics/texture/atlas/ReferencedTextureAtlas.js +110 -83
  14. package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts +42 -0
  15. package/src/engine/graphics/texture/atlas/SpriteAtlas.d.ts.map +1 -0
  16. package/src/engine/{graphics3/decal/DecalAtlas.js → graphics/texture/atlas/SpriteAtlas.js} +202 -194
  17. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts +12 -0
  18. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.d.ts.map +1 -0
  19. package/src/engine/graphics/texture/atlas/SpriteAtlasFill.js +30 -0
  20. package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts +7 -0
  21. package/src/engine/graphics/texture/atlas/TextureAtlas.d.ts.map +1 -1
  22. package/src/engine/graphics/texture/atlas/TextureAtlas.js +11 -1
  23. package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts +52 -0
  24. package/src/engine/graphics/texture/atlas/sprite_atlas_border.d.ts.map +1 -0
  25. package/src/engine/{graphics3/decal/decal_atlas_border.js → graphics/texture/atlas/sprite_atlas_border.js} +69 -69
  26. package/src/engine/graphics3/DecalSystem.d.ts.map +1 -1
  27. package/src/engine/graphics3/DecalSystem.js +447 -450
  28. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +9 -22
  29. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  30. package/src/engine/graphics3/GPUParticleEmitterSystem.js +892 -951
  31. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  32. package/src/generation/foliage/FOLIAGE_DESIGN.md +2 -1
  33. package/src/generation/foliage/config/BarkMaterialConfig.d.ts +4 -3
  34. package/src/generation/foliage/config/BarkMaterialConfig.d.ts.map +1 -1
  35. package/src/generation/foliage/config/BarkMaterialConfig.js +6 -6
  36. package/src/generation/foliage/config/FoliageBarkType.d.ts +11 -0
  37. package/src/generation/foliage/config/FoliageBarkType.d.ts.map +1 -0
  38. package/src/generation/foliage/config/FoliageBarkType.js +16 -0
  39. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts +58 -5
  40. package/src/generation/foliage/config/FoliageMaterialConfig.d.ts.map +1 -1
  41. package/src/generation/foliage/config/FoliageMaterialConfig.js +279 -181
  42. package/src/generation/foliage/index.d.ts +2 -1
  43. package/src/generation/foliage/index.js +44 -43
  44. package/src/generation/foliage/material/make_bark_material.d.ts.map +1 -1
  45. package/src/generation/foliage/material/make_bark_material.js +23 -95
  46. package/src/generation/foliage/material/make_foliage_material.d.ts +29 -3
  47. package/src/generation/foliage/material/make_foliage_material.d.ts.map +1 -1
  48. package/src/generation/foliage/material/make_foliage_material.js +605 -359
  49. package/src/generation/foliage/mesh/branch_collar_project.d.ts.map +1 -1
  50. package/src/generation/foliage/mesh/branch_collar_project.js +205 -203
  51. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts +15 -0
  52. package/src/generation/foliage/mesh/foliage_collect_attachments.d.ts.map +1 -1
  53. package/src/generation/foliage/mesh/foliage_collect_attachments.js +569 -502
  54. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  55. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +1049 -1047
  56. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts +2 -1
  57. package/src/generation/foliage/mesh/tree_mesh_build_foliage.d.ts.map +1 -1
  58. package/src/generation/foliage/mesh/tree_mesh_build_foliage.js +454 -415
  59. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  60. package/src/generation/foliage/presets/make_tree_species_preset.js +870 -837
  61. package/src/generation/foliage/skeleton/crown_envelope_evaluate.js +121 -121
  62. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts +10 -7
  63. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.d.ts.map +1 -1
  64. package/src/generation/foliage/skeleton/tree_skeleton_compute_pipe_radii.js +206 -179
  65. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  66. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +1871 -1104
  67. package/src/shade/playground/foliage_wind/foliage_world.d.ts +6 -0
  68. package/src/shade/playground/foliage_wind/foliage_world.d.ts.map +1 -1
  69. package/src/shade/playground/foliage_wind/foliage_world.js +602 -593
  70. package/src/shade/playground/foliage_wind/index.html +260 -254
  71. package/src/shade/playground/foliage_wind/main.js +275 -263
  72. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  73. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  74. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  75. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  76. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  77. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +1 -1
  78. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts +3 -3
  79. package/src/shade/renderer/hiz/HierarchicalZBuffer.d.ts.map +1 -1
  80. package/src/shade/renderer/hiz/HierarchicalZBuffer.js +350 -294
  81. package/src/shade/renderer/hiz/generate_downsampler_code.d.ts +0 -2
  82. package/src/shade/renderer/hiz/generate_downsampler_code.d.ts.map +1 -1
  83. package/src/shade/renderer/hiz/generate_downsampler_code.js +99 -100
  84. package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts +15 -0
  85. package/src/shade/renderer/hiz/hzb_pick_alignment.d.ts.map +1 -0
  86. package/src/shade/renderer/hiz/hzb_pick_alignment.js +148 -0
  87. package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts +28 -0
  88. package/src/shade/renderer/hiz/hzb_plan_reduction_steps.d.ts.map +1 -0
  89. package/src/shade/renderer/hiz/hzb_plan_reduction_steps.js +58 -0
  90. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts +5 -5
  91. package/src/shade/renderer/hiz/shader_hzb_reduce_any.d.ts.map +1 -1
  92. package/src/shade/renderer/hiz/shader_hzb_reduce_any.js +57 -67
  93. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts +3 -3
  94. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.d.ts.map +1 -1
  95. package/src/shade/renderer/hiz/shader_hzb_reduce_mip0_clip.js +111 -112
  96. package/src/shade/renderer/hiz/shader_hzb_spd.d.ts +5 -0
  97. package/src/shade/renderer/hiz/shader_hzb_spd.d.ts.map +1 -0
  98. package/src/shade/renderer/hiz/shader_hzb_spd.js +160 -0
  99. package/src/shade/renderer/light/GPULightCollection.d.ts +8 -0
  100. package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
  101. package/src/shade/renderer/light/GPULightCollection.js +67 -0
  102. package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts +7 -0
  103. package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.d.ts.map +1 -0
  104. package/src/shade/renderer/light/environment/FAR_FIELD_IRRADIANCE_SH_RESOURCE.js +13 -0
  105. package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts +10 -0
  106. package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.d.ts.map +1 -0
  107. package/src/shade/renderer/light/environment/shader_project_far_field_irradiance_sh.js +72 -0
  108. package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts +39 -0
  109. package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.d.ts.map +1 -0
  110. package/src/shade/renderer/light/world_cluster/WORLD_LIGHT_CLUSTER.js +90 -0
  111. package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts +12 -0
  112. package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.d.ts.map +1 -0
  113. package/src/shade/renderer/light/world_cluster/chunk_world_light_cluster_lookup.js +56 -0
  114. package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts +31 -0
  115. package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.d.ts.map +1 -0
  116. package/src/shade/renderer/light/world_cluster/graph_build_world_light_clusters.js +196 -0
  117. package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts +10 -0
  118. package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.d.ts.map +1 -0
  119. package/src/shade/renderer/light/world_cluster/shader_world_cluster_assign_lights.js +163 -0
  120. package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts +4 -0
  121. package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.d.ts.map +1 -0
  122. package/src/shade/renderer/light/world_cluster/shader_world_cluster_cull_lights.js +137 -0
  123. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  124. package/src/shade/renderer/particles/GPUParticleSystem.d.ts.map +1 -1
  125. package/src/shade/renderer/particles/GPUParticleSystem.js +4 -3
  126. package/src/shade/renderer/particles/graph_particles_avboit.d.ts +4 -3
  127. package/src/shade/renderer/particles/graph_particles_avboit.d.ts.map +1 -1
  128. package/src/shade/renderer/particles/graph_particles_avboit.js +28 -11
  129. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts +9 -13
  130. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.d.ts.map +1 -1
  131. package/src/shade/renderer/particles/shaders/chunk_particle_lighting.js +25 -20
  132. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.d.ts.map +1 -1
  133. package/src/shade/renderer/particles/shaders/shader_particle_avboit_draw.js +21 -38
  134. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  135. package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.d.ts.map +1 -1
  136. package/src/shade/renderer/shader/chunk/depth/chunk_query_depth_from_screen_space_bb.js +62 -62
  137. package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts +6 -0
  138. package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.d.ts.map +1 -0
  139. package/src/shade/renderer/shader/chunk/random/lowbias/chunk_hash_lowbias32_vec2u.js +19 -0
  140. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.d.ts.map +1 -1
  141. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_get_mip_resolution.js +16 -10
  142. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.d.ts.map +1 -1
  143. package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_hierarchical_raymarch.js +118 -117
  144. package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts +41 -7
  145. package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.d.ts.map +1 -1
  146. package/src/shade/renderer/texture/atlas/GPUTileAtlas3D.js +162 -58
  147. package/src/shade/renderer/volumetrics/GPUSceneVolumetrics.js +1 -1
  148. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts +10 -12
  149. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.d.ts.map +1 -1
  150. package/src/shade/renderer/volumetrics/GPUViewVolumetrics.js +583 -606
  151. package/src/shade/renderer/volumetrics/chunk_volumetrics_froxel_sample.d.ts +24 -0
  152. package/src/shade/renderer/volumetrics/chunk_volumetrics_froxel_sample.d.ts.map +1 -0
  153. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.d.ts.map +1 -1
  154. package/src/shade/renderer/volumetrics/graph_build_volumetrics.d.ts +1 -1
  155. package/src/shade/renderer/volumetrics/graph_build_volumetrics.js +640 -640
  156. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts +113 -0
  157. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.d.ts.map +1 -0
  158. package/src/shade/renderer/volumetrics/irradiance_clipmap/GPUIrradianceClipmap.js +484 -0
  159. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts +50 -0
  160. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.d.ts.map +1 -0
  161. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP.js +60 -0
  162. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts +25 -0
  163. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.d.ts.map +1 -0
  164. package/src/shade/renderer/volumetrics/irradiance_clipmap/IRRADIANCE_CLIPMAP_STRUCT.js +47 -0
  165. package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts +74 -0
  166. package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.d.ts.map +1 -0
  167. package/src/shade/renderer/volumetrics/irradiance_clipmap/IrradianceCascadePlacement.js +173 -0
  168. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts +26 -0
  169. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.d.ts.map +1 -0
  170. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_gi_sample.js +83 -0
  171. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts +31 -0
  172. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.d.ts.map +1 -0
  173. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_local_light.js +113 -0
  174. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts +121 -0
  175. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.d.ts.map +1 -0
  176. package/src/shade/renderer/volumetrics/irradiance_clipmap/chunk_irradiance_clipmap_sample.js +356 -0
  177. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts +16 -0
  178. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.d.ts.map +1 -0
  179. package/src/shade/renderer/volumetrics/irradiance_clipmap/shader_irradiance_clipmap_build.js +191 -0
  180. package/src/shade/renderer/volumetrics/shader_volumetrics_classify_froxels.d.ts +16 -0
  181. package/src/shade/renderer/volumetrics/shader_volumetrics_classify_froxels.d.ts.map +1 -0
  182. package/src/shade/renderer/volumetrics/shader_volumetrics_lighting_regimes.d.ts +23 -0
  183. package/src/shade/renderer/volumetrics/shader_volumetrics_lighting_regimes.d.ts.map +1 -0
  184. package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
  185. package/src/shade/renderer/wind/GPUSceneWind.js +1 -1
  186. package/src/engine/graphics3/decal/DecalAtlasFill.js +0 -32
  187. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_froxel_centre_ws.js +0 -49
  188. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi.js +0 -50
  189. package/src/shade/renderer/volumetrics/gi/chunk_volumetrics_gi_sample.js +0 -105
  190. package/src/shade/renderer/volumetrics/gi/graph_build_froxel_gi.js +0 -80
  191. package/src/shade/renderer/volumetrics/gi/shader_volumetrics_gi.js +0 -51
  192. package/src/shade/renderer/volumetrics/gi/volumetrics_gi_resources.js +0 -39
  193. package/src/shade/renderer/volumetrics/graph_build_froxel_irradiance.js +0 -121
  194. package/src/shade/renderer/volumetrics/shader_volumetrics_build_irradiance.js +0 -237
@@ -0,0 +1,191 @@
1
+ import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
2
+ import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
3
+ import { BRICK4_DATA_STRUCT } from "../../global_illumination/brick4/gpu/BRICK4_DATA_STRUCT.js";
4
+ import { LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS } from "../../global_illumination/probe/octahedral/LPV_SHADER_RESOURCE_GROUP.js";
5
+ import { chunk_light_cluster_counts } from "../../light/cluster/chunk_light_cluster_counts.js";
6
+ import { LIGHT_CLUSTER_LOOKUP_STRUCT } from "../../light/cluster/shader_cluster_assign_lights.js";
7
+ import { ENVIRONMENT_SH_TYPE } from "../../light/environment/shader_project_environment_sh.js";
8
+ import { chunk_world_light_cluster_lookup } from "../../light/world_cluster/chunk_world_light_cluster_lookup.js";
9
+ import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
10
+ import {
11
+ chunk_directional_lights_iteration_mask
12
+ } from "../../shader/chunk/light/io/chunk_directional_lights_iteration_mask.js";
13
+ import {
14
+ chunk_get_directional_light_info_by_index
15
+ } from "../../shader/chunk/light/io/chunk_get_directional_light_info_by_index.js";
16
+ import {
17
+ METRO_L1_IRRADIANCE_STRUCT
18
+ } from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
19
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
20
+ import { ComputeShader } from "../../shader/ComputeShader.js";
21
+ import { ShaderResourceSetDescriptor } from "../../shader/resource/ShaderResourceSetDescriptor.js";
22
+ import { f32, i32, u32, vec3i, vec3u } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
23
+ import { WebGPUArray } from "../../shader/type/WebGPUArray.js";
24
+ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
25
+ import { chunk_shadowmap_get_light_visibility } from "../../shadow/map/shader/chunk_shadowmap_get_light_visibility.js";
26
+ import { SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR } from "../../shadow/map/SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR.js";
27
+ import { chunk_volumetrics_irradiance_sh } from "../chunk_volumetrics_irradiance_sh.js";
28
+ import { chunk_volumetrics_local_light_shadow } from "../chunk_volumetrics_local_light_shadow.js";
29
+ import { chunk_irradiance_clipmap_gi_sample } from "./chunk_irradiance_clipmap_gi_sample.js";
30
+ import { chunk_irradiance_clipmap_local_light } from "./chunk_irradiance_clipmap_local_light.js";
31
+ import {
32
+ IRRADIANCE_CLIPMAP_LIGHT_BUDGET,
33
+ IRRADIANCE_CLIPMAP_TILE_FORMAT,
34
+ } from "./IRRADIANCE_CLIPMAP.js";
35
+
36
+ export const IRRADIANCE_CLIPMAP_BUILD_GROUP_SIZE = Object.freeze([4, 4, 4]);
37
+
38
+ export const IRRADIANCE_CLIPMAP_BUILD_STRUCT = WebGPUStruct.from({
39
+ tile_origin: vec3u,
40
+ cascade_index: u32,
41
+ corner: vec3i,
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+ cell_size: f32,
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+ tile_size: vec3u,
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+ border: i32,
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+ }, "IrradianceClipmapBuild");
46
+
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+ const resources = new ShaderResourceSetDescriptor();
48
+
49
+ resources.createGroup()
50
+ .addUniform("build_settings", IRRADIANCE_CLIPMAP_BUILD_STRUCT)
51
+ .addUniform("camera", CAMERA_UNIFORM_STRUCT)
52
+ .addUniform("environment_sh", ENVIRONMENT_SH_TYPE)
53
+ .addStorageBuffer("brick4", BRICK4_DATA_STRUCT, false, true)
54
+ .addStorageBuffer("light_data", WebGPUArray.u32, false)
55
+ .addStorageBuffer("world_cluster_lookup", LIGHT_CLUSTER_LOOKUP_STRUCT, false)
56
+ .addStorageBuffer("world_cluster_data", WebGPUArray.u32, false)
57
+ .addTexture("shadowmapAtlas", "depth")
58
+ .addSampler("sCompareLinear", "comparison", SHADOWMAP_COMPARE_SAMPLER_DESCRIPTOR)
59
+ .addStorageTexture("atlas_y", IRRADIANCE_CLIPMAP_TILE_FORMAT, "3d", "write-only")
60
+ .addStorageTexture("atlas_cocg", IRRADIANCE_CLIPMAP_TILE_FORMAT, "3d", "write-only");
61
+
62
+ resources.addGroup(LPV_SHADER_RESOURCE_GROUP_WITH_DEFAULTS);
63
+
64
+ const body = CodeChunk.from(
65
+ //language=WGSL
66
+ `
67
+ @compute @workgroup_size(${IRRADIANCE_CLIPMAP_BUILD_GROUP_SIZE.join(", ")})
68
+ fn main(@builtin(global_invocation_id) local_texel: vec3<u32>) {
69
+ let tile_size = build_settings.tile_size;
70
+ if (any(local_texel >= tile_size)) {
71
+ return;
72
+ }
73
+
74
+ let local_cell = vec3<i32>(local_texel) - vec3<i32>(build_settings.border);
75
+ let world_cell = build_settings.corner + local_cell;
76
+ let position_ws = (vec3<f32>(world_cell) + vec3<f32>(0.5)) * build_settings.cell_size;
77
+
78
+ const INDIRECT_INTENSITY: f32 = ${INDIRECT_LIGHT_INTENSITY};
79
+ let gi_radiance = irradiance_clipmap_gi_sample(position_ws);
80
+ let scaled_gi = array<vec3<f32>, 4>(
81
+ gi_radiance[0] * INDIRECT_INTENSITY,
82
+ gi_radiance[1] * INDIRECT_INTENSITY,
83
+ gi_radiance[2] * INDIRECT_INTENSITY,
84
+ gi_radiance[3] * INDIRECT_INTENSITY,
85
+ );
86
+
87
+ var irradiance: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
88
+ irradiance = volumetrics_irradiance_sh_add_radiance(irradiance, scaled_gi);
89
+
90
+ let to_camera = mat4_extract_position(camera.transform) - position_ws;
91
+ let to_camera_len = max(length(to_camera), 1e-5);
92
+ let toward_camera = to_camera / to_camera_len;
93
+
94
+ var directional_bits = directional_lights_iteration_mask(&light_data);
95
+ while (directional_bits != 0u) {
96
+ let directional_index = countTrailingZeros(directional_bits);
97
+ directional_bits &= ~(1u << directional_index);
98
+
99
+ let sun = get_directional_light_info_by_index(&light_data, directional_index);
100
+
101
+ let shadow_term = shadowmap_get_directional_light_visibility(
102
+ &light_data,
103
+ directional_index,
104
+ position_ws,
105
+ toward_camera,
106
+ sun.direction
107
+ );
108
+
109
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * sun.color, sun.direction);
110
+ }
111
+
112
+ let cluster_meta = world_light_cluster_metadata_by_texel(
113
+ build_settings.cascade_index,
114
+ local_texel,
115
+ tile_size
116
+ );
117
+
118
+ let cluster_offset = cluster_meta.offset;
119
+ let point_count = light_cluster_count_point(cluster_meta.counts);
120
+ let spot_count = light_cluster_count_spot(cluster_meta.counts);
121
+
122
+ for (var j = 0u; j < min(point_count, ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u); j++) {
123
+ let light_index = world_cluster_data[cluster_offset + j];
124
+ let direct_light = irradiance_clipmap_get_point_light_info_by_index(
125
+ &light_data,
126
+ light_index,
127
+ position_ws,
128
+ build_settings.cell_size
129
+ );
130
+
131
+ if (all(direct_light.color == vec3<f32>(0.0))) {
132
+ continue;
133
+ }
134
+
135
+ let shadow_term = volumetrics_point_light_shadow(&light_data, light_index, position_ws);
136
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
137
+ }
138
+
139
+ for (var k = 0u; k < min(spot_count, ${IRRADIANCE_CLIPMAP_LIGHT_BUDGET}u); k++) {
140
+ let light_index = world_cluster_data[cluster_offset + point_count + k];
141
+ let direct_light = irradiance_clipmap_get_spot_light_info_by_index(
142
+ &light_data,
143
+ light_index,
144
+ position_ws,
145
+ build_settings.cell_size
146
+ );
147
+
148
+ if (all(direct_light.color == vec3<f32>(0.0))) {
149
+ continue;
150
+ }
151
+
152
+ let shadow_term = volumetrics_spot_light_shadow(&light_data, light_index, position_ws);
153
+ irradiance = volumetrics_irradiance_sh_add(irradiance, shadow_term * direct_light.color, direct_light.direction);
154
+ }
155
+
156
+ let stored = volumetrics_irradiance_sh_storable(irradiance);
157
+ let atlas_texel = build_settings.tile_origin + local_texel;
158
+
159
+ textureStore(atlas_y, atlas_texel, stored.Y);
160
+ textureStore(atlas_cocg, atlas_texel, vec4<f32>(stored.CoCg, 0.0, 0.0));
161
+ }
162
+ `, [
163
+ METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
164
+ chunk_mat4_extract_position,
165
+ chunk_irradiance_clipmap_gi_sample,
166
+ chunk_world_light_cluster_lookup,
167
+ chunk_light_cluster_counts,
168
+ chunk_directional_lights_iteration_mask,
169
+ chunk_get_directional_light_info_by_index,
170
+ chunk_irradiance_clipmap_local_light,
171
+ chunk_shadowmap_get_light_visibility,
172
+ chunk_volumetrics_local_light_shadow,
173
+ chunk_volumetrics_irradiance_sh,
174
+ ]
175
+ );
176
+
177
+ /**
178
+ * Populates one cascade's tile (including its 1-texel trilinear skirt) in the synchronized `Y` and
179
+ * `CoCg` 3D tile atlases of the world-space irradiance clipmap.
180
+ *
181
+ * Evaluates indirect lighting (`INDIRECT_LIGHTING`), directional lights (`SHADOW_DIRECTIONAL_TECHNIQUE`),
182
+ * and world-space clustered point and spot lights with shadow maps at deterministic world-space
183
+ * voxel centres.
184
+ *
185
+ * @type {ComputeShader}
186
+ */
187
+ export const shader_irradiance_clipmap_build = ComputeShader.from({
188
+ label: "Volumetrics / irradiance clipmap build",
189
+ resources,
190
+ body,
191
+ });
@@ -0,0 +1,16 @@
1
+ export const VOLUMETRICS_CLASSIFY_WORKGROUP_RESOLUTION: readonly number[];
2
+ /**
3
+ * Classifies every froxel of the volumetric grid into one of the three lighting regimes (Decision 4.2)
4
+ * using subgroup-coalesced appends ({@link chunk_collection_u32_append}):
5
+ *
6
+ * 1. `list_clipmap` — froxels fully inside the world-space irradiance clipmap (`c < count - 1`, or
7
+ * `c == count - 1` with `edge_weight == 0`).
8
+ * 2. `list_blended` — froxels in the outer transition band of the coarsest cascade (`c == count - 1`
9
+ * with `edge_weight > 0`), where clipmap irradiance blends into the far-field lighting.
10
+ * 3. `list_far_field` — froxels outside all cascades (`CLIPMAP_LEVEL_NONE`).
11
+ *
12
+ * @type {ComputeShader}
13
+ */
14
+ export const shader_volumetrics_classify_froxels: ComputeShader;
15
+ import { ComputeShader } from "../shader/ComputeShader.js";
16
+ //# sourceMappingURL=shader_volumetrics_classify_froxels.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_volumetrics_classify_froxels.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_classify_froxels.js"],"names":[],"mappings":"AAgBA,0EAAkF;AAyDlF;;;;;;;;;;;GAWG;AACH,kDAFU,aAAa,CAMpB;8BApF2B,4BAA4B"}
@@ -0,0 +1,23 @@
1
+ /**
2
+ * Workgroup size (64 threads) used by each of the 3 volumetric lighting regime dispatches.
3
+ * @type {number}
4
+ */
5
+ export const VOLUMETRICS_REGIME_WORKGROUP_SIZE: number;
6
+ /**
7
+ * Evaluates far-field in-scattering at a froxel sample (`VolumetricsFroxelSample`) using the same
8
+ * full irradiance model as the world-space irradiance clipmap (environment GI + directional lights
9
+ * with atmospheric transmittance and multiple scattering, evaluated through
10
+ * `irradiance_clipmap_sh_multiscattering`).
11
+ *
12
+ * Shared as a first-class {@link CodeChunk} between `shader_volumetrics_lighting_blended` and
13
+ * `shader_volumetrics_lighting_far_field`.
14
+ *
15
+ * @type {CodeChunk}
16
+ */
17
+ export const chunk_volumetrics_far_field_directional: CodeChunk;
18
+ export const shader_volumetrics_lighting_clipmap: ComputeShader;
19
+ export const shader_volumetrics_lighting_blended: ComputeShader;
20
+ export const shader_volumetrics_lighting_far_field: ComputeShader;
21
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
22
+ import { ComputeShader } from "../shader/ComputeShader.js";
23
+ //# sourceMappingURL=shader_volumetrics_lighting_regimes.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"shader_volumetrics_lighting_regimes.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_lighting_regimes.js"],"names":[],"mappings":"AA+CA;;;GAGG;AACH,gDAFU,MAAM,CAEoC;AAEpD;;;;;;;;;;GAUG;AACH,sDAFU,SAAS,CA6FjB;AAwFF,gEAIG;AAuFH,gEAIG;AA2DH,kEAIG;0BAhYuB,iCAAiC;8BAC7B,4BAA4B"}
@@ -42,7 +42,7 @@ export class GPUSceneWind {
42
42
  * @param {number} capacity
43
43
  * @returns {GPUTileAtlas3D}
44
44
  */
45
- static "__#172@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
45
+ static "__#161@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
46
46
  /**
47
47
  * @param {GPUDevice} device
48
48
  */
@@ -126,7 +126,7 @@ export class GPUSceneWind {
126
126
 
127
127
  return new GPUTileAtlas3D({
128
128
  device,
129
- format: WIND_FIELD_TILE_FORMAT,
129
+ formats: [WIND_FIELD_TILE_FORMAT],
130
130
  // copied by the atlas; made only when the atlas is
131
131
  content_size: [content[0], content[1], content[2]],
132
132
  border: WIND_FIELD_TILE_BORDER,
@@ -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);
31
- let view_depth = clamp(cluster_depth_from_z_slice(slice, curve, f32(resolution.z)), near_far.x, near_far.y);
32
-
33
- let ray = camera_ray_from_uv(texel_coordinate_to_uv(vec2<f32>(voxel.xy), resolution.xy), camera);
34
-
35
- // planar depth to a distance along the ray, as the lighting pass does
36
- return ray.origin + ray.direction * (view_depth * camera_ray_planar_depth_scale(ray.direction, camera));
37
- }
38
- `, [
39
- RAY_STRUCT.declaration_chunk,
40
- chunk_volumetrics_froxel_content_offset,
41
- chunk_cluster_depth_from_z_slice,
42
- chunk_camera_ray_from_uv,
43
- chunk_texel_coordinate_to_uv,
44
- chunk_camera_ray_planar_depth_scale,
45
- ]
46
- );
47
-
48
- chunk_volumetrics_froxel_centre_ws.requireResource(CAMERA_RESOURCE);
49
- chunk_volumetrics_froxel_centre_ws.requireResource(VOLUMETRICS_METADATA_RESOURCE);
@@ -1,50 +0,0 @@
1
- import {
2
- METRO_L1_IRRADIANCE_STRUCT
3
- } from "../../shader/chunk/spherical_harmonics/l1i/chunk_convert_to_irradiance_sh.js";
4
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
5
- import { INDIRECT_LIGHT_INTENSITY } from "../../deferred/INDIRECT_LIGHT_INTENSITY.js";
6
- import { chunk_volumetrics_irradiance_sh } from "../chunk_volumetrics_irradiance_sh.js";
7
- import { VOLUMETRICS_GI_COCG_RESOURCE, VOLUMETRICS_GI_Y_RESOURCE } from "./volumetrics_gi_resources.js";
8
-
9
- /**
10
- * How the froxel GI stage (`shader_volumetrics_gi`) stores its answer. One thread per froxel asks the
11
- * renderer's indirect lighting mode what radiance arrives at the froxel, as RGB SH2
12
- * (`chunk_volumetrics_gi_sample`), and hands the answer to `volumetrics_gi_store`. That starts the
13
- * froxel irradiance volume, and `shader_volumetrics_build_irradiance` adds the lights to it.
14
- *
15
- * `volumetrics_gi_store(voxel, radiance)` scales the field by `INDIRECT_LIGHT_INTENSITY`, as the
16
- * deferred and forward paths scale their indirect light, encodes it as the volume stores light
17
- * (`volumetrics_irradiance_sh_add_radiance`) and writes it to `tGIY` / `tGICoCg`.
18
- *
19
- * The enclosing shader binds `tGIY` and `tGICoCg` under those names.
20
- *
21
- * @type {CodeChunk}
22
- */
23
- export const chunk_volumetrics_gi = CodeChunk.from(
24
- //language=WGSL
25
- `
26
- fn volumetrics_gi_store(voxel: vec3<u32>, radiance: array<vec3<f32>, 4>) {
27
- const INDIRECT_INTENSITY : f32 = ${INDIRECT_LIGHT_INTENSITY};
28
-
29
- let scaled = array<vec3<f32>, 4>(
30
- radiance[0] * INDIRECT_INTENSITY,
31
- radiance[1] * INDIRECT_INTENSITY,
32
- radiance[2] * INDIRECT_INTENSITY,
33
- radiance[3] * INDIRECT_INTENSITY,
34
- );
35
-
36
- var sh: ${METRO_L1_IRRADIANCE_STRUCT.wgsl_ref};
37
-
38
- let stored = volumetrics_irradiance_sh_storable(volumetrics_irradiance_sh_add_radiance(sh, scaled));
39
-
40
- textureStore(tGIY, voxel, stored.Y);
41
- textureStore(tGICoCg, voxel, vec4<f32>(stored.CoCg, 0.0, 0.0));
42
- }
43
- `, [
44
- METRO_L1_IRRADIANCE_STRUCT.declaration_chunk,
45
- chunk_volumetrics_irradiance_sh,
46
- ]
47
- );
48
-
49
- chunk_volumetrics_gi.requireResource(VOLUMETRICS_GI_COCG_RESOURCE);
50
- chunk_volumetrics_gi.requireResource(VOLUMETRICS_GI_Y_RESOURCE);
@@ -1,105 +0,0 @@
1
- import { chunk_brick4_sample_sh } from "../../global_illumination/brick4/gpu/draw/chunk_brick4_sample_sh.js";
2
- import { INDIRECT_LIGHTING } from "../../INDIRECT_LIGHTING.js";
3
- import { ShadeIndirectLightingMode } from "../../ShadeIndirectLightingMode.js";
4
- import { chunk_lpv_mesh_interpolation_probe_sh } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_interpolation_probe_sh.js";
5
- import { chunk_lpv_mesh_lookup_nearest_cell } from "../../shader/chunk/light/lpv/chunk_lpv_mesh_lookup_nearest_cell.js";
6
- import { INVALID_TET_DECLARATION } from "../../shader/chunk/light/lpv/INVALID_TET_DECLARATION.js";
7
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
- import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
9
- import { chunk_volumetrics_froxel_centre_ws } from "./chunk_volumetrics_froxel_centre_ws.js";
10
- import { ENVIRONMENT_SH_RESOURCE } from "../../light/environment/ENVIRONMENT_SH_RESOURCE.js";
11
-
12
- /**
13
- * {@link chunk_volumetrics_gi_sample} under IBL: the environment, as `GPULightCollection.environment_sh`
14
- * holds it (`shader_project_environment_sh`). It is infinitely far, so every froxel receives the same
15
- * field.
16
- * @type {CodeChunk}
17
- */
18
- 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
- });