@woosh/meep-engine 3.58.0 → 3.60.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (818) hide show
  1. package/editor/particles/effect/ParticleEffectDocument.d.ts +162 -43
  2. package/editor/particles/effect/ParticleEffectDocument.d.ts.map +1 -1
  3. package/editor/particles/effect/ParticleEffectDocument.js +450 -43
  4. package/editor/particles/effect/ParticleReferenceSimulation.d.ts +12 -3
  5. package/editor/particles/effect/ParticleReferenceSimulation.d.ts.map +1 -1
  6. package/editor/particles/effect/ParticleReferenceSimulation.js +78 -23
  7. package/editor/particles/effect/make_starter_particle_effect.js +17 -17
  8. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts +3 -3
  9. package/editor/view/particles/effect/ParticleEmitterInspectorView.d.ts.map +1 -1
  10. package/editor/view/particles/effect/ParticleEmitterInspectorView.js +224 -67
  11. package/editor/view/particles/effect/ParticleGraphEditorView.d.ts.map +1 -1
  12. package/editor/view/particles/effect/ParticleGraphEditorView.js +44 -11
  13. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts +2 -1
  14. package/editor/view/particles/effect/ParticleNodeParametersView.d.ts.map +1 -1
  15. package/editor/view/particles/effect/ParticleNodeParametersView.js +46 -16
  16. package/editor/view/particles/effect/ParticlePreviewView.js +2 -2
  17. package/editor/view/particles/effect/particle-editor.css +77 -68
  18. package/package.json +1 -1
  19. package/src/engine/Engine.d.ts.map +1 -1
  20. package/src/engine/Engine.js +2 -2
  21. package/src/engine/ecs/EntityManager.d.ts +29 -5
  22. package/src/engine/ecs/EntityManager.d.ts.map +1 -1
  23. package/src/engine/ecs/EntityManager.js +37 -1
  24. package/src/engine/ecs/storage/populateEngineSerializationRegistry.d.ts.map +1 -1
  25. package/src/engine/ecs/storage/populateEngineSerializationRegistry.js +4 -0
  26. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts +74 -17
  27. package/src/engine/graphics/ecs/particles/ParticleEffect.d.ts.map +1 -1
  28. package/src/engine/graphics/ecs/particles/ParticleEffect.js +156 -25
  29. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts +13 -3
  30. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.d.ts.map +1 -1
  31. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationAdapter.js +59 -13
  32. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.d.ts +3 -3
  33. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_1_2.js +9 -9
  34. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts +15 -0
  35. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.d.ts.map +1 -0
  36. package/src/engine/graphics/ecs/particles/ParticleEffectSerializationUpgrader_2_3.js +78 -0
  37. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +2 -0
  38. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  39. package/src/engine/graphics/ecs/trail3d/Trail3D.js +2 -0
  40. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +1 -1
  41. package/src/engine/graphics/ecs/trail3d/seed_trail_tube.js +1 -1
  42. package/src/engine/graphics/trail/tube/TubeX.d.ts +5 -3
  43. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +1 -1
  44. package/src/engine/graphics/trail/tube/TubeX.js +5 -3
  45. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +3 -2
  46. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +1 -1
  47. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +9 -8
  48. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +65 -4
  49. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  50. package/src/engine/graphics3/GPUParticleEmitterSystem.js +1351 -904
  51. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +1 -1
  52. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +13 -13
  53. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  54. package/src/generation/foliage/FOLIAGE_DESIGN.md +26 -5
  55. package/src/generation/foliage/LOD_REWORK_BRIEF_2026_10_27.md +35 -0
  56. package/src/generation/foliage/SELF_ORGANIZING_FRAMEWORK_BRIEF_2026_10_26.md +2 -1
  57. package/src/generation/foliage/TWO_FRONT_ENDS_BRIEF_2026_10_28.md +552 -0
  58. package/src/generation/foliage/analysis/tree_crown_opacity.d.ts.map +1 -1
  59. package/src/generation/foliage/analysis/tree_crown_opacity.js +2 -1
  60. package/src/generation/foliage/analysis/tree_render_cost.d.ts +5 -3
  61. package/src/generation/foliage/analysis/tree_render_cost.d.ts.map +1 -1
  62. package/src/generation/foliage/analysis/tree_render_cost.js +8 -7
  63. package/src/generation/foliage/asset/TreeAsset.d.ts +17 -0
  64. package/src/generation/foliage/asset/TreeAsset.d.ts.map +1 -1
  65. package/src/generation/foliage/asset/TreeAsset.js +20 -0
  66. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts +69 -0
  67. package/src/generation/foliage/asset/TreeSpeciesCache.d.ts.map +1 -0
  68. package/src/generation/foliage/asset/TreeSpeciesCache.js +147 -0
  69. package/src/generation/foliage/asset/generate_tree.d.ts +10 -0
  70. package/src/generation/foliage/asset/generate_tree.d.ts.map +1 -1
  71. package/src/generation/foliage/asset/generate_tree.js +57 -29
  72. package/src/generation/foliage/asset/place_tree.d.ts +2 -1
  73. package/src/generation/foliage/asset/place_tree.d.ts.map +1 -1
  74. package/src/generation/foliage/asset/place_tree.js +2 -1
  75. package/src/generation/foliage/asset/tree_lod_plan.d.ts +4 -2
  76. package/src/generation/foliage/asset/tree_lod_plan.d.ts.map +1 -1
  77. package/src/generation/foliage/asset/tree_lod_plan.js +12 -14
  78. package/src/generation/foliage/asset/tree_shoot_instances.d.ts +119 -0
  79. package/src/generation/foliage/asset/tree_shoot_instances.d.ts.map +1 -0
  80. package/src/generation/foliage/asset/tree_shoot_instances.js +410 -0
  81. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts +155 -0
  82. package/src/generation/foliage/asset/tree_shoot_prototypes.d.ts.map +1 -0
  83. package/src/generation/foliage/asset/tree_shoot_prototypes.js +251 -0
  84. package/src/generation/foliage/config/TreeGrowth.d.ts +10 -0
  85. package/src/generation/foliage/config/TreeGrowth.d.ts.map +1 -0
  86. package/src/generation/foliage/config/TreeGrowth.js +18 -0
  87. package/src/generation/foliage/config/TreeLODConfig.d.ts +6 -0
  88. package/src/generation/foliage/config/TreeLODConfig.d.ts.map +1 -1
  89. package/src/generation/foliage/config/TreeLODConfig.js +7 -0
  90. package/src/generation/foliage/index.d.ts +3 -0
  91. package/src/generation/foliage/index.js +3 -0
  92. package/src/generation/foliage/material/foliage_tile.d.ts +6 -6
  93. package/src/generation/foliage/material/foliage_tile.js +3 -3
  94. package/src/generation/foliage/material/tree_cluster_atlas.d.ts +44 -0
  95. package/src/generation/foliage/material/tree_cluster_atlas.d.ts.map +1 -0
  96. package/src/generation/foliage/material/tree_cluster_atlas.js +37 -0
  97. package/src/generation/foliage/mesh/foliage_collect_attachments.js +2 -2
  98. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts +14 -0
  99. package/src/generation/foliage/mesh/foliage_scale_spread.d.ts.map +1 -0
  100. package/src/generation/foliage/mesh/foliage_scale_spread.js +15 -0
  101. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -7
  102. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  103. package/src/generation/foliage/mesh/tree_cluster_representatives.js +85 -40
  104. package/src/generation/foliage/mesh/tree_clusters.d.ts +26 -5
  105. package/src/generation/foliage/mesh/tree_clusters.d.ts.map +1 -1
  106. package/src/generation/foliage/mesh/tree_clusters.js +52 -39
  107. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  108. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +32 -54
  109. package/src/generation/foliage/presets/make_tree_species_preset.d.ts +6 -1
  110. package/src/generation/foliage/presets/make_tree_species_preset.d.ts.map +1 -1
  111. package/src/generation/foliage/presets/make_tree_species_preset.js +157 -3
  112. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts +19 -0
  113. package/src/generation/foliage/skeleton/TreeSkeleton.d.ts.map +1 -1
  114. package/src/generation/foliage/skeleton/TreeSkeleton.js +41 -0
  115. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts +5 -0
  116. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.d.ts.map +1 -1
  117. package/src/generation/foliage/skeleton/tree_skeleton_compute_joint_mechanics.js +8 -1
  118. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts +70 -0
  119. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.d.ts.map +1 -0
  120. package/src/generation/foliage/skeleton/tree_skeleton_copy_branches.js +171 -0
  121. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts +17 -0
  122. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.d.ts.map +1 -0
  123. package/src/generation/foliage/skeleton/tree_skeleton_extend_branch.js +79 -0
  124. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts +12 -0
  125. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.d.ts.map +1 -0
  126. package/src/generation/foliage/skeleton/tree_skeleton_fit_crown_frame.js +56 -0
  127. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts +11 -0
  128. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.d.ts.map +1 -0
  129. package/src/generation/foliage/skeleton/tree_skeleton_floor_girth.js +38 -0
  130. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts +4 -11
  131. package/src/generation/foliage/skeleton/tree_skeleton_grow.d.ts.map +1 -1
  132. package/src/generation/foliage/skeleton/tree_skeleton_grow.js +8 -2034
  133. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts +22 -0
  134. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.d.ts.map +1 -0
  135. package/src/generation/foliage/skeleton/tree_skeleton_grow_framework.js +2050 -0
  136. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts +10 -0
  137. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.d.ts.map +1 -1
  138. package/src/generation/foliage/skeleton/tree_skeleton_grow_shoots.js +27 -56
  139. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts +4 -0
  140. package/src/shade/descriptor/pipeline/render/DepthStencilState.d.ts.map +1 -1
  141. package/src/shade/descriptor/pipeline/render/DepthStencilState.js +170 -144
  142. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts +4 -0
  143. package/src/shade/descriptor/pipeline/render/MultisampleState.d.ts.map +1 -1
  144. package/src/shade/descriptor/pipeline/render/MultisampleState.js +78 -65
  145. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.d.ts.map +1 -1
  146. package/src/shade/descriptor/pipeline/render/RenderPipelineDescriptor.js +176 -172
  147. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts +4 -0
  148. package/src/shade/descriptor/pipeline/render/StencilFaceState.d.ts.map +1 -1
  149. package/src/shade/descriptor/pipeline/render/StencilFaceState.js +107 -88
  150. package/src/shade/playground/particle_ecs/README.md +9 -8
  151. package/src/shade/playground/particle_ecs/bonfire_editor.js +3 -3
  152. package/src/shade/playground/particle_ecs/bonfire_effects.d.ts +6 -6
  153. package/src/shade/playground/particle_ecs/bonfire_effects.js +6 -6
  154. package/src/shade/playground/particle_editor/README.md +14 -11
  155. package/src/shade/playground/particle_system/particle_prototype.js +18 -18
  156. package/src/shade/playground/particle_system/particle_scene.js +13 -13
  157. package/src/shade/playground/probe_clipmap/README.md +42 -0
  158. package/src/shade/playground/probe_clipmap/index.html +190 -0
  159. package/src/shade/playground/probe_clipmap/main.d.ts +8 -0
  160. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -0
  161. package/src/shade/playground/probe_clipmap/main.js +365 -0
  162. package/src/shade/renderer/Renderer.d.ts +3 -1
  163. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  164. package/src/shade/renderer/Renderer.js +97 -43
  165. package/src/shade/renderer/extension/ViewTextures.d.ts +2 -1
  166. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  167. package/src/shade/renderer/extension/ViewTextures.js +2 -1
  168. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  169. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  170. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  171. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  172. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  173. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +63 -1
  174. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  175. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +228 -16
  176. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +27 -4
  177. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +1 -1
  178. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +526 -23
  179. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +11 -0
  180. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +1 -0
  181. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +21 -0
  182. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +65 -0
  183. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +1 -0
  184. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +376 -0
  185. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +7 -3
  186. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +1 -1
  187. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +70 -6
  188. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +20 -0
  189. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +1 -0
  190. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +80 -0
  191. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +18 -0
  192. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +1 -0
  193. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +113 -0
  194. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts +34 -12
  195. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.d.ts.map +1 -1
  196. package/src/shade/renderer/geometry/virtual/runtime/GPUVirtualGeometryRuntime.js +56 -15
  197. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts +2 -2
  198. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/VGeoFeedbackLoop.js +13 -26
  200. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts +25 -2
  201. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.d.ts.map +1 -1
  202. package/src/shade/renderer/geometry/virtual/runtime/VGeoViewCut.js +54 -32
  203. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts +14 -0
  204. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.d.ts.map +1 -0
  205. package/src/shade/renderer/geometry/virtual/runtime/cut/VGEO_CUT_VERDICT.js +37 -0
  206. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.d.ts.map +1 -1
  207. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_arena.js +16 -0
  208. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.d.ts.map +1 -1
  209. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_claim.js +2 -6
  210. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts +131 -0
  211. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.d.ts.map +1 -0
  212. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_descent.js +467 -0
  213. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +24 -0
  214. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -0
  215. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +111 -0
  216. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts +42 -0
  217. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.d.ts.map +1 -0
  218. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_rule.js +404 -0
  219. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts +16 -0
  220. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.d.ts.map +1 -0
  221. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_stat.js +23 -0
  222. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts +17 -0
  223. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.d.ts.map +1 -0
  224. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_want.js +65 -0
  225. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  226. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -70
  227. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.d.ts.map +1 -1
  228. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_traverse.js +13 -773
  229. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts +55 -0
  230. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.d.ts.map +1 -0
  231. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_cut_descent.js +248 -0
  232. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.d.ts.map +1 -1
  233. package/src/shade/renderer/geometry/virtual/runtime/graph_vgeo_expand_instances_to_meshlets.js +15 -174
  234. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts +47 -0
  235. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.d.ts.map +1 -0
  236. package/src/shade/renderer/geometry/virtual/sdf/VGEO_SDF.js +80 -0
  237. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +91 -0
  238. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts.map +1 -0
  239. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +902 -0
  240. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts +16 -0
  241. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.d.ts.map +1 -0
  242. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_collect.js +67 -0
  243. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts +17 -0
  244. package/src/shade/renderer/geometry/virtual/sdf/shader_vgeo_sdf_decode.d.ts.map +1 -0
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@@ -4,9 +4,10 @@ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
4
4
  import { chunk_indirect_sample_texture } from "./chunk_indirect_sample_texture.js";
5
5
 
6
6
  /**
7
- * A resident material's tangent-space normal at `uv`, from its normal texture in the atlas — or +Z,
8
- * the geometric normal exactly, when it has none (`id` is GPU_DATABASE_NULL; see
9
- * INDIRECT_MATERIAL_STRUCT's `texture_normal` for why there is no default texture to read instead).
7
+ * A resident material's tangent-space normal at `uv`, from its normal texture in the atlas at `level`
8
+ * (see {@link chunk_indirect_sample_texture}) — or +Z, the geometric normal exactly, when it has none
9
+ * (`id` is GPU_DATABASE_NULL; see INDIRECT_MATERIAL_STRUCT's `texture_normal` for why there is no
10
+ * default texture to read instead).
10
11
  *
11
12
  * Reads the `textures` atlas binding, which {@link chunk_indirect_sample_texture} leaves to the
12
13
  * shader that includes it.
@@ -16,12 +17,12 @@ import { chunk_indirect_sample_texture } from "./chunk_indirect_sample_texture.j
16
17
  export const chunk_indirect_sample_tangent_normal = CodeChunk.from(
17
18
  //language=WGSL
18
19
  `
19
- fn indirect_sample_tangent_normal(id: u32, sampler_packed: u32, uv: vec2<f32>) -> vec3<f32> {
20
+ fn indirect_sample_tangent_normal(id: u32, sampler_packed: u32, uv: vec2<f32>, level: f32) -> vec3<f32> {
20
21
  if (id == ${GPU_DATABASE_NULL}u) {
21
22
  return vec3<f32>(0.0, 0.0, 1.0);
22
23
  }
23
24
 
24
- return decode_tangent_normal(indirect_sample_texture(id, sampler_packed, uv));
25
+ return decode_tangent_normal(indirect_sample_texture(id, sampler_packed, uv, level));
25
26
  }
26
27
  `, [
27
28
  chunk_decode_tangent_normal,
@@ -1,3 +1,18 @@
1
- export const chunk_indirect_sample_texture: CodeChunk;
2
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
1
+ /**
2
+ * A resident material texture filtered at a level:
3
+ * `indirect_sample_texture(id: u32, sampler_packed: u32, uv: vec2<f32>, level: f32) -> vec4<f32>`, texture
4
+ * `id` of the atlas with its packed sampler's wrap and filter, trilinearly at `level`: log2 of the texels
5
+ * of a slot's level 0 the read's footprint spans, clamped to the slot's chain. A read at level 0 is
6
+ * level 0's bilinear filter.
7
+ *
8
+ * By the pass's {@link INDIRECT_TEXTURE_FILTER}: one tap of the filter
9
+ * ({@link chunk_indirect_sample_texture_stochastic}, the default), or the filter itself
10
+ * ({@link chunk_indirect_sample_texture_exact}).
11
+ *
12
+ * Reads the `textures` atlas binding, which the shader that includes it declares.
13
+ *
14
+ * @type {CodeChunkChoice}
15
+ */
16
+ export const chunk_indirect_sample_texture: CodeChunkChoice;
17
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
3
18
  //# sourceMappingURL=chunk_indirect_sample_texture.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_indirect_sample_texture.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_indirect_sample_texture.js"],"names":[],"mappings":"AAWA,sDA6CE;0BApDwB,oCAAoC"}
1
+ {"version":3,"file":"chunk_indirect_sample_texture.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_indirect_sample_texture.js"],"names":[],"mappings":"AAMA;;;;;;;;;;;;;;GAcG;AACH,4CAFU,eAAe,CAEkE;gCArB3D,0CAA0C"}
@@ -1,57 +1,25 @@
1
- import { chunk_coordinate_wrap } from "../../shader/chunk/texture/chunk_coordinate_wrap.js";
2
- import { chunk_texture_sampler_enums } from "../../shader/chunk/texture/chunk_texture_sampler_enums.js";
3
- import { chunk_sampler_descriptor_unpack } from "../../shader/chunk/texture/chunk_sampler_descriptor_unpack.js";
4
- import { chunk_random_round_vec2 } from "../../shader/chunk/random/chunk_random_round_vec2.js";
5
- import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
6
- import {
7
- RESIDENT_MATERIAL_TEXTURE_RESOLUTION,
8
- RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION,
9
- RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER
10
- } from "../../material/resident/RESIDENT_MATERIAL_TEXTURE_LAYOUT.js";
11
-
12
- export const chunk_indirect_sample_texture = CodeChunk.from(
13
- //language=WGSL
14
- `
15
- fn indirect_sample_texture(id: u32, sampler_packed: u32, uv: vec2<f32>) -> vec4<f32>{
16
-
17
- let sampler = sampler_descriptor_unpack(sampler_packed);
18
-
19
- // figure out slot
20
- let slot_z = id / ${RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER};
21
-
22
- let in_slice_id = id - slot_z * ${RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER};
23
-
24
- let slot_y = in_slice_id / ${RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION};
25
- let slot_x = in_slice_id % ${RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION};
26
-
27
- let texture_texel_coord = uv * vec2<f32>( ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION} ) - 0.5;
28
-
29
- // Texture Filtering: Nearest snaps to the closest texel; everything else
30
- // (Linear and the higher-order filters) resolves to a stochastic bilinear
31
- // tap, which converges to the filtered result across many samples. Mip
32
- // level is ignored in the indirect path - we always read level 0.
33
- var sample_coord: vec2<f32>;
34
- if (sampler.mag_filter == TEXTURE_FILTER_NEAREST) {
35
- sample_coord = round(texture_texel_coord);
36
- } else {
37
- sample_coord = random_round_vec2(texture_texel_coord);
38
- }
39
-
40
- // Texture Wrapping (per-axis, S->U / T->V)
41
- let wrapped_coord = vec2(
42
- coordinate_wrap(sample_coord.x, ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}, sampler.address_mode_u),
43
- coordinate_wrap(sample_coord.y, ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}, sampler.address_mode_v),
44
- );
45
-
46
- // Convert to atlas space
47
- let pixel_coord = vec2<u32>(slot_x, slot_y) * ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION} + vec2<u32>(wrapped_coord);
48
-
49
- return textureLoad(textures, pixel_coord, slot_z, 0 );
50
- }
51
- `, [
52
- chunk_random_round_vec2,
53
- chunk_coordinate_wrap,
54
- chunk_texture_sampler_enums,
55
- chunk_sampler_descriptor_unpack,
56
- ]
57
- );
1
+ import { CodeChunkChoice } from "../../shader/compiler/CodeChunkChoice.js";
2
+ import { chunk_indirect_sample_texture_exact } from "./chunk_indirect_sample_texture_exact.js";
3
+ import { chunk_indirect_sample_texture_stochastic } from "./chunk_indirect_sample_texture_stochastic.js";
4
+ import { INDIRECT_TEXTURE_FILTER } from "./INDIRECT_TEXTURE_FILTER.js";
5
+ import { IndirectTextureFilter } from "./IndirectTextureFilter.js";
6
+
7
+ /**
8
+ * A resident material texture filtered at a level:
9
+ * `indirect_sample_texture(id: u32, sampler_packed: u32, uv: vec2<f32>, level: f32) -> vec4<f32>`, texture
10
+ * `id` of the atlas with its packed sampler's wrap and filter, trilinearly at `level`: log2 of the texels
11
+ * of a slot's level 0 the read's footprint spans, clamped to the slot's chain. A read at level 0 is
12
+ * level 0's bilinear filter.
13
+ *
14
+ * By the pass's {@link INDIRECT_TEXTURE_FILTER}: one tap of the filter
15
+ * ({@link chunk_indirect_sample_texture_stochastic}, the default), or the filter itself
16
+ * ({@link chunk_indirect_sample_texture_exact}).
17
+ *
18
+ * Reads the `textures` atlas binding, which the shader that includes it declares.
19
+ *
20
+ * @type {CodeChunkChoice}
21
+ */
22
+ export const chunk_indirect_sample_texture = CodeChunkChoice.from(INDIRECT_TEXTURE_FILTER);
23
+
24
+ chunk_indirect_sample_texture.add(IndirectTextureFilter.Stochastic, chunk_indirect_sample_texture_stochastic);
25
+ chunk_indirect_sample_texture.add(IndirectTextureFilter.Exact, chunk_indirect_sample_texture_exact);
@@ -0,0 +1,13 @@
1
+ /**
2
+ * `indirect_sample_texture(id, sampler_packed, uv, level)` as the filter itself
3
+ * ({@link INDIRECT_TEXTURE_FILTER} `Exact`): bilinear at the levels on either side of `level`, lerped by
4
+ * where it falls between them. No draw, so the same read gives the same value every time.
5
+ *
6
+ * Between a level's texels the filter is the sampler's mag filter, at every level, as the stochastic
7
+ * read takes it: Nearest snaps to the closest texel.
8
+ *
9
+ * @type {CodeChunk}
10
+ */
11
+ export const chunk_indirect_sample_texture_exact: CodeChunk;
12
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
13
+ //# sourceMappingURL=chunk_indirect_sample_texture_exact.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_indirect_sample_texture_exact.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_indirect_sample_texture_exact.js"],"names":[],"mappings":"AAUA;;;;;;;;;GASG;AACH,kDAFU,SAAS,CAmDjB;0BA9DwB,oCAAoC"}
@@ -0,0 +1,70 @@
1
+ import {
2
+ RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT,
3
+ RESIDENT_MATERIAL_TEXTURE_RESOLUTION
4
+ } from "../../material/resident/RESIDENT_MATERIAL_TEXTURE_LAYOUT.js";
5
+ import { chunk_sampler_descriptor_unpack } from "../../shader/chunk/texture/chunk_sampler_descriptor_unpack.js";
6
+ import { chunk_texture_sampler_enums } from "../../shader/chunk/texture/chunk_texture_sampler_enums.js";
7
+ import { SAMPLER_DESCRIPTOR_STRUCT } from "../../shader/chunk/texture/SAMPLER_DESCRIPTOR_STRUCT.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+ import { chunk_indirect_texture_load } from "./chunk_indirect_texture_load.js";
10
+
11
+ /**
12
+ * `indirect_sample_texture(id, sampler_packed, uv, level)` as the filter itself
13
+ * ({@link INDIRECT_TEXTURE_FILTER} `Exact`): bilinear at the levels on either side of `level`, lerped by
14
+ * where it falls between them. No draw, so the same read gives the same value every time.
15
+ *
16
+ * Between a level's texels the filter is the sampler's mag filter, at every level, as the stochastic
17
+ * read takes it: Nearest snaps to the closest texel.
18
+ *
19
+ * @type {CodeChunk}
20
+ */
21
+ export const chunk_indirect_sample_texture_exact = CodeChunk.from(
22
+ //language=WGSL
23
+ `
24
+ fn indirect_sample_texture_level(id: u32, sampler: ${SAMPLER_DESCRIPTOR_STRUCT.wgsl_ref}, uv: vec2<f32>, mip: u32) -> vec4<f32>{
25
+
26
+ let texture_texel_coord = uv * f32(${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}u >> mip) - 0.5;
27
+
28
+ if (sampler.mag_filter == TEXTURE_FILTER_NEAREST) {
29
+ return indirect_texture_load(id, sampler, round(texture_texel_coord), mip);
30
+ }
31
+
32
+ let corner = floor(texture_texel_coord);
33
+ let weight = texture_texel_coord - corner;
34
+
35
+ let row_0 = mix(
36
+ indirect_texture_load(id, sampler, corner, mip),
37
+ indirect_texture_load(id, sampler, corner + vec2<f32>(1.0, 0.0), mip),
38
+ weight.x
39
+ );
40
+ let row_1 = mix(
41
+ indirect_texture_load(id, sampler, corner + vec2<f32>(0.0, 1.0), mip),
42
+ indirect_texture_load(id, sampler, corner + vec2<f32>(1.0, 1.0), mip),
43
+ weight.x
44
+ );
45
+
46
+ return mix(row_0, row_1, weight.y);
47
+ }
48
+
49
+ fn indirect_sample_texture(id: u32, sampler_packed: u32, uv: vec2<f32>, level: f32) -> vec4<f32>{
50
+
51
+ let sampler = sampler_descriptor_unpack(sampler_packed);
52
+
53
+ let within = clamp(level, 0.0, ${RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT - 1}.0);
54
+
55
+ let lower = u32(within);
56
+ let upper = min(lower + 1u, ${RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT - 1}u);
57
+
58
+ return mix(
59
+ indirect_sample_texture_level(id, sampler, uv, lower),
60
+ indirect_sample_texture_level(id, sampler, uv, upper),
61
+ within - f32(lower)
62
+ );
63
+ }
64
+ `, [
65
+ SAMPLER_DESCRIPTOR_STRUCT.declaration_chunk,
66
+ chunk_texture_sampler_enums,
67
+ chunk_sampler_descriptor_unpack,
68
+ chunk_indirect_texture_load,
69
+ ]
70
+ );
@@ -0,0 +1,10 @@
1
+ /**
2
+ * `indirect_sample_texture(id, sampler_packed, uv, level)` as one tap of the filter
3
+ * ({@link INDIRECT_TEXTURE_FILTER} `Stochastic`, the default): what the filter gives on average, which
4
+ * a pass converges to across many reads.
5
+ *
6
+ * @type {CodeChunk}
7
+ */
8
+ export const chunk_indirect_sample_texture_stochastic: CodeChunk;
9
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
+ //# sourceMappingURL=chunk_indirect_sample_texture_stochastic.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_indirect_sample_texture_stochastic.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_indirect_sample_texture_stochastic.js"],"names":[],"mappings":"AAWA;;;;;;GAMG;AACH,uDAFU,SAAS,CA0CjB;0BAlDwB,oCAAoC"}
@@ -0,0 +1,59 @@
1
+ import {
2
+ RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT,
3
+ RESIDENT_MATERIAL_TEXTURE_RESOLUTION
4
+ } from "../../material/resident/RESIDENT_MATERIAL_TEXTURE_LAYOUT.js";
5
+ import { chunk_random } from "../../shader/chunk/random/chunk_random.js";
6
+ import { chunk_random_round_vec2 } from "../../shader/chunk/random/chunk_random_round_vec2.js";
7
+ import { chunk_sampler_descriptor_unpack } from "../../shader/chunk/texture/chunk_sampler_descriptor_unpack.js";
8
+ import { chunk_texture_sampler_enums } from "../../shader/chunk/texture/chunk_texture_sampler_enums.js";
9
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
10
+ import { chunk_indirect_texture_load } from "./chunk_indirect_texture_load.js";
11
+
12
+ /**
13
+ * `indirect_sample_texture(id, sampler_packed, uv, level)` as one tap of the filter
14
+ * ({@link INDIRECT_TEXTURE_FILTER} `Stochastic`, the default): what the filter gives on average, which
15
+ * a pass converges to across many reads.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_indirect_sample_texture_stochastic = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn indirect_sample_texture(id: u32, sampler_packed: u32, uv: vec2<f32>, level: f32) -> vec4<f32>{
23
+
24
+ let sampler = sampler_descriptor_unpack(sampler_packed);
25
+
26
+ // a level between two is the upper one with the probability of its fraction: a draw, and none at a
27
+ // whole level, so a read at level 0 takes the random numbers it always did
28
+ let within = clamp(level, 0.0, ${RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT - 1}.0);
29
+
30
+ var mip = u32(within);
31
+
32
+ let fraction = within - f32(mip);
33
+
34
+ if (fraction > 0.0 && random() < fraction) {
35
+ mip += 1u;
36
+ }
37
+
38
+ let texture_texel_coord = uv * f32(${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}u >> mip) - 0.5;
39
+
40
+ // Texture Filtering: Nearest snaps to the closest texel; everything else
41
+ // (Linear and the higher-order filters) resolves to a stochastic bilinear
42
+ // tap, which converges to the filtered result across many samples.
43
+ var sample_coord: vec2<f32>;
44
+ if (sampler.mag_filter == TEXTURE_FILTER_NEAREST) {
45
+ sample_coord = round(texture_texel_coord);
46
+ } else {
47
+ sample_coord = random_round_vec2(texture_texel_coord);
48
+ }
49
+
50
+ return indirect_texture_load(id, sampler, sample_coord, mip);
51
+ }
52
+ `, [
53
+ chunk_random,
54
+ chunk_random_round_vec2,
55
+ chunk_texture_sampler_enums,
56
+ chunk_sampler_descriptor_unpack,
57
+ chunk_indirect_texture_load,
58
+ ]
59
+ );
@@ -0,0 +1,12 @@
1
+ /**
2
+ * One texel of a resident material texture: `indirect_texture_load(id, sampler, texel, level)`, the texel
3
+ * at the integer-valued coordinate `texel` of texture `id`'s slot at mip `level`, the coordinate wrapped
4
+ * within the slot at that level by the sampler's address modes (RESIDENT_MATERIAL_TEXTURE_LAYOUT).
5
+ *
6
+ * Reads the `textures` atlas binding, which the shader that includes it declares.
7
+ *
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_indirect_texture_load: CodeChunk;
11
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
12
+ //# sourceMappingURL=chunk_indirect_texture_load.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_indirect_texture_load.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_indirect_texture_load.js"],"names":[],"mappings":"AASA;;;;;;;;GAQG;AACH,0CAFU,SAAS,CAgCjB;0BAzCwB,oCAAoC"}
@@ -0,0 +1,49 @@
1
+ import {
2
+ RESIDENT_MATERIAL_TEXTURE_RESOLUTION,
3
+ RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION,
4
+ RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER
5
+ } from "../../material/resident/RESIDENT_MATERIAL_TEXTURE_LAYOUT.js";
6
+ import { chunk_coordinate_wrap } from "../../shader/chunk/texture/chunk_coordinate_wrap.js";
7
+ import { SAMPLER_DESCRIPTOR_STRUCT } from "../../shader/chunk/texture/SAMPLER_DESCRIPTOR_STRUCT.js";
8
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
9
+
10
+ /**
11
+ * One texel of a resident material texture: `indirect_texture_load(id, sampler, texel, level)`, the texel
12
+ * at the integer-valued coordinate `texel` of texture `id`'s slot at mip `level`, the coordinate wrapped
13
+ * within the slot at that level by the sampler's address modes (RESIDENT_MATERIAL_TEXTURE_LAYOUT).
14
+ *
15
+ * Reads the `textures` atlas binding, which the shader that includes it declares.
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_indirect_texture_load = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn indirect_texture_load(id: u32, sampler: ${SAMPLER_DESCRIPTOR_STRUCT.wgsl_ref}, texel: vec2<f32>, level: u32) -> vec4<f32> {
23
+
24
+ // figure out slot
25
+ let slot_z = id / ${RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER};
26
+
27
+ let in_slice_id = id - slot_z * ${RESIDENT_MATERIAL_TEXTURE_SLOTS_PER_LAYER};
28
+
29
+ let slot_y = in_slice_id / ${RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION};
30
+ let slot_x = in_slice_id % ${RESIDENT_MATERIAL_TEXTURE_SLOT_RESOLUTION};
31
+
32
+ let size = ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}u >> level;
33
+
34
+ // Texture Wrapping (per-axis, S->U / T->V)
35
+ let wrapped_coord = vec2(
36
+ coordinate_wrap(texel.x, f32(size), sampler.address_mode_u),
37
+ coordinate_wrap(texel.y, f32(size), sampler.address_mode_v),
38
+ );
39
+
40
+ // Convert to atlas space
41
+ let pixel_coord = vec2<u32>(slot_x, slot_y) * size + vec2<u32>(wrapped_coord);
42
+
43
+ return textureLoad(textures, pixel_coord, slot_z, level);
44
+ }
45
+ `, [
46
+ SAMPLER_DESCRIPTOR_STRUCT.declaration_chunk,
47
+ chunk_coordinate_wrap,
48
+ ]
49
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_ray_hit_to_opacity.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_ray_hit_to_opacity.js"],"names":[],"mappings":"AASA,iDAmCC;0BAvCyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_ray_hit_to_opacity.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_ray_hit_to_opacity.js"],"names":[],"mappings":"AASA,iDAoCC;0BAxCyB,oCAAoC"}
@@ -33,6 +33,7 @@ fn ray_hit_to_opacity(
33
33
  triangle_lambda,
34
34
  node.global,
35
35
  ray_direction,
36
+ 0.0,
36
37
  );
37
38
  }
38
39
  `, [
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_render_trace_path.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_render_trace_path.js"],"names":[],"mappings":"AA2CA,oDAIG;AAEH;;;;;;GAMG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;;;;GAOG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;;;;;;;;;;;;;GAeG;AACH,gDAFU,MAAM,CAEmC;AAEnD;;;;GAIG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;GAIG;AACH,gCAFU,MAAM,CAEsB;AAEtC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,gDAwhBE;6BA5pB2B,mCAAmC;0BA2BtC,oCAAoC"}
1
+ {"version":3,"file":"chunk_render_trace_path.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_render_trace_path.js"],"names":[],"mappings":"AA2CA,oDAIG;AAEH;;;;;;GAMG;AACH,wCAFU,MAAM,CAE4B;AAE5C;;;;;;;GAOG;AACH,yCAFU,MAAM,CAE6B;AAE7C;;;;;;;;;;;;;;;GAeG;AACH,gDAFU,MAAM,CAEmC;AAEnD;;;;GAIG;AACH,qCAFU,MAAM,CAEwB;AAExC;;;;GAIG;AACH,gCAFU,MAAM,CAEsB;AAEtC;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAgCG;AACH,gDAyhBE;6BA7pB2B,mCAAmC;0BA2BtC,oCAAoC"}
@@ -272,6 +272,7 @@ fn render_trace_path(
272
272
  triangle_info,
273
273
  triangle_lambda,
274
274
  node.global,
275
+ 0.0,
275
276
  );
276
277
 
277
278
  shading_closure_from_material_data(
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_material.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material.js"],"names":[],"mappings":"AASA,8CAmCO;0BAxCmB,oCAAoC"}
1
+ {"version":3,"file":"chunk_sample_material.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material.js"],"names":[],"mappings":"AASA,8CAoCO;0BAzCmB,oCAAoC"}
@@ -25,7 +25,8 @@ fn sample_material(
25
25
  material,
26
26
  triangle,
27
27
  lambda,
28
- instance_transform
28
+ instance_transform,
29
+ 0.0
29
30
  );
30
31
 
31
32
  shading_closure_from_material_data(
@@ -3,6 +3,13 @@
3
3
  * @type {CodeChunk}
4
4
  */
5
5
  export const chunk_sample_material_alpha: CodeChunk;
6
+ /**
7
+ * The resident material at a hit: `sample_material_data(incoming_ray, material, triangle, lambda,
8
+ * instance_transform, texture_level)`, its textures read at `texture_level` — see
9
+ * {@link chunk_indirect_sample_texture}. Every texture's slot is the same size, so one level serves all
10
+ * four.
11
+ * @type {CodeChunk}
12
+ */
6
13
  export const chunk_sample_material_data: CodeChunk;
7
14
  import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
8
15
  //# sourceMappingURL=chunk_sample_material_data.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_material_data.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js"],"names":[],"mappings":"AAkCA;;;GAGG;AACH,0CAFU,SAAS,CA+FlB;AAED,mDAwIC;0BAnPyB,oCAAoC"}
1
+ {"version":3,"file":"chunk_sample_material_data.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_sample_material_data.js"],"names":[],"mappings":"AAkCA;;;GAGG;AACH,0CAFU,SAAS,CAgGlB;AAED;;;;;;GAMG;AACH,yCAFU,SAAS,CA2IlB;0BA5PyB,oCAAoC"}
@@ -45,6 +45,7 @@ fn sample_material_alpha(
45
45
  lambda: vec3<f32>,
46
46
  instance_transform: mat4x4<f32>,
47
47
  ray_direction: vec3<f32>,
48
+ texture_level: f32,
48
49
  ) -> ${RAY_HIT_TRANSPARENT_SURFACE_DESCRIPTION_STRUCT.wgsl_ref}{
49
50
 
50
51
  let vertex_0 = triangle.a;
@@ -63,7 +64,7 @@ fn sample_material_alpha(
63
64
  lambda
64
65
  );
65
66
 
66
- var texture_sample_diffuse = indirect_sample_texture(material.texture_albedo, material.sampler_albedo, uv).rgba;
67
+ var texture_sample_diffuse = indirect_sample_texture(material.texture_albedo, material.sampler_albedo, uv, texture_level).rgba;
67
68
 
68
69
  var normal_model_matrix = compute_normal_matrix_from_m4(instance_transform);
69
70
 
@@ -131,6 +132,13 @@ fn sample_material_alpha(
131
132
  ]
132
133
  )
133
134
 
135
+ /**
136
+ * The resident material at a hit: `sample_material_data(incoming_ray, material, triangle, lambda,
137
+ * instance_transform, texture_level)`, its textures read at `texture_level` — see
138
+ * {@link chunk_indirect_sample_texture}. Every texture's slot is the same size, so one level serves all
139
+ * four.
140
+ * @type {CodeChunk}
141
+ */
134
142
  export const chunk_sample_material_data = CodeChunk.from(
135
143
  //language=WGSL
136
144
  `
@@ -139,7 +147,8 @@ fn sample_material_data(
139
147
  material:${INDIRECT_MATERIAL_STRUCT.wgsl_ref},
140
148
  triangle:${TRIANGLE_VERTICES_STRUCT.wgsl_ref},
141
149
  lambda: vec3<f32>,
142
- instance_transform: mat4x4<f32>,
150
+ instance_transform: mat4x4<f32>,
151
+ texture_level: f32,
143
152
  ) -> ${STANDARD_MATERIAL_DATA_STRUCT.wgsl_ref}{
144
153
 
145
154
  let vertex_0 = triangle.a;
@@ -165,10 +174,10 @@ fn sample_material_data(
165
174
  lambda
166
175
  );
167
176
 
168
- var texture_sample_diffuse = indirect_sample_texture(material.texture_albedo, material.sampler_albedo, uv).rgba;
177
+ var texture_sample_diffuse = indirect_sample_texture(material.texture_albedo, material.sampler_albedo, uv, texture_level).rgba;
169
178
 
170
179
 
171
- var texture_sample_orm = indirect_sample_texture(material.texture_orm, material.sampler_orm, uv).rgba;
180
+ var texture_sample_orm = indirect_sample_texture(material.texture_orm, material.sampler_orm, uv, texture_level).rgba;
172
181
 
173
182
  var geometry_normal = interpolate_attribute_3f32(
174
183
  vertex_0.normal,
@@ -216,7 +225,7 @@ fn sample_material_data(
216
225
 
217
226
  let world_tangent_frame = build_orthonormal_matrix_nt(world_vertex_normal, vec4(world_tangent, tangent_handedness));
218
227
 
219
- var normal_sample = indirect_sample_tangent_normal(material.texture_normal, material.sampler_normal, uv);
228
+ var normal_sample = indirect_sample_tangent_normal(material.texture_normal, material.sampler_normal, uv, texture_level);
220
229
 
221
230
  var output: ${STANDARD_MATERIAL_DATA_STRUCT.wgsl_ref};
222
231
 
@@ -238,7 +247,7 @@ fn sample_material_data(
238
247
  the encoding of one texture, and this is the renderer the other is compared against.
239
248
  */
240
249
  let dithered_diffuse_sample = max(vec3(0.0), albedo_unpremultiply(texture_sample_diffuse) + (random_vec3() - 0.5 ) * bit_step);
241
- let texture_sample_emissive = max(vec3(0.0), indirect_sample_texture(material.texture_emissive, material.sampler_emissive, uv).rgb + (random_vec3() - 0.5 ) * bit_step);
250
+ let texture_sample_emissive = max(vec3(0.0), indirect_sample_texture(material.texture_emissive, material.sampler_emissive, uv, texture_level).rgb + (random_vec3() - 0.5 ) * bit_step);
242
251
 
243
252
 
244
253
  output.albedo = dithered_diffuse_sample * material.color_albedo.rgb * geometry_color;
@@ -1 +1 @@
1
- {"version":3,"file":"PostProcess.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/postprocess/PostProcess.js"],"names":[],"mappings":"AAGA;IAYI;;;OAGG;IACH,uCAIC;IAnBD;;OAEG;IACH,MAFU,IAAI,CAEV;IAGJ;;OAEG;IACH,KAFU,GAAG,CAEV;IAYH;;;OAGG;IACH,oBAFW,MAAM,QAIhB;IAED,sBAEC;CACJ;qBApCoB,gBAAgB;oBACjB,cAAc"}
1
+ {"version":3,"file":"PostProcess.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/postprocess/PostProcess.js"],"names":[],"mappings":"AAGA;IAYI;;;OAGG;IACH,uCAIC;IAnBD;;OAEG;IACH,MAFU,IAAI,CAEV;IAGJ;;OAEG;IACH,KAFU,GAAG,CAEV;IAYH;;;OAGG;IACH,oBAFW,MAAM,QAIhB;IAED,sBAGC;CACJ;qBArCoB,gBAAgB;oBACjB,cAAc"}
@@ -31,7 +31,8 @@ export class PostProcess {
31
31
  this.ssr.frame_index = frame_index;
32
32
  }
33
33
 
34
- reset_history() {
34
+ reset_history() {
35
+ this.ssao.reset_history = true;
35
36
  this.ssr.reset_history = true;
36
37
  }
37
38
  }
@@ -8,11 +8,11 @@ export class GTAO {
8
8
  */
9
9
  constructor(graphics: GraphicsContext);
10
10
  /**
11
- *
12
- * @param {number} x
13
- * @param {number} y
11
+ * When set, the next {@link graph_pass} takes this frame's AO alone and blends nothing of the
12
+ * history. For a cut the history cannot see: the camera jumped, or the scene changed.
13
+ * @type {boolean}
14
14
  */
15
- resize(x: number, y: number): void;
15
+ reset_history: boolean;
16
16
  /**
17
17
  * Offer the pipelines {@link graph_pass} draws with — see {@link PipelineEnquiry}.
18
18
  *
@@ -21,24 +21,36 @@ export class GTAO {
21
21
  enquirePipelines(enquiry: PipelineEnquiry): void;
22
22
  /**
23
23
  *
24
- * @param {FrameGraph} graph
25
- * @param {number} camera
26
- * @param {number} input_depth
27
- * @param {number} input_hzb
28
- * @param {number} input_color
29
- * @param {number} input_depth_previous
30
- * @param {number} input_normal
31
- * @param {number} input_velocity
32
- * @param {number} input_occlusion
33
- * @param {number} frame_index
34
- * @param {number} output
35
- * @param {number[]} resolution
36
- * @returns {{occlusion:number, bent_normals:number, diffuse_indirect:number}}
24
+ * @param {Object} options
25
+ * @param {FrameGraph} options.graph
26
+ * @param {number} options.camera this frame's camera uniform
27
+ * @param {number} options.input_depth this frame's depth
28
+ * @param {number} options.input_hzb hierarchical depth built from it
29
+ * @param {number} options.input_normal G-buffer normals
30
+ * @param {number} options.input_velocity per-pixel velocity, in this frame's pixels
31
+ * @param {number} options.input_occlusion depth-clip pass output: history confidence in r
32
+ * @param {number} options.frame_index the renderer's frame counter: drives the noise, the history
33
+ * ping-pong, and whether the history follows on from the last frame drawn
34
+ * @param {number} options.output G-buffer albedo; AO is blended into its alpha
35
+ * @param {number[]} options.resolution this frame's render size
36
+ * @returns {{visibility:number, occlusion:number, bent_normals:number}} the accumulated visibility
37
+ * moments, `output` after the composite, and the raw bent normals
37
38
  */
38
- graph_pass({ graph, camera, input_depth, input_hzb, input_depth_previous, input_normal, input_velocity, input_occlusion, frame_index, output, resolution }: FrameGraph): {
39
+ graph_pass({ graph, camera, input_depth, input_hzb, input_normal, input_velocity, input_occlusion, frame_index, output, resolution }: {
40
+ graph: FrameGraph;
41
+ camera: number;
42
+ input_depth: number;
43
+ input_hzb: number;
44
+ input_normal: number;
45
+ input_velocity: number;
46
+ input_occlusion: number;
47
+ frame_index: number;
48
+ output: number;
49
+ resolution: number[];
50
+ }): {
51
+ visibility: number;
39
52
  occlusion: number;
40
53
  bent_normals: number;
41
- diffuse_indirect: number;
42
54
  };
43
55
  #private;
44
56
  }
@@ -1 +1 @@
1
- {"version":3,"file":"GTAO.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/gtao/GTAO.js"],"names":[],"mappings":"AAQA;;GAEG;AAEH;IAQI;;;OAGG;IACH,uCAUC;IAED;;;;OAIG;IACH,UAHW,MAAM,KACN,MAAM,QAKhB;IAED;;;;OAIG;IACH,0BAFW,eAAe,QAOzB;IAED;;;;;;;;;;;;;;;OAeG;IACH,yKAFa;QAAC,SAAS,EAAC,MAAM,CAAC;QAAC,YAAY,EAAC,MAAM,CAAC;QAAC,gBAAgB,EAAC,MAAM,CAAA;KAAC,CAiG5E;;CACJ;8BAjKY,OAAO,6CAA6C,EAAE,eAAe"}
1
+ {"version":3,"file":"GTAO.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/gtao/GTAO.js"],"names":[],"mappings":"AAQA;;GAEG;AAEH;IAqBI;;;OAGG;IACH,uCAUC;IA5BD;;;;OAIG;IACH,eAFU,OAAO,CAEI;IAyBrB;;;;OAIG;IACH,0BAFW,eAAe,QAOzB;IAED;;;;;;;;;;;;;;;;OAgBG;IACH;QAd+B,KAAK;QACT,MAAM,EAAtB,MAAM;QACU,WAAW,EAA3B,MAAM;QACU,SAAS,EAAzB,MAAM;QACU,YAAY,EAA5B,MAAM;QACU,cAAc,EAA9B,MAAM;QACU,eAAe,EAA/B,MAAM;QACU,WAAW,EAA3B,MAAM;QAEU,MAAM,EAAtB,MAAM;QACY,UAAU,EAA5B,MAAM,EAAE;QACN;QAAC,UAAU,EAAC,MAAM,CAAC;QAAC,SAAS,EAAC,MAAM,CAAC;QAAC,YAAY,EAAC,MAAM,CAAA;KAAC,CA4GtE;;CACJ;8BA/KY,OAAO,6CAA6C,EAAE,eAAe"}