@woosh/meep-engine 3.61.1 → 3.61.3

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Files changed (474) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/network/sim/SimActionExecutor.d.ts +4 -0
  4. package/src/engine/network/sim/SimActionExecutor.d.ts.map +1 -1
  5. package/src/engine/network/sim/SimActionExecutor.js +4 -0
  6. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  7. package/src/generation/foliage/material/foliage_atlas_cutout.d.ts.map +1 -1
  8. package/src/generation/foliage/material/foliage_atlas_cutout.js +21 -5
  9. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts +8 -0
  10. package/src/generation/foliage/mesh/tree_cluster_representatives.d.ts.map +1 -1
  11. package/src/generation/foliage/mesh/tree_cluster_representatives.js +178 -78
  12. package/src/generation/foliage/mesh/tree_mesh_build_bark.d.ts.map +1 -1
  13. package/src/generation/foliage/mesh/tree_mesh_build_bark.js +178 -97
  14. package/src/generation/foliage/skeleton/ShootLightField.d.ts +1 -0
  15. package/src/generation/foliage/skeleton/ShootLightField.d.ts.map +1 -1
  16. package/src/generation/foliage/skeleton/ShootLightField.js +88 -17
  17. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts +5 -2
  18. package/src/generation/foliage/skeleton/ShootWoodHash.d.ts.map +1 -1
  19. package/src/generation/foliage/skeleton/ShootWoodHash.js +191 -25
  20. package/src/shade/playground/probe_clipmap/README.md +3 -4
  21. package/src/shade/playground/probe_clipmap/index.html +5 -13
  22. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  23. package/src/shade/playground/probe_clipmap/main.js +4 -5
  24. package/src/shade/playground/probe_clipmap_box/README.md +55 -0
  25. package/src/shade/playground/probe_clipmap_box/index.html +185 -0
  26. package/src/shade/playground/probe_clipmap_box/main.d.ts +8 -0
  27. package/src/shade/playground/probe_clipmap_box/main.d.ts.map +1 -0
  28. package/src/shade/playground/probe_clipmap_box/main.js +323 -0
  29. package/src/shade/playground/probe_clipmap_box/scene.d.ts +93 -0
  30. package/src/shade/playground/probe_clipmap_box/scene.d.ts.map +1 -0
  31. package/src/shade/playground/probe_clipmap_box/scene.js +256 -0
  32. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  33. package/src/shade/renderer/Renderer.js +56 -12
  34. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  35. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  36. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  37. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  38. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  39. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  40. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  41. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  42. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  43. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  44. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  45. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  46. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  47. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  48. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  49. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  50. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  51. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  52. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  53. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  54. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  55. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  56. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  57. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  58. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  59. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  60. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  61. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  62. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  63. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  64. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  65. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  66. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  67. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  68. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  69. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  70. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  71. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  72. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  73. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  74. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  75. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  76. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  77. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  78. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  79. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  80. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  81. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  82. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  83. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  92. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  93. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  94. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  95. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  96. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  97. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  98. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  99. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  100. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  101. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  102. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  103. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  104. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  105. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  106. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  107. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  108. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  109. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  110. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  111. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  112. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  113. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  114. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  115. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  116. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  117. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  118. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  119. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  120. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  121. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  122. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  123. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  124. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  125. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  126. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  127. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  128. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  129. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  130. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  131. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  132. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  133. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  134. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  135. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  136. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  137. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  138. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  139. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  140. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  141. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  142. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  143. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  144. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  145. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  146. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  147. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  148. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  149. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  150. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  151. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  152. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  153. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  154. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  155. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  156. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  157. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  158. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  159. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  160. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  161. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  162. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  163. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  164. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  165. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  166. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  167. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  168. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  169. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  170. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  171. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  172. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  173. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  174. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts +12 -0
  175. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.d.ts.map +1 -1
  176. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_decode.js +49 -24
  177. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts +12 -0
  178. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.d.ts.map +1 -1
  179. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_brick4_sh3_color_encode.js +50 -19
  180. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.d.ts.map +1 -1
  181. package/src/shade/renderer/global_illumination/brick4/gpu/encoding/v2/chunk_sh3_compress.js +6 -2
  182. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -8
  183. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  184. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +89 -20
  185. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  186. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  187. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  188. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  189. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
  190. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +29 -69
  191. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts +19 -16
  192. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts.map +1 -1
  193. package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.js +24 -21
  194. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +46 -22
  195. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
  196. package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +49 -36
  197. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts +3 -2
  198. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts.map +1 -1
  199. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.js +7 -6
  200. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts +8 -22
  201. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts.map +1 -1
  202. package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.js +15 -51
  203. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts +1 -6
  204. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/MESH_BRICK.js +6 -13
  206. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.d.ts.map +1 -1
  207. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/chunk_mesh_brick_walk.js +0 -2
  208. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.d.ts +4 -4
  209. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_batch.js +9 -34
  211. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.d.ts +4 -6
  212. package/src/shade/renderer/global_illumination/probe_clipmap/brick/mesh/shader_mesh_brick_resolve.d.ts.map +1 -1
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  405. package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js +5 -6
  406. package/src/shade/renderer/water/chunk_water_gi.d.ts +1 -1
  407. package/src/shade/renderer/water/chunk_water_gi.d.ts.map +1 -1
  408. package/src/shade/renderer/water/chunk_water_gi.js +6 -8
  409. package/src/shade/renderer/water/query/GPUWaterQueries.d.ts +1 -1
  410. package/src/shade/renderer/wind/GPUSceneWind.d.ts +1 -1
  411. package/src/shade/wgsl/emulator/WGSLLanguageCore.d.ts.map +1 -1
  412. package/src/shade/wgsl/emulator/WGSLLanguageCore.js +76 -32
  413. package/src/core/math/hash/squirrel3.d.ts +0 -17
  414. package/src/core/math/hash/squirrel3.d.ts.map +0 -1
  415. package/src/core/math/hash/squirrel3.js +0 -30
  416. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts +0 -213
  417. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +0 -1
  418. package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +0 -1468
  419. package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.d.ts +0 -82
  420. package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.d.ts.map +0 -1
  421. package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.js +0 -127
  422. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.d.ts +0 -24
  423. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.d.ts.map +0 -1
  424. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.js +0 -29
  425. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.d.ts +0 -12
  426. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.d.ts.map +0 -1
  427. package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.js +0 -31
  428. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +0 -11
  429. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +0 -1
  430. package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +0 -21
  431. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.d.ts +0 -29
  432. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.d.ts.map +0 -1
  433. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.js +0 -179
  434. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.d.ts +0 -17
  435. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.d.ts.map +0 -1
  436. package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.js +0 -107
  437. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +0 -65
  438. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +0 -1
  439. package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +0 -376
  440. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +0 -40
  441. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +0 -1
  442. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +0 -301
  443. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.d.ts +0 -19
  444. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.d.ts.map +0 -1
  445. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.js +0 -61
  446. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts +0 -18
  447. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts.map +0 -1
  448. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.js +0 -102
  449. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.d.ts +0 -15
  450. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.d.ts.map +0 -1
  451. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.js +0 -65
  452. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.d.ts +0 -22
  453. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.d.ts.map +0 -1
  454. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.js +0 -136
  455. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.d.ts +0 -20
  456. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.d.ts.map +0 -1
  457. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.js +0 -104
  458. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +0 -20
  459. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +0 -1
  460. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +0 -80
  461. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +0 -18
  462. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +0 -1
  463. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  464. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  465. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  466. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  467. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  468. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  469. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  470. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  471. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  472. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts +0 -12
  473. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.d.ts.map +0 -1
  474. package/src/shade/renderer/shader/chunk/random/chunk_hash_squirrel3.js +0 -30
@@ -1 +1 @@
1
- {"version":3,"file":"shader_downsample_environment_map.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/shader_downsample_environment_map.js"],"names":[],"mappings":"AAmGA,8DAII;8BAhG0B,+BAA+B"}
1
+ {"version":3,"file":"shader_downsample_environment_map.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/light/environment/shader_downsample_environment_map.js"],"names":[],"mappings":"AAuGA,8DAII;8BApG0B,+BAA+B"}
@@ -64,11 +64,15 @@ fn main(
64
64
  let texel_y = first.y + f32(y);
65
65
  let overlap_y = min(texel_y + 1.0, lo.y + span) - max(texel_y, lo.y);
66
66
 
67
+ if (overlap_y <= 0.0) {
68
+ continue;
69
+ }
70
+
67
71
  for (var x = 0u; x < 4u; x++) {
68
72
  let texel_x = first.x + f32(x);
69
73
  let overlap_x = min(texel_x + 1.0, lo.x + span) - max(texel_x, lo.x);
70
74
 
71
- if (overlap_x <= 0.0 || overlap_y <= 0.0) {
75
+ if (overlap_x <= 0.0) {
72
76
  continue;
73
77
  }
74
78
 
@@ -13,7 +13,7 @@ export class TinyGltf {
13
13
  * @readonly
14
14
  * @type {TextureFormat}
15
15
  */
16
- static readonly "__#306@#UNCOMPRESSED_TARGET": TextureFormat;
16
+ static readonly "__#308@#UNCOMPRESSED_TARGET": TextureFormat;
17
17
  /**
18
18
  * @param {AssetManager} assetManager
19
19
  * @param {AssetRequestScope} [scope]
@@ -45,7 +45,7 @@ export class GPUResidentMaterialContext {
45
45
  * the same contract {@link GPUMaterialManager} restages by. A hit used to be final, so a factor
46
46
  * set after the first pack never reached the row. Every caller re-obtains what it needs before
47
47
  * {@link update} or {@link commit}: the scene's drawn list, the manager's materials whenever its
48
- * version moves, or what a card capture traces, so the check rides on walks that already happen.
48
+ * version moves, or what a surface bake traces, so the check rides on walks that already happen.
49
49
  *
50
50
  * @param {ShadeMaterial} material
51
51
  * @returns {MaterialInfo}
@@ -1 +1 @@
1
- {"version":3,"file":"GPUResidentMaterialContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/material/resident/GPUResidentMaterialContext.js"],"names":[],"mappings":"AAgIA;IAqKI;;;;OAIG;IACH,yCAFW,eAAe,EAkDzB;IA9LD;;;OAGG;IACH,6BAEC;IAQD;;;OAGG;IACH,kCAEC;IAQD;;;OAGG;IACH,yCAEC;IAED;;;OAGG;IACH,kCAIC;IAmED;;;;;OAKG;IACH,0BAEC;IAOD;;;;;;OAMG;IACH,8BAEC;IAsJD;;;;;;;;;OASG;IACH,0BAHW,aAAa,GACX,YAAY,CAmBxB;IAgBD;;;;OAIG;IACH,wBAHW,YAAY,GACV,WAAW,CAIvB;IAGD,uBA0DC;IAuFD,wBA8EC;IAED;;;;OAIG;IACH,sCAFW,eAAe,QAUzB;IAoCD;;;;OAIG;IACH,eAGC;IAED;;;OAGG;IACH,eAGC;IAGD,gBAIC;;CACJ;8BA9vBY,OAAO,0BAA0B,EAAE,eAAe;8BAClD,OAAO,gCAAgC,EAAE,eAAe;2BACxD,OAAO,+BAA+B,EAAE,YAAY;4BACpD,OAAO,qBAAqB,EAAE,aAAa;oCAC3C,OAAO,6BAA6B,EAAE,qBAAqB;kCAC3D,OAAO,qCAAqC,EAAE,mBAAmB;kCAlB5C,oCAAoC;AAYtE;;;;;;;GAOG;AAEH;IACI,WAAM;IAEN;;;OAGG;IACH,SAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,QAFU,qBAAqB,CAExB;IAEP;;OAEG;IACH,gBAFU,WAAW,CAEP;IAEd;;OAEG;IACH,aAFU,WAAW,CAEV;IAEX;;;;OAIG;IACH,gBAFU,WAAW,GAAC,IAAI,CAEZ;IACd;;OAEG;IACH,kBAFU,WAAW,CAEL;IAEhB;;;OAGG;IACH,aAFU,MAAM,CAEe;CAClC;AAqBD;IACI,WAAO;IAEP;;OAEG;IACH,QAFU,YAAY,CAEf;CACV"}
1
+ {"version":3,"file":"GPUResidentMaterialContext.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/material/resident/GPUResidentMaterialContext.js"],"names":[],"mappings":"AAgHA;IAqKI;;;;OAIG;IACH,yCAFW,eAAe,EAkDzB;IA9LD;;;OAGG;IACH,6BAEC;IAQD;;;OAGG;IACH,kCAEC;IAQD;;;OAGG;IACH,yCAEC;IAED;;;OAGG;IACH,kCAIC;IAmED;;;;;OAKG;IACH,0BAEC;IAOD;;;;;;OAMG;IACH,8BAEC;IAsJD;;;;;;;;;OASG;IACH,0BAHW,aAAa,GACX,YAAY,CAmBxB;IAgBD;;;;OAIG;IACH,wBAHW,YAAY,GACV,WAAW,CAIvB;IAGD,uBA0DC;IAuFD,wBA8EC;IAED;;;;OAIG;IACH,sCAFW,eAAe,QAUzB;IAoCD;;;;OAIG;IACH,eAGC;IAED;;;OAGG;IACH,eAGC;IAGD,gBAIC;;CACJ;8BA7uBY,OAAO,0BAA0B,EAAE,eAAe;8BAClD,OAAO,gCAAgC,EAAE,eAAe;2BACxD,OAAO,+BAA+B,EAAE,YAAY;4BACpD,OAAO,qBAAqB,EAAE,aAAa;oCAC3C,OAAO,6BAA6B,EAAE,qBAAqB;kCAC3D,OAAO,qCAAqC,EAAE,mBAAmB;kCAnB5C,oCAAoC;AAatE;;;;;;;GAOG;AAEH;IACI,WAAM;IAEN;;;OAGG;IACH,SAFU,MAAM,CAEJ;IAEZ;;OAEG;IACH,QAFU,qBAAqB,CAExB;IAEP;;OAEG;IACH,gBAFU,WAAW,CAEP;IAEd;;OAEG;IACH,aAFU,WAAW,CAEV;IAEX;;;;OAIG;IACH,gBAFU,WAAW,GAAC,IAAI,CAEZ;IACd;;OAEG;IACH,kBAFU,WAAW,CAEL;IAEhB;;;OAGG;IACH,aAFU,MAAM,CAEe;CAClC;AAqBD;IACI,WAAO;IAEP;;OAEG;IACH,QAFU,YAAY,CAEf;CACV"}
@@ -17,6 +17,7 @@ import { sampler_descriptor_pack } from "../../texture/format/sampler_descriptor
17
17
  import { WHITE_PIXEL_TEXTURE } from "../../texture/util/WHITE_PIXEL_TEXTURE.js";
18
18
  import { INDIRECT_MATERIAL_ARRAY_TYPE } from "./INDIRECT_MATERIAL_ARRAY_TYPE.js";
19
19
  import { INDIRECT_MATERIAL_STRUCT } from "./INDIRECT_MATERIAL_STRUCT.js";
20
+ import { NEUTRAL_SURFACE } from "./NEUTRAL_SURFACE.js";
20
21
  import {
21
22
  RESIDENT_MATERIAL_TEXTURE_LAYER_SIZE,
22
23
  RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT,
@@ -109,23 +110,6 @@ class TextureInfo {
109
110
  */
110
111
  const MEDIA_TABLE_RECORDS_OFFSET = MEDIA_TABLE_STRUCT.fields.find(f => f.name === 'records').offset;
111
112
 
112
- /**
113
- * What a material that is not standard contributes to the ray passes: white, opaque, fully rough,
114
- * not metallic, not transmissive, not emissive — through the default textures its missing slots
115
- * already resolve to. Without it the fields the row is written from are absent and skipped into a
116
- * zeroed buffer, and an opacity of 0 is a surface the rays pass through: a terrain would stop
117
- * casting ray-traced shadows, and a bake would see it black. The same values a flat standard
118
- * material gives, which is what the terrain drew with before it had a template of its own.
119
- */
120
- const NEUTRAL_SURFACE = Object.freeze({
121
- diffuse_color: Object.freeze([1, 1, 1, 1]),
122
- roughness_factor: 1,
123
- metallic_factor: 0,
124
- transmission_factor: 0,
125
- ior_factor: 1.5,
126
- emissive_factor: Object.freeze([0, 0, 0]),
127
- });
128
-
129
113
  export class GPUResidentMaterialContext {
130
114
 
131
115
  /**
@@ -444,7 +428,7 @@ export class GPUResidentMaterialContext {
444
428
  * the same contract {@link GPUMaterialManager} restages by. A hit used to be final, so a factor
445
429
  * set after the first pack never reached the row. Every caller re-obtains what it needs before
446
430
  * {@link update} or {@link commit}: the scene's drawn list, the manager's materials whenever its
447
- * version moves, or what a card capture traces, so the check rides on walks that already happen.
431
+ * version moves, or what a surface bake traces, so the check rides on walks that already happen.
448
432
  *
449
433
  * @param {ShadeMaterial} material
450
434
  * @returns {MaterialInfo}
@@ -0,0 +1,17 @@
1
+ /**
2
+ * What a material that is not standard contributes to the ray passes: white, opaque, fully rough,
3
+ * not metallic, not transmissive, not emissive — through the default textures its missing slots
4
+ * already resolve to. Without it the fields the row is written from are absent and skipped into a
5
+ * zeroed buffer, and an opacity of 0 is a surface the rays pass through: a terrain would stop
6
+ * casting ray-traced shadows, and a bake would see it black. The same values a flat standard
7
+ * material gives, which is what the terrain drew with before it had a template of its own.
8
+ */
9
+ export const NEUTRAL_SURFACE: Readonly<{
10
+ diffuse_color: readonly number[];
11
+ roughness_factor: 1;
12
+ metallic_factor: 0;
13
+ transmission_factor: 0;
14
+ ior_factor: 1.5;
15
+ emissive_factor: readonly number[];
16
+ }>;
17
+ //# sourceMappingURL=NEUTRAL_SURFACE.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"NEUTRAL_SURFACE.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/material/resident/NEUTRAL_SURFACE.js"],"names":[],"mappings":"AAAA;;;;;;;GAOG;AACH;;;;;;;GAOG"}
@@ -0,0 +1,16 @@
1
+ /**
2
+ * What a material that is not standard contributes to the ray passes: white, opaque, fully rough,
3
+ * not metallic, not transmissive, not emissive — through the default textures its missing slots
4
+ * already resolve to. Without it the fields the row is written from are absent and skipped into a
5
+ * zeroed buffer, and an opacity of 0 is a surface the rays pass through: a terrain would stop
6
+ * casting ray-traced shadows, and a bake would see it black. The same values a flat standard
7
+ * material gives, which is what the terrain drew with before it had a template of its own.
8
+ */
9
+ export const NEUTRAL_SURFACE = Object.freeze({
10
+ diffuse_color: Object.freeze([1, 1, 1, 1]),
11
+ roughness_factor: 1,
12
+ metallic_factor: 0,
13
+ transmission_factor: 0,
14
+ ior_factor: 1.5,
15
+ emissive_factor: Object.freeze([0, 0, 0]),
16
+ });
@@ -4,7 +4,7 @@
4
4
  * or the other by the pipeline they are linked into.
5
5
  *
6
6
  * Whether the pass averages its reads is the pass's, so it is fixed per shader: `Stochastic`, the
7
- * default, for every pass that never sets it; `Exact` for the card capture, which stores each read.
7
+ * default, for every pass that never sets it; `Exact` for the surface caches' bake, which stores each read.
8
8
  *
9
9
  * @type {ShaderSwitch}
10
10
  */
@@ -7,7 +7,7 @@ import { IndirectTextureFilter } from "./IndirectTextureFilter.js";
7
7
  * or the other by the pipeline they are linked into.
8
8
  *
9
9
  * Whether the pass averages its reads is the pass's, so it is fixed per shader: `Stochastic`, the
10
- * default, for every pass that never sets it; `Exact` for the card capture, which stores each read.
10
+ * default, for every pass that never sets it; `Exact` for the surface caches' bake, which stores each read.
11
11
  *
12
12
  * @type {ShaderSwitch}
13
13
  */
@@ -10,6 +10,6 @@ export const IndirectTextureFilter = {
10
10
  * gives on average, for a pass that averages many reads into each result — the path tracer.
11
11
  */
12
12
  Stochastic: 0,
13
- /** The filter itself, every tap weighed: for a pass that keeps each read as it is — the card capture. */
13
+ /** The filter itself, every tap weighed: for a pass that keeps each read as it is — the surface caches' bake. */
14
14
  Exact: 1,
15
15
  };
@@ -0,0 +1,20 @@
1
+ /**
2
+ * The resident material texture level a beam reads a triangle's material at: its footprint on the
3
+ * triangle, in texels of a slot's level 0, as `sample_material_data` and `sample_material_alpha` take
4
+ * their `texture_level`:
5
+ *
6
+ * ```wgsl
7
+ * fn beam_texture_level(triangle: TriangleVertices, along: vec3<f32>, step_u: vec3<f32>, step_v: vec3<f32>) -> f32
8
+ * ```
9
+ *
10
+ * The beam runs along `along` and spans `step_u` and `step_v` across, all in the triangle's space;
11
+ * `along` need not be unit length. Each step is carried along the beam onto the triangle's plane and
12
+ * through the triangle's uv per position. For a step s, direction d and normal n that is
13
+ * s − d (n·s)/(n·d) on the plane, taken here times n·d, so a triangle turning edge-on, whose footprint
14
+ * grows without bound, reaches the last level with nothing divided by 0, as a raster's would.
15
+ *
16
+ * @type {CodeChunk}
17
+ */
18
+ export const chunk_beam_texture_level: CodeChunk;
19
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
20
+ //# sourceMappingURL=chunk_beam_texture_level.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_beam_texture_level.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/path_tracer/shader/chunk_beam_texture_level.js"],"names":[],"mappings":"AAOA;;;;;;;;;;;;;;;;GAgBG;AACH,uCAFU,SAAS,CA0CZ;0BA3DmB,oCAAoC"}
@@ -0,0 +1,65 @@
1
+ import {
2
+ RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT,
3
+ RESIDENT_MATERIAL_TEXTURE_RESOLUTION
4
+ } from "../../material/resident/RESIDENT_MATERIAL_TEXTURE_LAYOUT.js";
5
+ import { TRIANGLE_VERTICES_STRUCT } from "../../shader/chunk/geometry/triangle/TRIANGLE_VERTICES_STRUCT.js";
6
+ import { CodeChunk } from "../../shader/compiler/CodeChunk.js";
7
+
8
+ /**
9
+ * The resident material texture level a beam reads a triangle's material at: its footprint on the
10
+ * triangle, in texels of a slot's level 0, as `sample_material_data` and `sample_material_alpha` take
11
+ * their `texture_level`:
12
+ *
13
+ * ```wgsl
14
+ * fn beam_texture_level(triangle: TriangleVertices, along: vec3<f32>, step_u: vec3<f32>, step_v: vec3<f32>) -> f32
15
+ * ```
16
+ *
17
+ * The beam runs along `along` and spans `step_u` and `step_v` across, all in the triangle's space;
18
+ * `along` need not be unit length. Each step is carried along the beam onto the triangle's plane and
19
+ * through the triangle's uv per position. For a step s, direction d and normal n that is
20
+ * s − d (n·s)/(n·d) on the plane, taken here times n·d, so a triangle turning edge-on, whose footprint
21
+ * grows without bound, reaches the last level with nothing divided by 0, as a raster's would.
22
+ *
23
+ * @type {CodeChunk}
24
+ */
25
+ export const chunk_beam_texture_level = CodeChunk.from(
26
+ //language=WGSL
27
+ `
28
+ fn beam_texture_level(
29
+ triangle: ${TRIANGLE_VERTICES_STRUCT.wgsl_ref},
30
+ along: vec3<f32>,
31
+ step_u: vec3<f32>,
32
+ step_v: vec3<f32>,
33
+ ) -> f32 {
34
+ let edge_1 = triangle.b.position - triangle.a.position;
35
+ let edge_2 = triangle.c.position - triangle.a.position;
36
+ let normal = cross(edge_1, edge_2);
37
+
38
+ // an offset in the plane is a·edge_1 + b·edge_2, a and b its dots with these
39
+ let dual_1 = cross(edge_2, normal) / dot(normal, normal);
40
+ let dual_2 = cross(normal, edge_1) / dot(normal, normal);
41
+
42
+ let uv_1 = triangle.b.uv - triangle.a.uv;
43
+ let uv_2 = triangle.c.uv - triangle.a.uv;
44
+
45
+ let facing = dot(normal, along);
46
+
47
+ let on_plane_u = facing * step_u - along * dot(normal, step_u);
48
+ let on_plane_v = facing * step_v - along * dot(normal, step_v);
49
+
50
+ let uv_step_u = dot(on_plane_u, dual_1) * uv_1 + dot(on_plane_u, dual_2) * uv_2;
51
+ let uv_step_v = dot(on_plane_v, dual_1) * uv_1 + dot(on_plane_v, dual_2) * uv_2;
52
+
53
+ let span = ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}.0 * max(length(uv_step_u), length(uv_step_v));
54
+ let reach = abs(facing);
55
+
56
+ // a footprint of a slot or more, edge-on included, is the last level
57
+ return select(
58
+ ${RESIDENT_MATERIAL_TEXTURE_LEVEL_COUNT - 1}.0,
59
+ log2(max(span, reach) / reach),
60
+ span < ${RESIDENT_MATERIAL_TEXTURE_RESOLUTION}.0 * reach
61
+ );
62
+ }
63
+ `, [
64
+ TRIANGLE_VERTICES_STRUCT.declaration_chunk,
65
+ ]);
@@ -1,8 +1,10 @@
1
1
  /**
2
- * @typedef {import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry} PipelineEnquiry
3
- */
4
- /**
5
- * Calculates exposure for eye adaptation
2
+ * The exposure: the factor the tonemapper multiplies the scene's linear radiance by ahead of its curve, metered from
3
+ * the frame and adapted to it ({@link update}), or set by {@link exposure_compensation} alone ({@link unadapted}).
4
+ *
5
+ * The factor lives in one buffer for the manager's life, {@link multiplier}, which a frame's {@link update} or
6
+ * {@link unadapted} writes over. A pass recorded ahead of that write in the frame reads the factor the last frame was
7
+ * shown with: the exposure of the image on screen, Unreal Engine's `View.PreExposure`.
6
8
  */
7
9
  export class GPUCameraExposureManager {
8
10
  /**
@@ -37,6 +39,14 @@ export class GPUCameraExposureManager {
37
39
  */
38
40
  exposure_compensation: number;
39
41
  destroy(): void;
42
+ /**
43
+ * The factor, {@link F32_CONTAINER_STRUCT}, as the last {@link update} or {@link unadapted} wrote it. A frame
44
+ * imports it into its graph once, and hands the handle both to the passes that read it ahead of the exposure,
45
+ * which take the last frame's factor, and to {@link update} or {@link unadapted}, which write this frame's.
46
+ *
47
+ * @returns {GPUBuffer} usable as a uniform or read-only storage
48
+ */
49
+ get multiplier(): GPUBuffer;
40
50
  /**
41
51
  * Offer the pipelines {@link update} meters and adapts with — see {@link PipelineEnquiry}.
42
52
  * {@link unadapted} dispatches none.
@@ -45,26 +55,34 @@ export class GPUCameraExposureManager {
45
55
  */
46
56
  enquirePipelines(enquiry: PipelineEnquiry): void;
47
57
  /**
58
+ * This frame's factor from {@link exposure_compensation} alone: 2^compensation.
48
59
  *
49
60
  * @param {Object} options
50
61
  * @param {FrameGraph} options.graph
51
- * @return {number}
62
+ * @param {number} options.multiplier the graph handle of {@link multiplier}, imported into `graph`
63
+ * @return {number} the handle of {@link multiplier} with this frame's factor written
52
64
  */
53
- unadapted({ graph, }: {
65
+ unadapted({ graph, multiplier, }: {
54
66
  graph: FrameGraph;
67
+ multiplier: number;
55
68
  }): number;
56
69
  /**
70
+ * This frame's factor metered from `input_color`: the luminance adapted toward the frame's, from the last
71
+ * frame's, by the adaptation speeds; its factor is middle grey over it, times 2^{@link exposure_compensation}.
57
72
  *
58
73
  * @param {Object} options
59
74
  * @param {FrameGraph} options.graph
60
75
  * @param {number} options.input_color
76
+ * @param {number} options.multiplier the graph handle of {@link multiplier}, imported into `graph`
61
77
  * @param {number} [options.time_delta_seconds]
78
+ * @return {number} the handle of {@link multiplier} with this frame's factor written
62
79
  */
63
- update({ input_color, graph, time_delta_seconds, }: {
80
+ update({ input_color, graph, multiplier, time_delta_seconds, }: {
64
81
  graph: FrameGraph;
65
82
  input_color: number;
83
+ multiplier: number;
66
84
  time_delta_seconds?: number;
67
- }): any;
85
+ }): number;
68
86
  #private;
69
87
  }
70
88
  export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
@@ -1 +1 @@
1
- {"version":3,"file":"GPUCameraExposureManager.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js"],"names":[],"mappings":"AAUA;;GAEG;AAEH;;GAEG;AACH;IAuCI;;;OAGG;IACH,+BAcC;IAhDD;;;;OAIG;IACH,qBAFU,MAAM,CAEU;IAE1B;;;;OAIG;IACH,uBAFU,MAAM,CAEY;IAE5B;;;;;OAKG;IACH,yBAFU,MAAM,CAEc;IAE9B;;;;;OAKG;IACH,uBAFU,MAAM,CAEY;IAsB5B,gBAIC;IAED;;;;;OAKG;IACH,0BAFW,eAAe,QAMzB;IAED;;;;;OAKG;IACH;QAH+B,KAAK;QACxB,MAAM,CAyCjB;IAED;;;;;;OAMG;IACH;QAJ+B,KAAK;QACT,WAAW,EAA3B,MAAM;QACW,kBAAkB,GAAnC,MAAM;YAwJhB;;CAEJ;8BAjSY,OAAO,6CAA6C,EAAE,eAAe"}
1
+ {"version":3,"file":"GPUCameraExposureManager.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js"],"names":[],"mappings":"AAwBA;;;;;;;GAOG;AACH;IA0DI;;;OAGG;IACH,+BAyBC;IAtED;;;;OAIG;IACH,qBAFU,MAAM,CAEU;IAE1B;;;;OAIG;IACH,uBAFU,MAAM,CAEY;IAE5B;;;;;OAKG;IACH,yBAFU,MAAM,CAEc;IAE9B;;;;;OAKG;IACH,uBAFU,MAAM,CAEY;IA4C5B,gBAMC;IAED;;;;;;OAMG;IACH,4BAEC;IAED;;;;;OAKG;IACH,0BAFW,eAAe,QAMzB;IAED;;;;;;;OAOG;IACH;QAJ+B,KAAK;QACT,UAAU,EAA1B,MAAM;QACL,MAAM,CAejB;IAoBD;;;;;;;;;;OAUG;IACH;QAN+B,KAAK;QACT,WAAW,EAA3B,MAAM;QACU,UAAU,EAA1B,MAAM;QACW,kBAAkB,GAAnC,MAAM;QACL,MAAM,CAmDjB;;CA2EJ;8BA7TY,OAAO,6CAA6C,EAAE,eAAe"}