@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.
Files changed (645) hide show
  1. package/CHANGELOG.md +111 -0
  2. package/package.json +1 -1
  3. package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
  4. package/src/engine/graphics3/PickingSystem.js +415 -413
  5. package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
  6. package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
  7. package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
  8. package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
  9. package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
  10. package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
  11. package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
  12. package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
  13. package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
  14. package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
  15. package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
  16. package/src/engine/graphics3/shader_picking_gather.js +133 -120
  17. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  18. package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
  19. package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
  20. package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
  21. package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
  22. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
  23. package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
  24. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
  25. package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
  26. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
  27. package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
  28. package/src/shade/playground/probe_clipmap/README.md +3 -4
  29. package/src/shade/playground/probe_clipmap/index.html +5 -13
  30. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  31. package/src/shade/playground/probe_clipmap/main.js +0 -5
  32. package/src/shade/playground/probe_clipmap_box/README.md +1 -1
  33. package/src/shade/playground/probe_clipmap_box/index.html +1 -1
  34. package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
  35. package/src/shade/playground/ssr_variance/capture.js +1 -1
  36. package/src/shade/renderer/Renderer.d.ts +2 -2
  37. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  38. package/src/shade/renderer/Renderer.js +90 -64
  39. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
  40. package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
  41. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
  42. package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
  43. package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
  44. package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
  45. package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
  46. package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
  47. package/src/shade/renderer/extension/GBufferTextures.js +5 -1
  48. package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
  49. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  50. package/src/shade/renderer/extension/ViewTextures.js +17 -13
  51. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  52. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  53. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  54. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  55. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  56. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
  57. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
  58. package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
  59. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
  60. package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
  61. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
  62. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
  63. package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
  64. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
  65. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
  66. package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
  67. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
  68. package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
  69. package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
  70. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
  71. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
  72. package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
  73. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
  74. package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
  75. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
  76. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
  77. package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
  78. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
  79. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
  80. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
  81. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
  82. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
  83. package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
  84. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
  85. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
  86. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
  87. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
  88. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
  89. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
  90. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
  91. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
  92. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
  93. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
  94. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
  95. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
  96. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
  97. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
  98. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
  99. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
  100. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
  101. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
  102. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
  103. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
  104. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
  105. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
  106. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
  107. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
  108. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
  109. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
  110. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
  111. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
  112. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
  113. package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
  114. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
  115. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
  116. package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
  117. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
  118. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
  119. package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
  120. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
  121. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
  122. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
  123. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
  124. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
  125. package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
  126. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
  127. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
  128. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
  129. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
  130. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
  131. package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
  132. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
  133. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
  134. package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
  135. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
  136. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
  137. package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
  138. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
  139. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
  140. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
  141. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
  142. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
  143. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
  144. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
  145. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
  146. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
  147. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
  148. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
  149. package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
  150. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
  151. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
  152. package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
  153. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
  154. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
  155. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
  156. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
  157. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
  158. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
  159. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
  160. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
  161. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
  162. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
  163. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
  164. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
  165. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
  166. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
  167. package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
  168. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
  169. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
  170. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
  171. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
  172. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
  173. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
  174. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
  175. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
  176. package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
  177. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
  178. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
  179. package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
  180. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
  181. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
  182. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
  183. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
  184. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
  185. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
  186. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
  187. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
  188. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
  189. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
  190. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
  191. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
  192. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
  193. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
  194. package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
  195. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
  196. package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
  197. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
  198. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
  199. package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
  200. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
  201. package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
  202. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
  203. package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
  204. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
  205. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
  206. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
  207. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
  208. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
  209. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
  210. package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
  211. package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
  212. package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
  213. package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
  214. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
  215. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  216. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
  217. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
  218. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
  219. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
  220. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
  221. package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
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  634. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_raster_scatter.js +0 -113
  635. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts +0 -30
  636. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.d.ts.map +0 -1
  637. package/src/shade/renderer/geometry/sdf/cards/shader_mesh_cards_split.js +0 -146
  638. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts +0 -34
  639. package/src/shade/renderer/global_illumination/probe_clipmap/debug/graph_probe_clipmap_debug_mesh_cards.d.ts.map +0 -1
  640. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts +0 -31
  641. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.d.ts.map +0 -1
  642. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_surface.js +0 -82
  643. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
  644. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
  645. package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
@@ -1 +1 @@
1
- {"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;;;GAGG;AACH,2CAFU,SAAS,CAajB;0BAlBwB,gCAAgC"}
1
+ {"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"}
@@ -2,18 +2,26 @@ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
2
  import { chunk_uv_octahedral_unit_encode } from "../octahedron/chunk_uv_octahedral_unit_encode.js";
3
3
 
4
4
  /**
5
- * Input must be normalized
5
+ * A unit normal as one `u32`: octahedral UV through `pack2x16unorm`, each component the nearest 16-bit
6
+ * code, u in the low half and v in the high half — the format of a mesh's vertex normals
7
+ * (`encode_vertex_normal`). What the G-buffer's `r32uint` normal target holds, and every other texture
8
+ * that stores a normal the same way (GTAO's bent normal).
9
+ *
10
+ * ```wgsl
11
+ * fn encode_g_buffer_normal(normal: vec3<f32>) -> u32
12
+ * ```
13
+ *
14
+ * Input must be normalized.
15
+ *
6
16
  * @type {CodeChunk}
7
17
  */
8
18
  export const chunk_encode_g_buffer_normal = CodeChunk.from(
9
19
  //language=WGSL
10
20
  `
11
- fn encode_g_buffer_normal(normal: vec3<f32>) -> vec2<u32>{
12
- let octahedral = uv_octahedral_unit_encode(normal);
13
-
14
- return vec2<u32>(octahedral * 65535.0);
21
+ fn encode_g_buffer_normal(normal: vec3<f32>) -> u32 {
22
+ return pack2x16unorm(uv_octahedral_unit_encode(normal));
15
23
  }
16
24
  `, [
17
25
  chunk_uv_octahedral_unit_encode
18
26
  ]
19
- );
27
+ );
@@ -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
+ *
6
+ * @param {number} r linear
7
+ * @param {number} g linear
8
+ * @param {number} b linear
9
+ * @returns {number} u32
10
+ */
11
+ export function albedo_compress(r: number, g: number, b: number): number;
12
+ //# 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 @@
1
+ import { clamp01 } from "../../../../../core/math/clamp01.js";
2
+
3
+ /**
4
+ * 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
+ *
8
+ * @param {number} r linear
9
+ * @param {number} g linear
10
+ * @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;
15
+ }
16
+
17
+ /**
18
+ * @param {number} v
19
+ * @returns {number}
20
+ */
21
+ function unorm8_root(v) {
22
+ 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);
26
+ }
@@ -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 normals, encoded.
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;yCAlBjD,4CAA4C"}
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 normals, encoded.
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");
@@ -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).xy );
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 { chunk_decode_g_buffer_normal } from "../geometry/normal/chunk_decode_g_buffer_normal.js";
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 fetch. Depth is stored at the texel center; .zw is the geometric
39
- // face normal, while .xy includes material normal mapping.
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>, normals: texture_2d<u32>,
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>(decode_g_buffer_normal(textureLoad(normals, coord, 0).zw), 0.0)).xyz;
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>, normals: texture_2d<u32>,
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, normals, inverse_projection, world_to_view);
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>, normals: texture_2d<u32>,
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, normals, inverse_projection, world_to_view);
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, chunk_decode_g_buffer_normal,
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
@@ -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 @@
1
+ import { CodeChunk } from "../../../compiler/CodeChunk.js";
2
+
3
+ /**
4
+ * An RGB SH2 (L1) function of a unit normal written about a pivot normal, and its evaluation:
5
+ *
6
+ * ```wgsl
7
+ * struct Sh2ColorPivot { value: vec3<f32>, gradient: mat3x3<f32>, pivot: vec3<f32> }
8
+ * fn sh2_color_pivot_evaluate(f: Sh2ColorPivot, n: vec3<f32>) -> vec3<f32> // value + gradient · (n − pivot)
9
+ * ```
10
+ *
11
+ * Any L1 function on the sphere is affine in the normal, c₀ + c·n, so this is the same function space as
12
+ * band 0 and band 1 of SH. Writing it about a pivot near the normals it was fitted on puts a real value
13
+ * in `value`, the function at the pivot, where band 0 is the function's mean over the whole sphere. A
14
+ * one-sided fit's mean can lie far outside the range its values take on the fitted side.
15
+ *
16
+ * `gradient`'s column `a` is the RGB derivative along normal axis `a`.
17
+ *
18
+ * @type {CodeChunk}
19
+ */
20
+ export const chunk_sh2_color_pivot = CodeChunk.from(
21
+ //language=WGSL
22
+ `
23
+ struct Sh2ColorPivot {
24
+ /** the function at the pivot */
25
+ value: vec3<f32>,
26
+ /** a column an axis of the normal: the RGB change per unit of that axis */
27
+ gradient: mat3x3<f32>,
28
+ /** unit length */
29
+ pivot: vec3<f32>,
30
+ }
31
+
32
+ fn sh2_color_pivot_evaluate(f: Sh2ColorPivot, n: vec3<f32>) -> vec3<f32> {
33
+ return f.value + f.gradient * (n - f.pivot);
34
+ }
35
+ `);