@woosh/meep-engine 3.61.2 → 3.62.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +111 -0
- package/package.json +1 -1
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem.js +415 -413
- package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
- package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
- package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
- package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
- package/src/engine/graphics3/shader_picking_gather.js +133 -120
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
- package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
- package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
- package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
- package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
- package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
- package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
- package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
- package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
- package/src/shade/playground/probe_clipmap/README.md +3 -4
- package/src/shade/playground/probe_clipmap/index.html +5 -13
- package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
- package/src/shade/playground/probe_clipmap/main.js +0 -5
- package/src/shade/playground/probe_clipmap_box/README.md +1 -1
- package/src/shade/playground/probe_clipmap_box/index.html +1 -1
- package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
- package/src/shade/playground/ssr_variance/capture.js +1 -1
- package/src/shade/renderer/Renderer.d.ts +2 -2
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +90 -64
- package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
- package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
- package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
- package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
- package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
- package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
- package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
- package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
- package/src/shade/renderer/extension/GBufferTextures.js +5 -1
- package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
- package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
- package/src/shade/renderer/extension/ViewTextures.js +17 -13
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
- package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
- package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
- package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
- package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
- package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
- package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
- package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
- package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
- package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
- package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
- package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
- package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
- package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
- package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
- package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
- package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
- package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
- package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
- package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
- package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
- package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
- package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
- package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
- package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
- package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
- package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
- package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
- package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
- package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
- package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +29 -69
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts +19 -16
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.js +24 -21
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +46 -22
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +63 -37
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts +3 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.js +7 -6
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts +8 -22
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.js +15 -51
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- package/src/shade/renderer/gbuffer/G_BUFFER_MIP_LEVELS.js +0 -6
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- package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/GPUMeshCardSets.js +0 -1468
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.d.ts +0 -82
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- package/src/shade/renderer/geometry/sdf/cards/MESH_CARDS.js +0 -127
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.d.ts +0 -24
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_RESOURCES.js +0 -29
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.d.ts +0 -12
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/MESH_CARD_SET_STRUCT.js +0 -31
- package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts +0 -11
- package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/MeshCardCaptureMode.js +0 -21
- package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.d.ts +0 -29
- package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_card_surface.js +0 -179
- package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.d.ts +0 -17
- package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/chunk_mesh_cards.js +0 -107
- package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts +0 -65
- package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/mesh_cards_raster_pass_descriptor.js +0 -376
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts +0 -40
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_capture.js +0 -301
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.d.ts +0 -19
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_compact.js +0 -61
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts +0 -18
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_histogram.js +0 -102
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.d.ts +0 -15
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_log.js +0 -65
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.d.ts +0 -22
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_merge.js +0 -136
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.d.ts +0 -20
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_pages.js +0 -104
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts +0 -20
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_args.js +0 -80
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts +0 -18
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
- package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
- package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
- package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.d.ts.map
CHANGED
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1
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-
{"version":3,"file":"chunk_encode_g_buffer_normal.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.js"],"names":[],"mappings":"AAGA
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1
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+
{"version":3,"file":"chunk_encode_g_buffer_normal.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH,2CAFU,SAAS,CAWjB;0BA1BwB,gCAAgC"}
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@@ -2,18 +2,26 @@ import { CodeChunk } from "../../../compiler/CodeChunk.js";
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2
2
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import { chunk_uv_octahedral_unit_encode } from "../octahedron/chunk_uv_octahedral_unit_encode.js";
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3
3
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4
4
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/**
|
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5
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-
*
|
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5
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+
* A unit normal as one `u32`: octahedral UV through `pack2x16unorm`, each component the nearest 16-bit
|
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6
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+
* code, u in the low half and v in the high half — the format of a mesh's vertex normals
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7
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+
* (`encode_vertex_normal`). What the G-buffer's `r32uint` normal target holds, and every other texture
|
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8
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+
* that stores a normal the same way (GTAO's bent normal).
|
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9
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+
*
|
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10
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+
* ```wgsl
|
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11
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+
* fn encode_g_buffer_normal(normal: vec3<f32>) -> u32
|
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12
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+
* ```
|
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13
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+
*
|
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14
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+
* Input must be normalized.
|
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15
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+
*
|
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6
16
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* @type {CodeChunk}
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7
17
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*/
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8
18
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export const chunk_encode_g_buffer_normal = CodeChunk.from(
|
|
9
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|
//language=WGSL
|
|
10
20
|
`
|
|
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|
-
fn encode_g_buffer_normal(normal: vec3<f32>) ->
|
|
12
|
-
|
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13
|
-
|
|
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|
-
return vec2<u32>(octahedral * 65535.0);
|
|
21
|
+
fn encode_g_buffer_normal(normal: vec3<f32>) -> u32 {
|
|
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|
+
return pack2x16unorm(uv_octahedral_unit_encode(normal));
|
|
15
23
|
}
|
|
16
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|
`, [
|
|
17
25
|
chunk_uv_octahedral_unit_encode
|
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|
]
|
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-
);
|
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+
);
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The code `albedo_compress` (`chunk_albedo_compress.js`) gives an albedo, on the host: each channel
|
|
3
|
+
* clamped to [0, 1], its square root rounded to f32 and then to unorm8, as `pack4x8unorm` rounds, the
|
|
4
|
+
* top byte 255.
|
|
5
|
+
*
|
|
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|
+
* @param {number} r linear
|
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7
|
+
* @param {number} g linear
|
|
8
|
+
* @param {number} b linear
|
|
9
|
+
* @returns {number} u32
|
|
10
|
+
*/
|
|
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|
+
export function albedo_compress(r: number, g: number, b: number): number;
|
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|
+
//# sourceMappingURL=albedo_compress.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"albedo_compress.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/albedo_compress.js"],"names":[],"mappings":"AAEA;;;;;;;;;GASG;AACH,mCALW,MAAM,KACN,MAAM,KACN,MAAM,GACJ,MAAM,CAIlB"}
|
|
@@ -0,0 +1,26 @@
|
|
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1
|
+
import { clamp01 } from "../../../../../core/math/clamp01.js";
|
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+
|
|
3
|
+
/**
|
|
4
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* The code `albedo_compress` (`chunk_albedo_compress.js`) gives an albedo, on the host: each channel
|
|
5
|
+
* clamped to [0, 1], its square root rounded to f32 and then to unorm8, as `pack4x8unorm` rounds, the
|
|
6
|
+
* top byte 255.
|
|
7
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+
*
|
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8
|
+
* @param {number} r linear
|
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9
|
+
* @param {number} g linear
|
|
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|
+
* @param {number} b linear
|
|
11
|
+
* @returns {number} u32
|
|
12
|
+
*/
|
|
13
|
+
export function albedo_compress(r, g, b) {
|
|
14
|
+
return (unorm8_root(r) | (unorm8_root(g) << 8) | (unorm8_root(b) << 16) | (255 << 24)) >>> 0;
|
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|
+
}
|
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+
|
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/**
|
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* @param {number} v
|
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* @returns {number}
|
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+
*/
|
|
21
|
+
function unorm8_root(v) {
|
|
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|
+
const root = Math.fround(Math.sqrt(Math.fround(clamp01(Math.fround(v)))));
|
|
23
|
+
|
|
24
|
+
// ⌊0.5 + 255·e⌋ of the f32 e, which a double holds exactly
|
|
25
|
+
return Math.floor(0.5 + 255 * root);
|
|
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|
+
}
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A diffuse albedo, RGB on [0, 1], in a 32-bit code, as `albedo_uncompress` reads it:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* fn albedo_compress(albedo: vec3<f32>) -> u32
|
|
6
|
+
* ```
|
|
7
|
+
*
|
|
8
|
+
* Each channel is clamped to [0, 1] and stored as its square root, unorm8, which puts more codes in the
|
|
9
|
+
* dark. The top byte is 255, so a code is never 0, black
|
|
10
|
+
* included: a reader may take 0 for no albedo at all.
|
|
11
|
+
*
|
|
12
|
+
* @type {CodeChunk}
|
|
13
|
+
*/
|
|
14
|
+
export const chunk_albedo_compress: CodeChunk;
|
|
15
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
16
|
+
//# sourceMappingURL=chunk_albedo_compress.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_albedo_compress.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_albedo_compress.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;GAYG;AACH,oCAFU,SAAS,CAQhB;0BArBuB,6BAA6B"}
|
|
@@ -0,0 +1,22 @@
|
|
|
1
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* A diffuse albedo, RGB on [0, 1], in a 32-bit code, as `albedo_uncompress` reads it:
|
|
5
|
+
*
|
|
6
|
+
* ```wgsl
|
|
7
|
+
* fn albedo_compress(albedo: vec3<f32>) -> u32
|
|
8
|
+
* ```
|
|
9
|
+
*
|
|
10
|
+
* Each channel is clamped to [0, 1] and stored as its square root, unorm8, which puts more codes in the
|
|
11
|
+
* dark. The top byte is 255, so a code is never 0, black
|
|
12
|
+
* included: a reader may take 0 for no albedo at all.
|
|
13
|
+
*
|
|
14
|
+
* @type {CodeChunk}
|
|
15
|
+
*/
|
|
16
|
+
export const chunk_albedo_compress = CodeChunk.from(
|
|
17
|
+
//language=WGSL
|
|
18
|
+
`
|
|
19
|
+
fn albedo_compress(albedo: vec3<f32>) -> u32 {
|
|
20
|
+
return pack4x8unorm(vec4<f32>(sqrt(saturate(albedo)), 1.0));
|
|
21
|
+
}
|
|
22
|
+
`);
|
|
@@ -0,0 +1,15 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* A diffuse albedo from the code `albedo_compress` wrote:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* fn albedo_uncompress(code: u32) -> vec3<f32> // RGB on [0, 1]
|
|
6
|
+
* ```
|
|
7
|
+
*
|
|
8
|
+
* The code's low three bytes are the square roots of R, G and B, unorm8; its top byte is 255 for every
|
|
9
|
+
* albedo.
|
|
10
|
+
*
|
|
11
|
+
* @type {CodeChunk}
|
|
12
|
+
*/
|
|
13
|
+
export const chunk_albedo_uncompress: CodeChunk;
|
|
14
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
15
|
+
//# sourceMappingURL=chunk_albedo_uncompress.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_albedo_uncompress.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_albedo_uncompress.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;GAWG;AACH,sCAFU,SAAS,CAUhB;0BAtBuB,6BAA6B"}
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* A diffuse albedo from the code `albedo_compress` wrote:
|
|
5
|
+
*
|
|
6
|
+
* ```wgsl
|
|
7
|
+
* fn albedo_uncompress(code: u32) -> vec3<f32> // RGB on [0, 1]
|
|
8
|
+
* ```
|
|
9
|
+
*
|
|
10
|
+
* The code's low three bytes are the square roots of R, G and B, unorm8; its top byte is 255 for every
|
|
11
|
+
* albedo.
|
|
12
|
+
*
|
|
13
|
+
* @type {CodeChunk}
|
|
14
|
+
*/
|
|
15
|
+
export const chunk_albedo_uncompress = CodeChunk.from(
|
|
16
|
+
//language=WGSL
|
|
17
|
+
`
|
|
18
|
+
fn albedo_uncompress(code: u32) -> vec3<f32> {
|
|
19
|
+
let root = unpack4x8unorm(code).rgb;
|
|
20
|
+
|
|
21
|
+
return root * root;
|
|
22
|
+
}
|
|
23
|
+
`);
|
|
@@ -0,0 +1,14 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The linear albedo from the G-buffer albedo texel's `rgb`, the inverse of
|
|
3
|
+
* {@link chunk_encode_g_buffer_albedo}. Every reader of the albedo goes through this; the texel's
|
|
4
|
+
* alpha, the ambient occlusion, is linear and is read as it is.
|
|
5
|
+
*
|
|
6
|
+
* ```wgsl
|
|
7
|
+
* fn decode_g_buffer_albedo(encoded: vec3<f32>) -> vec3<f32>
|
|
8
|
+
* ```
|
|
9
|
+
*
|
|
10
|
+
* @type {CodeChunk}
|
|
11
|
+
*/
|
|
12
|
+
export const chunk_decode_g_buffer_albedo: CodeChunk;
|
|
13
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
14
|
+
//# sourceMappingURL=chunk_decode_g_buffer_albedo.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_decode_g_buffer_albedo.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_decode_g_buffer_albedo.js"],"names":[],"mappings":"AAGA;;;;;;;;;;GAUG;AACH,2CAFU,SAAS,CAWjB;0BAvBwB,6BAA6B"}
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
|
+
import { chunk_sRGBTransferEOTF } from "../color/sRGB/chunk_sRGBTransferEOTF.js";
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* The linear albedo from the G-buffer albedo texel's `rgb`, the inverse of
|
|
6
|
+
* {@link chunk_encode_g_buffer_albedo}. Every reader of the albedo goes through this; the texel's
|
|
7
|
+
* alpha, the ambient occlusion, is linear and is read as it is.
|
|
8
|
+
*
|
|
9
|
+
* ```wgsl
|
|
10
|
+
* fn decode_g_buffer_albedo(encoded: vec3<f32>) -> vec3<f32>
|
|
11
|
+
* ```
|
|
12
|
+
*
|
|
13
|
+
* @type {CodeChunk}
|
|
14
|
+
*/
|
|
15
|
+
export const chunk_decode_g_buffer_albedo = CodeChunk.from(
|
|
16
|
+
//language=WGSL
|
|
17
|
+
`
|
|
18
|
+
fn decode_g_buffer_albedo(encoded: vec3<f32>) -> vec3<f32> {
|
|
19
|
+
return sRGBTransferEOTF(encoded);
|
|
20
|
+
}
|
|
21
|
+
`, [
|
|
22
|
+
chunk_sRGBTransferEOTF
|
|
23
|
+
]
|
|
24
|
+
);
|
|
@@ -0,0 +1,17 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The albedo as the G-buffer's 8-bit target stores it: sRGB-encoded, so that each level of an 8-bit
|
|
3
|
+
* sRGB texture is kept as its own code. The texel's alpha, the ambient occlusion, is stored linear and
|
|
4
|
+
* is not part of this. {@link chunk_decode_g_buffer_albedo} reads it back.
|
|
5
|
+
*
|
|
6
|
+
* The encoding is done here rather than by an `-srgb` target format because the compute material
|
|
7
|
+
* dispatch writes the albedo as a storage texture, which no sRGB format can be.
|
|
8
|
+
*
|
|
9
|
+
* ```wgsl
|
|
10
|
+
* fn encode_g_buffer_albedo(albedo: vec3<f32>) -> vec3<f32>
|
|
11
|
+
* ```
|
|
12
|
+
*
|
|
13
|
+
* @type {CodeChunk}
|
|
14
|
+
*/
|
|
15
|
+
export const chunk_encode_g_buffer_albedo: CodeChunk;
|
|
16
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
17
|
+
//# sourceMappingURL=chunk_encode_g_buffer_albedo.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_encode_g_buffer_albedo.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_encode_g_buffer_albedo.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;;GAaG;AACH,2CAFU,SAAS,CAWjB;0BA1BwB,6BAA6B"}
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
|
+
import { chunk_sRGBTransferOETF } from "../color/sRGB/chunk_sRGBTransferOETF.js";
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* The albedo as the G-buffer's 8-bit target stores it: sRGB-encoded, so that each level of an 8-bit
|
|
6
|
+
* sRGB texture is kept as its own code. The texel's alpha, the ambient occlusion, is stored linear and
|
|
7
|
+
* is not part of this. {@link chunk_decode_g_buffer_albedo} reads it back.
|
|
8
|
+
*
|
|
9
|
+
* The encoding is done here rather than by an `-srgb` target format because the compute material
|
|
10
|
+
* dispatch writes the albedo as a storage texture, which no sRGB format can be.
|
|
11
|
+
*
|
|
12
|
+
* ```wgsl
|
|
13
|
+
* fn encode_g_buffer_albedo(albedo: vec3<f32>) -> vec3<f32>
|
|
14
|
+
* ```
|
|
15
|
+
*
|
|
16
|
+
* @type {CodeChunk}
|
|
17
|
+
*/
|
|
18
|
+
export const chunk_encode_g_buffer_albedo = CodeChunk.from(
|
|
19
|
+
//language=WGSL
|
|
20
|
+
`
|
|
21
|
+
fn encode_g_buffer_albedo(albedo: vec3<f32>) -> vec3<f32> {
|
|
22
|
+
return sRGBTransferOETF(albedo);
|
|
23
|
+
}
|
|
24
|
+
`, [
|
|
25
|
+
chunk_sRGBTransferOETF
|
|
26
|
+
]
|
|
27
|
+
);
|
|
@@ -0,0 +1,16 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Metalness and roughness, each on [0, 1], in a code of `METAL_ROUGH_CODE_BITS` bits, as
|
|
3
|
+
* `metal_rough_uncompress` reads it:
|
|
4
|
+
*
|
|
5
|
+
* ```wgsl
|
|
6
|
+
* fn metal_rough_compress(metal_rough: vec2<f32>) -> u32 // (metalness, roughness)
|
|
7
|
+
* ```
|
|
8
|
+
*
|
|
9
|
+
* Each is clamped to [0, 1] and rounded to the nearest of 2^{@link METAL_ROUGH_CHANNEL_BITS} even
|
|
10
|
+
* steps, metalness in the low bits.
|
|
11
|
+
*
|
|
12
|
+
* @type {CodeChunk}
|
|
13
|
+
*/
|
|
14
|
+
export const chunk_metal_rough_compress: CodeChunk;
|
|
15
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
16
|
+
//# sourceMappingURL=chunk_metal_rough_compress.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_metal_rough_compress.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_metal_rough_compress.js"],"names":[],"mappings":"AAGA;;;;;;;;;;;;GAYG;AACH,yCAFU,SAAS,CAUhB;0BAxBuB,6BAA6B"}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
|
+
import { METAL_ROUGH_CHANNEL_BITS } from "./chunk_metal_rough_uncompress.js";
|
|
3
|
+
|
|
4
|
+
/**
|
|
5
|
+
* Metalness and roughness, each on [0, 1], in a code of `METAL_ROUGH_CODE_BITS` bits, as
|
|
6
|
+
* `metal_rough_uncompress` reads it:
|
|
7
|
+
*
|
|
8
|
+
* ```wgsl
|
|
9
|
+
* fn metal_rough_compress(metal_rough: vec2<f32>) -> u32 // (metalness, roughness)
|
|
10
|
+
* ```
|
|
11
|
+
*
|
|
12
|
+
* Each is clamped to [0, 1] and rounded to the nearest of 2^{@link METAL_ROUGH_CHANNEL_BITS} even
|
|
13
|
+
* steps, metalness in the low bits.
|
|
14
|
+
*
|
|
15
|
+
* @type {CodeChunk}
|
|
16
|
+
*/
|
|
17
|
+
export const chunk_metal_rough_compress = CodeChunk.from(
|
|
18
|
+
//language=WGSL
|
|
19
|
+
`
|
|
20
|
+
fn metal_rough_compress(metal_rough: vec2<f32>) -> u32 {
|
|
21
|
+
let q = vec2<u32>(round(saturate(metal_rough) * ${2 ** METAL_ROUGH_CHANNEL_BITS - 1}.0));
|
|
22
|
+
|
|
23
|
+
return q.x | (q.y << ${METAL_ROUGH_CHANNEL_BITS}u);
|
|
24
|
+
}
|
|
25
|
+
`);
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Bits of each of metalness and roughness in a `metal_rough_compress` code.
|
|
3
|
+
* @type {number}
|
|
4
|
+
*/
|
|
5
|
+
export const METAL_ROUGH_CHANNEL_BITS: number;
|
|
6
|
+
/**
|
|
7
|
+
* Bits of a `metal_rough_compress` code: metalness, then roughness.
|
|
8
|
+
* @type {number}
|
|
9
|
+
*/
|
|
10
|
+
export const METAL_ROUGH_CODE_BITS: number;
|
|
11
|
+
/**
|
|
12
|
+
* Metalness and roughness from the code `metal_rough_compress` wrote:
|
|
13
|
+
*
|
|
14
|
+
* ```wgsl
|
|
15
|
+
* fn metal_rough_uncompress(code: u32) -> vec2<f32> // (metalness, roughness), on [0, 1]
|
|
16
|
+
* ```
|
|
17
|
+
*
|
|
18
|
+
* The code's low {@link METAL_ROUGH_CHANNEL_BITS} bits are the metalness and the next as many the
|
|
19
|
+
* roughness, each unorm. Bits past {@link METAL_ROUGH_CODE_BITS} are ignored.
|
|
20
|
+
*
|
|
21
|
+
* @type {CodeChunk}
|
|
22
|
+
*/
|
|
23
|
+
export const chunk_metal_rough_uncompress: CodeChunk;
|
|
24
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
25
|
+
//# sourceMappingURL=chunk_metal_rough_uncompress.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_metal_rough_uncompress.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/chunk_metal_rough_uncompress.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,uCAFU,MAAM,CAE0B;AAE1C;;;GAGG;AACH,oCAFU,MAAM,CAEkD;AAElE;;;;;;;;;;;GAWG;AACH,2CAFU,SAAS,CAWhB;0BAnCuB,6BAA6B"}
|
|
@@ -0,0 +1,36 @@
|
|
|
1
|
+
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
|
+
|
|
3
|
+
/**
|
|
4
|
+
* Bits of each of metalness and roughness in a `metal_rough_compress` code.
|
|
5
|
+
* @type {number}
|
|
6
|
+
*/
|
|
7
|
+
export const METAL_ROUGH_CHANNEL_BITS = 4;
|
|
8
|
+
|
|
9
|
+
/**
|
|
10
|
+
* Bits of a `metal_rough_compress` code: metalness, then roughness.
|
|
11
|
+
* @type {number}
|
|
12
|
+
*/
|
|
13
|
+
export const METAL_ROUGH_CODE_BITS = 2 * METAL_ROUGH_CHANNEL_BITS;
|
|
14
|
+
|
|
15
|
+
/**
|
|
16
|
+
* Metalness and roughness from the code `metal_rough_compress` wrote:
|
|
17
|
+
*
|
|
18
|
+
* ```wgsl
|
|
19
|
+
* fn metal_rough_uncompress(code: u32) -> vec2<f32> // (metalness, roughness), on [0, 1]
|
|
20
|
+
* ```
|
|
21
|
+
*
|
|
22
|
+
* The code's low {@link METAL_ROUGH_CHANNEL_BITS} bits are the metalness and the next as many the
|
|
23
|
+
* roughness, each unorm. Bits past {@link METAL_ROUGH_CODE_BITS} are ignored.
|
|
24
|
+
*
|
|
25
|
+
* @type {CodeChunk}
|
|
26
|
+
*/
|
|
27
|
+
export const chunk_metal_rough_uncompress = CodeChunk.from(
|
|
28
|
+
//language=WGSL
|
|
29
|
+
`
|
|
30
|
+
fn metal_rough_uncompress(code: u32) -> vec2<f32> {
|
|
31
|
+
return vec2<f32>(
|
|
32
|
+
f32(extractBits(code, 0u, ${METAL_ROUGH_CHANNEL_BITS}u)),
|
|
33
|
+
f32(extractBits(code, ${METAL_ROUGH_CHANNEL_BITS}u, ${METAL_ROUGH_CHANNEL_BITS}u))
|
|
34
|
+
) / ${2 ** METAL_ROUGH_CHANNEL_BITS - 1}.0;
|
|
35
|
+
}
|
|
36
|
+
`);
|
|
@@ -0,0 +1,11 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* The code `metal_rough_compress` (`chunk_metal_rough_compress.js`) gives a metalness and roughness, on
|
|
3
|
+
* the host: each clamped to [0, 1], scaled to its steps in f32 and rounded half to even, as WGSL's
|
|
4
|
+
* `round` does.
|
|
5
|
+
*
|
|
6
|
+
* @param {number} metalness
|
|
7
|
+
* @param {number} roughness
|
|
8
|
+
* @returns {number} the code, {@link METAL_ROUGH_CHANNEL_BITS} bits each, metalness low
|
|
9
|
+
*/
|
|
10
|
+
export function metal_rough_compress(metalness: number, roughness: number): number;
|
|
11
|
+
//# sourceMappingURL=metal_rough_compress.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"metal_rough_compress.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/material/metal_rough_compress.js"],"names":[],"mappings":"AAKA;;;;;;;;GAQG;AACH,gDAJW,MAAM,aACN,MAAM,GACJ,MAAM,CAIlB"}
|
|
@@ -0,0 +1,38 @@
|
|
|
1
|
+
import { clamp01 } from "../../../../../core/math/clamp01.js";
|
|
2
|
+
import { METAL_ROUGH_CHANNEL_BITS } from "./chunk_metal_rough_uncompress.js";
|
|
3
|
+
|
|
4
|
+
const STEPS = 2 ** METAL_ROUGH_CHANNEL_BITS - 1;
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* The code `metal_rough_compress` (`chunk_metal_rough_compress.js`) gives a metalness and roughness, on
|
|
8
|
+
* the host: each clamped to [0, 1], scaled to its steps in f32 and rounded half to even, as WGSL's
|
|
9
|
+
* `round` does.
|
|
10
|
+
*
|
|
11
|
+
* @param {number} metalness
|
|
12
|
+
* @param {number} roughness
|
|
13
|
+
* @returns {number} the code, {@link METAL_ROUGH_CHANNEL_BITS} bits each, metalness low
|
|
14
|
+
*/
|
|
15
|
+
export function metal_rough_compress(metalness, roughness) {
|
|
16
|
+
return step(metalness) | (step(roughness) << METAL_ROUGH_CHANNEL_BITS);
|
|
17
|
+
}
|
|
18
|
+
|
|
19
|
+
/**
|
|
20
|
+
* @param {number} v
|
|
21
|
+
* @returns {number}
|
|
22
|
+
*/
|
|
23
|
+
function step(v) {
|
|
24
|
+
const scaled = Math.fround(Math.fround(clamp01(Math.fround(v))) * STEPS);
|
|
25
|
+
const floor = Math.floor(scaled);
|
|
26
|
+
const fraction = scaled - floor;
|
|
27
|
+
|
|
28
|
+
if (fraction > 0.5) {
|
|
29
|
+
return floor + 1;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
if (fraction < 0.5) {
|
|
33
|
+
return floor;
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
// halfway: to the even one
|
|
37
|
+
return floor % 2 === 0 ? floor : floor + 1;
|
|
38
|
+
}
|
|
@@ -9,9 +9,15 @@ export const SCREEN_DEPTH_RESOURCE: ShaderResourceDescriptor;
|
|
|
9
9
|
*/
|
|
10
10
|
export const SCREEN_HZB_RESOURCE: ShaderResourceDescriptor;
|
|
11
11
|
/**
|
|
12
|
-
* The scene's
|
|
12
|
+
* The scene's shading normal, encoded (`decode_g_buffer_normal`).
|
|
13
13
|
* @type {ShaderResourceDescriptor}
|
|
14
14
|
*/
|
|
15
15
|
export const SCREEN_NORMAL_RESOURCE: ShaderResourceDescriptor;
|
|
16
|
+
/**
|
|
17
|
+
* The G-buffer's PBR target, for the face normal it holds (`decode_g_buffer_face_normal`): the plane of the
|
|
18
|
+
* triangle a pixel shows.
|
|
19
|
+
* @type {ShaderResourceDescriptor}
|
|
20
|
+
*/
|
|
21
|
+
export const SCREEN_PBR_RESOURCE: ShaderResourceDescriptor;
|
|
16
22
|
import { ShaderResourceDescriptor } from "../../resource/ShaderResourceDescriptor.js";
|
|
17
23
|
//# sourceMappingURL=SCREEN_SPACE_RESOURCES.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"SCREEN_SPACE_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,oCAFU,wBAAwB,CAE8C;AAEhF;;;GAGG;AACH,kCAFU,wBAAwB,CAE0C;AAE5E;;;GAGG;AACH,qCAFU,wBAAwB,CAEwD;
|
|
1
|
+
{"version":3,"file":"SCREEN_SPACE_RESOURCES.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js"],"names":[],"mappings":"AAEA;;;GAGG;AACH,oCAFU,wBAAwB,CAE8C;AAEhF;;;GAGG;AACH,kCAFU,wBAAwB,CAE0C;AAE5E;;;GAGG;AACH,qCAFU,wBAAwB,CAEwD;AAE1F;;;;GAIG;AACH,kCAFU,wBAAwB,CAE0C;yCAzBnC,4CAA4C"}
|
|
@@ -13,7 +13,14 @@ export const SCREEN_DEPTH_RESOURCE = ShaderResourceDescriptor.texture("tDepth");
|
|
|
13
13
|
export const SCREEN_HZB_RESOURCE = ShaderResourceDescriptor.texture("tHZB");
|
|
14
14
|
|
|
15
15
|
/**
|
|
16
|
-
* The scene's
|
|
16
|
+
* The scene's shading normal, encoded (`decode_g_buffer_normal`).
|
|
17
17
|
* @type {ShaderResourceDescriptor}
|
|
18
18
|
*/
|
|
19
19
|
export const SCREEN_NORMAL_RESOURCE = ShaderResourceDescriptor.texture("tNormal", "uint");
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* The G-buffer's PBR target, for the face normal it holds (`decode_g_buffer_face_normal`): the plane of the
|
|
23
|
+
* triangle a pixel shows.
|
|
24
|
+
* @type {ShaderResourceDescriptor}
|
|
25
|
+
*/
|
|
26
|
+
export const SCREEN_PBR_RESOURCE = ShaderResourceDescriptor.texture("tPBR");
|
package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_load_world_space_normal.js
CHANGED
|
@@ -7,7 +7,7 @@ export const chunk_ffx_sssr_load_world_space_normal = CodeChunk.from(
|
|
|
7
7
|
`
|
|
8
8
|
fn ffx_sssr_load_world_space_normal(texel_coord: vec2<i32>)-> vec3<f32>{
|
|
9
9
|
// Using shading normal
|
|
10
|
-
return decode_g_buffer_normal( textureLoad(tNormal, texel_coord, 0).
|
|
10
|
+
return decode_g_buffer_normal( textureLoad(tNormal, texel_coord, 0).x );
|
|
11
11
|
}
|
|
12
12
|
`, [
|
|
13
13
|
chunk_decode_g_buffer_normal
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
2
|
import { chunk_is_background } from "../depth/chunk_is_background.js";
|
|
3
|
-
import {
|
|
3
|
+
import { chunk_decode_g_buffer_face_normal } from "../geometry/normal/chunk_decode_g_buffer_face_normal.js";
|
|
4
4
|
import { chunk_plane_from_normal_and_point } from "../geometry/plane/chunk_plane_from_normal_and_point.js";
|
|
5
5
|
import { chunk_plane_ray_raycast } from "../geometry/plane/chunk_plane_ray_raycast.js";
|
|
6
6
|
import { RAY_STRUCT } from "../geometry/ray/RAY_STRUCT.js";
|
|
@@ -35,10 +35,10 @@ struct ScreenSpaceRayReceiver {
|
|
|
35
35
|
plane: vec4<f32>,
|
|
36
36
|
}
|
|
37
37
|
|
|
38
|
-
// One G-buffer
|
|
39
|
-
//
|
|
38
|
+
// One G-buffer texel: its depth, stored at the texel center, and its face normal, read from the PBR
|
|
39
|
+
// target. The shading normal includes material normal mapping and is not the surface's plane.
|
|
40
40
|
fn screen_space_ray_load_receiver(
|
|
41
|
-
uv: vec2<f32>, depth: texture_2d<f32>,
|
|
41
|
+
uv: vec2<f32>, depth: texture_2d<f32>, pbr: texture_2d<f32>,
|
|
42
42
|
inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
|
|
43
43
|
) -> ScreenSpaceRayReceiver {
|
|
44
44
|
let size = textureDimensions(depth, 0);
|
|
@@ -46,7 +46,7 @@ fn screen_space_ray_load_receiver(
|
|
|
46
46
|
let d = textureLoad(depth, coord, 0).r;
|
|
47
47
|
let center = (vec2<f32>(coord) + 0.5) / vec2<f32>(size);
|
|
48
48
|
let position = inv_project_position(vec3<f32>(center, d), inverse_projection);
|
|
49
|
-
let normal = (world_to_view * vec4<f32>(
|
|
49
|
+
let normal = (world_to_view * vec4<f32>(decode_g_buffer_face_normal(textureLoad(pbr, coord, 0)), 0.0)).xyz;
|
|
50
50
|
return ScreenSpaceRayReceiver(d, plane_from_normal_and_point(normal, position));
|
|
51
51
|
}
|
|
52
52
|
|
|
@@ -86,12 +86,12 @@ fn screen_space_ray_accept(
|
|
|
86
86
|
}
|
|
87
87
|
|
|
88
88
|
fn screen_space_ray_validate(
|
|
89
|
-
ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>,
|
|
89
|
+
ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>, pbr: texture_2d<f32>,
|
|
90
90
|
projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
|
|
91
91
|
distance_tolerance: f32,
|
|
92
92
|
) -> ScreenSpaceRayHit {
|
|
93
93
|
if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u); }
|
|
94
|
-
let receiver = screen_space_ray_load_receiver(uv, depth,
|
|
94
|
+
let receiver = screen_space_ray_load_receiver(uv, depth, pbr, inverse_projection, world_to_view);
|
|
95
95
|
if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 2u); }
|
|
96
96
|
return screen_space_ray_accept(ray, uv, receiver, vec2<f32>(textureDimensions(depth, 0)),
|
|
97
97
|
projection, inverse_projection, distance_tolerance);
|
|
@@ -100,7 +100,7 @@ fn screen_space_ray_validate(
|
|
|
100
100
|
// One G-buffer fetch per lookup, as in the paper: the plane that rejects lookup n
|
|
101
101
|
// is also the tangent plane of update n+1. max_updates updates read max_updates+1 texels.
|
|
102
102
|
fn screen_space_newton_ray(
|
|
103
|
-
ray: Ray, seed_uv: vec2<f32>, depth: texture_2d<f32>,
|
|
103
|
+
ray: Ray, seed_uv: vec2<f32>, depth: texture_2d<f32>, pbr: texture_2d<f32>,
|
|
104
104
|
projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
|
|
105
105
|
max_updates: u32, distance_tolerance: f32,
|
|
106
106
|
) -> ScreenSpaceRayHit {
|
|
@@ -112,7 +112,7 @@ fn screen_space_newton_ray(
|
|
|
112
112
|
for (var i = 0u; i <= updates; i++) {
|
|
113
113
|
let iterations = max(i, 1u);
|
|
114
114
|
if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 1u); }
|
|
115
|
-
let receiver = screen_space_ray_load_receiver(uv, depth,
|
|
115
|
+
let receiver = screen_space_ray_load_receiver(uv, depth, pbr, inverse_projection, world_to_view);
|
|
116
116
|
if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 2u); }
|
|
117
117
|
// The seed is the undisplaced background, not an update; only updated lookups are accepted.
|
|
118
118
|
if (i > 0u) {
|
|
@@ -130,6 +130,6 @@ fn screen_space_newton_ray(
|
|
|
130
130
|
}
|
|
131
131
|
return hit;
|
|
132
132
|
}
|
|
133
|
-
`, [RAY_STRUCT.declaration_chunk, chunk_is_background,
|
|
133
|
+
`, [RAY_STRUCT.declaration_chunk, chunk_is_background, chunk_decode_g_buffer_face_normal,
|
|
134
134
|
chunk_plane_from_normal_and_point, chunk_plane_ray_raycast, chunk_ray_at,
|
|
135
135
|
chunk_ray_nearest_point, chunk_inv_project_position, chunk_project_position]);
|
|
@@ -0,0 +1,20 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* An RGB SH2 (L1) function of a unit normal written about a pivot normal, and its evaluation:
|
|
3
|
+
*
|
|
4
|
+
* ```wgsl
|
|
5
|
+
* struct Sh2ColorPivot { value: vec3<f32>, gradient: mat3x3<f32>, pivot: vec3<f32> }
|
|
6
|
+
* fn sh2_color_pivot_evaluate(f: Sh2ColorPivot, n: vec3<f32>) -> vec3<f32> // value + gradient · (n − pivot)
|
|
7
|
+
* ```
|
|
8
|
+
*
|
|
9
|
+
* Any L1 function on the sphere is affine in the normal, c₀ + c·n, so this is the same function space as
|
|
10
|
+
* band 0 and band 1 of SH. Writing it about a pivot near the normals it was fitted on puts a real value
|
|
11
|
+
* in `value`, the function at the pivot, where band 0 is the function's mean over the whole sphere. A
|
|
12
|
+
* one-sided fit's mean can lie far outside the range its values take on the fitted side.
|
|
13
|
+
*
|
|
14
|
+
* `gradient`'s column `a` is the RGB derivative along normal axis `a`.
|
|
15
|
+
*
|
|
16
|
+
* @type {CodeChunk}
|
|
17
|
+
*/
|
|
18
|
+
export const chunk_sh2_color_pivot: CodeChunk;
|
|
19
|
+
import { CodeChunk } from "../../../compiler/CodeChunk.js";
|
|
20
|
+
//# sourceMappingURL=chunk_sh2_color_pivot.d.ts.map
|
package/src/shade/renderer/shader/chunk/spherical_harmonics/pivot/chunk_sh2_color_pivot.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_sh2_color_pivot.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/spherical_harmonics/pivot/chunk_sh2_color_pivot.js"],"names":[],"mappings":"AAEA;;;;;;;;;;;;;;;;GAgBG;AACH,oCAFU,SAAS,CAiBhB;0BAlCuB,gCAAgC"}
|
|
@@ -0,0 +1,35 @@
|
|
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import { CodeChunk } from "../../../compiler/CodeChunk.js";
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/**
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* An RGB SH2 (L1) function of a unit normal written about a pivot normal, and its evaluation:
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*
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* ```wgsl
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* struct Sh2ColorPivot { value: vec3<f32>, gradient: mat3x3<f32>, pivot: vec3<f32> }
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* fn sh2_color_pivot_evaluate(f: Sh2ColorPivot, n: vec3<f32>) -> vec3<f32> // value + gradient · (n − pivot)
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* ```
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*
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* Any L1 function on the sphere is affine in the normal, c₀ + c·n, so this is the same function space as
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12
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* band 0 and band 1 of SH. Writing it about a pivot near the normals it was fitted on puts a real value
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* in `value`, the function at the pivot, where band 0 is the function's mean over the whole sphere. A
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* one-sided fit's mean can lie far outside the range its values take on the fitted side.
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*
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* `gradient`'s column `a` is the RGB derivative along normal axis `a`.
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*
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* @type {CodeChunk}
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*/
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export const chunk_sh2_color_pivot = CodeChunk.from(
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//language=WGSL
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`
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struct Sh2ColorPivot {
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/** the function at the pivot */
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value: vec3<f32>,
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/** a column an axis of the normal: the RGB change per unit of that axis */
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gradient: mat3x3<f32>,
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/** unit length */
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pivot: vec3<f32>,
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}
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32
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fn sh2_color_pivot_evaluate(f: Sh2ColorPivot, n: vec3<f32>) -> vec3<f32> {
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return f.value + f.gradient * (n - f.pivot);
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}
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`);
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