@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
@@ -1171,15 +1171,15 @@ export class VirtualTextureManager {
1171
1171
  * @param {Object} args
1172
1172
  * @param {FrameGraph} args.graph
1173
1173
  * @param {GPUViewContext} args.view
1174
- * @param {number} args.texture_viz_mesh graph handle
1175
- * @param {number} args.texture_viz_triangle graph handle
1174
+ * @param {number} args.texture_visibility graph handle, the visibility buffer
1175
+ * @param {number} args.visible_meshlets graph handle, the frame's visible-meshlet table, which resolves it
1176
1176
  * @param {GPUBuffer} args.material_metadata_buffer
1177
1177
  */
1178
1178
  graph_feedback({
1179
1179
  graph,
1180
1180
  view,
1181
- texture_viz_mesh,
1182
- texture_viz_triangle,
1181
+ texture_visibility,
1182
+ visible_meshlets,
1183
1183
  material_metadata_buffer,
1184
1184
  }) {
1185
1185
 
@@ -1228,8 +1228,8 @@ export class VirtualTextureManager {
1228
1228
  group_count_y,
1229
1229
  group_count_z: 1,
1230
1230
  bindings: {
1231
- viz_buffer_triangle: resources.get(data.viz_triangle).obtainView(),
1232
- viz_buffer_mesh: resources.get(data.viz_mesh).obtainView(),
1231
+ visibility: resources.get(data.visibility).obtainView(),
1232
+ visible_meshlets: resources.get(data.visible_meshlets),
1233
1233
  view: view.uniform_buffer.buffer,
1234
1234
  vt_params: { stride, jitter, mip_bias },
1235
1235
  scene_database: scene_ctx.scene_database_buffer,
@@ -1242,8 +1242,8 @@ export class VirtualTextureManager {
1242
1242
  });
1243
1243
  });
1244
1244
 
1245
- pass_data.viz_mesh = pass.read(texture_viz_mesh);
1246
- pass_data.viz_triangle = pass.read(texture_viz_triangle);
1245
+ pass_data.visibility = pass.read(texture_visibility);
1246
+ pass_data.visible_meshlets = pass.read(visible_meshlets);
1247
1247
 
1248
1248
  pass_data.requests = pass.create("vt_requests", BufferResourceDescriptor.from(
1249
1249
  config.hash_capacity * 4,
@@ -1 +1 @@
1
- {"version":3,"file":"build_shader_vt_feedback.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/virtual/build_shader_vt_feedback.js"],"names":[],"mappings":"AAkDA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAJ6B,eAAe,EAAjC,SAAS;IACM,aAAa,EAA5B,MAAM;IACJ,aAAa,CAmKzB;AA9MD;;;;;;;;GAQG;AACH,qDAI8B;AAS9B,2CAA4C;0BA9BlB,oCAAoC;8BAChC,+BAA+B;6BAjBhC,mCAAmC"}
1
+ {"version":3,"file":"build_shader_vt_feedback.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/texture/virtual/build_shader_vt_feedback.js"],"names":[],"mappings":"AAkDA;;;;;;;;;;;;;;;;;;;;GAoBG;AACH;IAJ6B,eAAe,EAAjC,SAAS;IACM,aAAa,EAA5B,MAAM;IACJ,aAAa,CAkKzB;AA7MD;;;;;;;;GAQG;AACH,qDAI8B;AAS9B,2CAA4C;0BA9BlB,oCAAoC;8BAChC,+BAA+B;6BAjBhC,mCAAmC"}
@@ -4,14 +4,14 @@ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
4
4
  import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
5
5
  import { MESHLET_METADATA_STRUCT } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
6
6
  import {
7
- VIZ_BUFFER_INVALID_MESH_VALUE
8
- } from "../../rasterize/native/viz/VIZ_BUFFER_INVALID_MESH_VALUE.js";
7
+ chunk_visibility_decode,
8
+ VISIBLE_MESHLETS_RESOURCE
9
+ } from "../../rasterize/visibility/chunk_visibility_decode.js";
9
10
  import { MATERIAL_METADATA_STRUCT } from "../../material/MATERIAL_METADATA_STRUCT.js";
10
11
  import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
11
12
  import { RENDER_GLOBAL_MIP_BIAS } from "../../postprocess/taa/RENDER_GLOBAL_MIP_BIAS.js";
12
13
  import { chunk_barycentric_full } from "../../shader/chunk/geometry/triangle/chunk_barycentric_full.js";
13
14
  import { chunk_barycentric_interpolate_uv } from "../../shader/chunk/geometry/triangle/chunk_barycentric_interpolate_uv.js";
14
- import { chunk_decode_meshlet_element } from "../../shader/chunk/geometry/meshlet/chunk_decode_meshlet_element.js";
15
15
  import {
16
16
  chunk_read_meshlet_triangle_vertices
17
17
  } from "../../shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_vertices.js";
@@ -77,8 +77,8 @@ export function build_shader_vt_feedback({ chunk_vt_lookup, hash_capacity }) {
77
77
  resources.setImmediate("vt_params", VT_FEEDBACK_PARAMS_STRUCT);
78
78
 
79
79
  resources.createGroup()
80
- .addTexture("viz_buffer_triangle", "uint")
81
- .addTexture("viz_buffer_mesh", "uint")
80
+ .addTexture("visibility", "uint")
81
+ .add(VISIBLE_MESHLETS_RESOURCE)
82
82
  .addUniform("view", VIEW_UNIFORM_STRUCT)
83
83
  .addStorageBuffer("scene_database", WebGPUArray.from(u32))
84
84
  .addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
@@ -149,13 +149,15 @@ fn main(
149
149
  return;
150
150
  }
151
151
 
152
- let mesh_index = textureLoad(viz_buffer_mesh, vec2<i32>(pixel), 0).r;
152
+ let visibility_word = textureLoad(visibility, vec2<i32>(pixel), 0).r;
153
153
 
154
- if (mesh_index == ${VIZ_BUFFER_INVALID_MESH_VALUE}u) {
154
+ if (visibility_word == VISIBILITY_NONE) {
155
155
  return;
156
156
  }
157
157
 
158
- let mesh = scene_read_mesh(&scene_database, mesh_index);
158
+ let visibility_texel = visibility_decode(visibility_word);
159
+
160
+ let mesh = scene_read_mesh(&scene_database, visibility_texel.mesh);
159
161
 
160
162
  let stack_id = material_metadata[mesh.material].vt_stack;
161
163
 
@@ -166,11 +168,8 @@ fn main(
166
168
  let info = vt_stacks[stack_id];
167
169
 
168
170
  // ── UV + gradients, mirroring fragment_gbuffer ──────────────────
169
- let encoded_meshlet_triangle = textureLoad(viz_buffer_triangle, vec2<i32>(pixel), 0).r;
170
-
171
- let decoded = decode_meshlet_element(encoded_meshlet_triangle);
172
- let meshlet_id = decoded[0];
173
- let meshlet_triangle_id = decoded[1];
171
+ let meshlet_id = visibility_texel.meshlet;
172
+ let meshlet_triangle_id = visibility_texel.triangle;
174
173
 
175
174
  let node = scene_read_node(&scene_database, mesh.node);
176
175
 
@@ -218,7 +217,7 @@ fn main(
218
217
  chunk_vt_request_key,
219
218
  chunk_hash_lowbias32,
220
219
  chunk_scene_database_access,
221
- chunk_decode_meshlet_element,
220
+ chunk_visibility_decode,
222
221
  chunk_read_meshlet_triangle_vertices,
223
222
  chunk_barycentric_full,
224
223
  chunk_barycentric_interpolate_uv,
@@ -1,3 +1,21 @@
1
+ /**
2
+ * The share of a frustum's volume inside the unit box [-0.5, 0.5]³, estimated along 4 rays from its near
3
+ * face to its far face: the mean of the fraction of each ray inside the box.
4
+ *
5
+ * The rays cross the face at points `4 · round` to `4 · round + 3` of the shuffled, Owen-scrambled Sobol
6
+ * sequence of `seed` (`sample_sobol_2d`), in the face's (u, v), u from the left plane to the right and v
7
+ * from the bottom to the top. Each call's 4 points are one per quarter of the face along either axis, and one
8
+ * per quadrant. The 2^m calls of an aligned run of rounds put one point in each dyadic cell of area
9
+ * 2^-(m+2). The points depend only on the seed and the round, and a ray is the planes' blend at its point:
10
+ * the same frustum's planes carried into another space by a rigid or uniformly scaled map, each plane
11
+ * renormalized, cast the same rays there.
12
+ *
13
+ * ```wgsl
14
+ * fn frustum_unit_box_coverage(frustum: array<vec4f, 6>, round: u32, seed: u32) -> f32 // frustum planes [LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR]
15
+ * ```
16
+ *
17
+ * @type {CodeChunk}
18
+ */
1
19
  export const chunk_frustum_unit_box_coverage_multisample: CodeChunk;
2
20
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
3
21
  //# sourceMappingURL=chunk_frustum_unit_box_coverage_multisample.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_frustum_unit_box_coverage_multisample.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_frustum_unit_box_coverage_multisample.js"],"names":[],"mappings":"AAIA,oEAsDE;0BAxDwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_frustum_unit_box_coverage_multisample.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/chunk_frustum_unit_box_coverage_multisample.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;;GAiBG;AACH,0DAFU,SAAS,CA8CjB;0BAhEwB,iCAAiC"}
@@ -1,39 +1,48 @@
1
1
  import { chunk_frustum_sample_point } from "../shader/chunk/geometry/frustum/chunk_frustum_sample_point.js";
2
- import { chunk_random } from "../shader/chunk/random/chunk_random.js";
2
+ import { chunk_sobol_sample_vec2 } from "../shader/chunk/noise/chunk_sobol_sample_vec2.js";
3
3
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
4
4
 
5
+ /**
6
+ * The share of a frustum's volume inside the unit box [-0.5, 0.5]³, estimated along 4 rays from its near
7
+ * face to its far face: the mean of the fraction of each ray inside the box.
8
+ *
9
+ * The rays cross the face at points `4 · round` to `4 · round + 3` of the shuffled, Owen-scrambled Sobol
10
+ * sequence of `seed` (`sample_sobol_2d`), in the face's (u, v), u from the left plane to the right and v
11
+ * from the bottom to the top. Each call's 4 points are one per quarter of the face along either axis, and one
12
+ * per quadrant. The 2^m calls of an aligned run of rounds put one point in each dyadic cell of area
13
+ * 2^-(m+2). The points depend only on the seed and the round, and a ray is the planes' blend at its point:
14
+ * the same frustum's planes carried into another space by a rigid or uniformly scaled map, each plane
15
+ * renormalized, cast the same rays there.
16
+ *
17
+ * ```wgsl
18
+ * fn frustum_unit_box_coverage(frustum: array<vec4f, 6>, round: u32, seed: u32) -> f32 // frustum planes [LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR]
19
+ * ```
20
+ *
21
+ * @type {CodeChunk}
22
+ */
5
23
  export const chunk_frustum_unit_box_coverage_multisample = CodeChunk.from(
6
24
  //language=WGSL
7
25
  `
8
26
  fn frustum_unit_box_coverage(
9
27
  frustum: array< vec4f, 6>,
28
+ round: u32,
29
+ seed: u32,
10
30
  ) -> f32 {
11
-
12
- // 4 Samples is usually the "Sweet Spot" for volumetrics.
13
- // 1 = Hard Edges
14
- // 4 = Smooth with slight noise (cleaned up by TAA)
15
- // 16 = High quality but expensive
16
31
  const SAMPLE_COUNT = 4u;
17
-
32
+
18
33
  var total_coverage = 0.0;
19
34
 
20
35
  for(var i = 0u; i < SAMPLE_COUNT; i++){
21
-
22
- // 1. Generate Random UVs
23
- // This distributes rays across the face of the froxel.
24
- let u = random();
25
- let v = random();
26
-
27
- // 2. Construct Ray
28
- // Note: We must re-calculate direction per-sample because
29
- // perspective frustums diverge (rays are not parallel).
30
- let start = frustum_sample_point(frustum, vec3f(u, v, 0.0));
31
- let end = frustum_sample_point(frustum, vec3f(u, v, 1.0));
36
+ let uv = sample_sobol_2d(round * SAMPLE_COUNT + i, seed);
37
+
38
+ // perspective frustums diverge, so each ray takes its own direction
39
+ let start = frustum_sample_point(frustum, vec3f(uv, 0.0));
40
+ let end = frustum_sample_point(frustum, vec3f(uv, 1.0));
32
41
 
33
42
  let dir = end - start;
34
43
  let inv_dir = 1.0 / (dir + vec3f(1e-5));
35
-
36
- // 3. Slab Method (Intersection with Unit Box -0.5 to 0.5)
44
+
45
+ // slab test against the unit box
37
46
  let t0 = (vec3f(-0.5) - start) * inv_dir;
38
47
  let t1 = (vec3f( 0.5) - start) * inv_dir;
39
48
 
@@ -43,7 +52,6 @@ fn frustum_unit_box_coverage(
43
52
  let enter = max(max(tmin.x, tmin.y), tmin.z);
44
53
  let exit = min(min(tmax.x, tmax.y), tmax.z);
45
54
 
46
- // 4. Accumulate Ratio
47
55
  let t_start = max(0.0, enter);
48
56
  let t_end = min(1.0, exit);
49
57
 
@@ -54,6 +62,6 @@ fn frustum_unit_box_coverage(
54
62
  }
55
63
  `, [
56
64
  chunk_frustum_sample_point,
57
- chunk_random
65
+ chunk_sobol_sample_vec2,
58
66
  ]
59
- );
67
+ );
@@ -1 +1 @@
1
- {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AA8QA,yEAIE;8BA3P4B,4BAA4B"}
1
+ {"version":3,"file":"shader_volumetrics_build_participating_media.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.js"],"names":[],"mappings":"AA6QA,yEAIE;8BA3P4B,4BAA4B"}
@@ -18,8 +18,7 @@ import {
18
18
  } from "../shader/chunk/geometry/frustum/chunk_frustum_transform_plane_matrix.js";
19
19
  import { chunk_mat4_extract_scale } from "../shader/chunk/geometry/mat4/chunk_mat4_extract_scale.js";
20
20
  import { chunk_stbn_sample_vec3 } from "../shader/chunk/noise/chunk_stbn_sample_vec3.js";
21
- import { chunk_random } from "../shader/chunk/random/chunk_random.js";
22
- import { chunk_random_initialize } from "../shader/chunk/random/chunk_random_initialize.js";
21
+ import { chunk_pcg4d } from "../shader/chunk/random/pcg/chunk_pcg4d.js";
23
22
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
24
23
  import { ComputeShader } from "../shader/ComputeShader.js";
25
24
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
@@ -69,7 +68,8 @@ fn main(
69
68
  return;
70
69
  }
71
70
 
72
- random_initialize(voxel_coord, vec3(view.frame_index, 0xCAFEBEEF, 1337));
71
+ // the froxel's coverage points: a sequence of its own, a round of it a frame, the same points for every volume
72
+ let coverage_seed = pcg4d(vec4<u32>(voxel_coord, 0x1F83D9ABu)).x;
73
73
 
74
74
  let uv = vec2f(voxel_coord.xy) / vec2f(resolution.xy);
75
75
 
@@ -187,7 +187,7 @@ fn main(
187
187
  // volumetrics_froxel_containment.spec.js keeps the geometry proven if the balance changes.
188
188
 
189
189
  // estimate volume coverage to avoid aliasing and get a better overlap test
190
- var volume_coverage = frustum_unit_box_coverage(local_frustum);
190
+ var volume_coverage = frustum_unit_box_coverage(local_frustum, view.frame_index, coverage_seed);
191
191
 
192
192
  if(volume_coverage == 0.0){
193
193
  // skip
@@ -252,8 +252,7 @@ fn main(
252
252
  chunk_frustum_transform_plane_matrix,
253
253
  chunk_aabb3_intersects_frustum,
254
254
  chunk_compute_near_far_from_projection,
255
- chunk_random_initialize,
256
- chunk_random,
255
+ chunk_pcg4d,
257
256
  chunk_rgb_to_luminance,
258
257
  chunk_frustum_unit_box_coverage_multisample,
259
258
  chunk_compute_volume_fade_factor,
@@ -36,13 +36,14 @@ export class GPUWaterRenderer {
36
36
  /** Optional single-pixel readback on the next rendered water frame. No per-frame readback. */
37
37
  request_probe(uv: any): Promise<any>;
38
38
  dispose(): void;
39
- avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches, probes }: {
39
+ avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, pbr_texture, hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data, shadowmap_atlas, shader_switches, probes }: {
40
40
  graph: any;
41
41
  view_ctx: any;
42
42
  camera: any;
43
43
  color_texture: any;
44
44
  depth_texture: any;
45
45
  normal_texture: any;
46
+ pbr_texture: any;
46
47
  hzb_texture: any;
47
48
  environment_texture: any;
48
49
  light_cluster_parameters: any;
@@ -1 +1 @@
1
- {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAsBA,sFAAsF;AACtF;IACI,WAAa;IACb,mBAAe;IACf,yBAAqB;IACrB,aAAS;IACT,WAAa;IACb;;;;;;;;;;;MAE6B;IAmB7B;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;;MAyIC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CAyBJ;gCAvX+B,uCAAuC"}
1
+ {"version":3,"file":"GPUWaterRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/GPUWaterRenderer.js"],"names":[],"mappings":"AAsBA,sFAAsF;AACtF;IACI,WAAa;IACb,mBAAe;IACf,yBAAqB;IACrB,aAAS;IACT,WAAa;IACb;;;;;;;;;;;MAE6B;IAmB7B;;;OAGG;IACH;;;;;MAA8F;IAC9F;;;OAGG;IACH,wBAAyD;IAMzD,oCAIC;IAED,8FAA8F;IAC9F,qCAgBC;IAED,gBASC;IAuDD;;;;;;;;;;;;;;;;;;MA2IC;IAQD;;;;;YAMC;IAED;;;;;;;;;;MAOC;IAED;;;;;;;;;;;;;;MAwBC;IAED,gGAAgG;IAChG,mEAYC;;CAyBJ;gCAzX+B,uCAAuC"}
@@ -152,7 +152,7 @@ export class GPUWaterRenderer {
152
152
  pass.make_side_effect();
153
153
  }
154
154
 
155
- avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
155
+ avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, pbr_texture,
156
156
  hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
157
157
  shadowmap_atlas, shader_switches = ShaderSwitchSet.EMPTY, probes }) {
158
158
  assert.defined(probes, 'probes');
@@ -196,6 +196,7 @@ export class GPUWaterRenderer {
196
196
  trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
197
197
  tDepth: resources.get(data.scene_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
198
198
  tNormal: resources.get(data.normal).obtainView(),
199
+ tPBR: resources.get(data.pbr).obtainView(),
199
200
  tHZB: resources.get(data.hzb).obtainView(),
200
201
  tScene: resources.get(data.color).obtainView(),
201
202
  };
@@ -212,7 +213,7 @@ export class GPUWaterRenderer {
212
213
  render.end();
213
214
  });
214
215
  for (const [name, handle] of Object.entries({ camera, color: color_texture, scene_depth: depth_texture,
215
- normal: normal_texture, hzb: hzb_texture })) { data[name] = pass.read(handle); }
216
+ normal: normal_texture, pbr: pbr_texture, hzb: hzb_texture })) { data[name] = pass.read(handle); }
216
217
  const target = (name, format) => pass.create(`Water ${name}`, TextureResourceDescriptor.from({
217
218
  resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
218
219
  | (probe !== null && format !== "depth32float" ? GPUTextureUsage.COPY_SRC : 0),
@@ -240,7 +241,8 @@ export class GPUWaterRenderer {
240
241
  const shared = {
241
242
  camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
242
243
  tDepth: resources.get(d.scene_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
243
- tNormal: resources.get(d.normal).obtainView(), tHZB: resources.get(d.hzb).obtainView(),
244
+ tNormal: resources.get(d.normal).obtainView(), tPBR: resources.get(d.pbr).obtainView(),
245
+ tHZB: resources.get(d.hzb).obtainView(),
244
246
  tScene: resources.get(d.color).obtainView(),
245
247
  receiver: resources.get(d.receiver).obtainView(), trace_metadata: resources.get(d.trace_metadata).obtainView(),
246
248
  ...geometry_bindings(graphics, encoder, resources, d),
@@ -274,7 +276,7 @@ export class GPUWaterRenderer {
274
276
  draw(render, resources.get(d.commands), graphics.device);
275
277
  render.end();
276
278
  });
277
- for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','interface_depth',
279
+ for (const key of ['camera','scene_depth','normal','pbr','hzb','color','receiver','trace_metadata','interface_depth',
278
280
  'lod_bodies','candidates','cells','commands']) {
279
281
  finalize_data[key] = finalize.read(data[key]);
280
282
  }
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"AAUA,0DAEG;AAEH,8CAsBG;AAIH,mDAU6F;AAI7F,sDAmCoE;0BAzF1C,iCAAiC"}
1
+ {"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"AAWA,0DAEG;AAEH,8CAsBG;AAIH,mDAWmC;AAInC,sDAmCoE;0BA3F1C,iCAAiC"}
@@ -1,5 +1,6 @@
1
1
  import { CodeChunk } from '../shader/compiler/CodeChunk.js';
2
2
  import { chunk_decode_g_buffer_normal } from '../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js';
3
+ import { chunk_decode_g_buffer_face_normal } from '../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js';
3
4
  import { chunk_inv_project_position } from '../shader/chunk/screen_space/chunk_inv_project_position.js';
4
5
  import { chunk_is_background } from '../shader/chunk/depth/chunk_is_background.js';
5
6
  import { chunk_screen_space_newton_ray } from '../shader/chunk/screen_space/chunk_screen_space_newton_ray.js';
@@ -40,30 +41,31 @@ fn water_transport(event: WaterEvent, original: vec3f, receiver: vec3f,
40
41
  // is where the surface is, and the normal it was shaded with, which is what lit it.
41
42
  export const chunk_water_receiver_texel = CodeChunk.from(/* language=WGSL */ `
42
43
  struct WaterReceiverTexel { depth: f32, position: vec3f, face_normal: vec3f, shading_normal: vec3f }
43
- fn water_receiver_texel(depth: texture_2d<f32>, normals: texture_2d<u32>, coord: vec2i,
44
+ fn water_receiver_texel(depth: texture_2d<f32>, normals: texture_2d<u32>, pbr: texture_2d<f32>, coord: vec2i,
44
45
  inverse_projection: mat4x4f, inverse_view: mat4x4f) -> WaterReceiverTexel {
45
46
  let d = textureLoad(depth, coord, 0).r;
46
47
  let center = texel_coordinate_to_uv(vec2f(coord), textureDimensions(depth, 0));
47
48
  let position = inverse_view * vec4f(inv_project_position(vec3f(center, d), inverse_projection), 1.0);
48
- let encoded = textureLoad(normals, coord, 0);
49
- return WaterReceiverTexel(d, position.xyz, decode_g_buffer_normal(encoded.zw), decode_g_buffer_normal(encoded.xy));
49
+ return WaterReceiverTexel(d, position.xyz, decode_g_buffer_face_normal(textureLoad(pbr, coord, 0)),
50
+ decode_g_buffer_normal(textureLoad(normals, coord, 0).x));
50
51
  }
51
- `, [chunk_decode_g_buffer_normal, chunk_inv_project_position, chunk_texel_coordinate_to_uv]);
52
+ `, [chunk_decode_g_buffer_normal, chunk_decode_g_buffer_face_normal, chunk_inv_project_position,
53
+ chunk_texel_coordinate_to_uv]);
52
54
 
53
55
  // Filtering radiance across a silhouette must not introduce a surface that the ray never hit.
54
56
  // The center depth/face normal define receiver ownership; taps must lie on that same local plane.
55
57
  export const chunk_water_receiver_radiance = CodeChunk.from(/* language=WGSL */ `
56
58
  // Depth is stored at the texel center. Reconstruct the lookup on that texel's tangent
57
59
  // plane so subpixel lookup motion does not quantize water thickness.
58
- fn water_receiver_path(depth: texture_2d<f32>, normals: texture_2d<u32>, uv: vec2f,
60
+ fn water_receiver_path(depth: texture_2d<f32>, pbr: texture_2d<f32>, uv: vec2f,
59
61
  inverse_projection: mat4x4f, world_to_view: mat4x4f, origin: vec3f) -> f32 {
60
- let receiver = screen_space_ray_load_receiver(uv, depth, normals, inverse_projection, world_to_view);
62
+ let receiver = screen_space_ray_load_receiver(uv, depth, pbr, inverse_projection, world_to_view);
61
63
  return distance(origin, screen_space_ray_lookup_position(uv, receiver, inverse_projection).xyz);
62
64
  }
63
65
  fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
64
- uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, surface: vec3f, surface_normal: vec3f, below_interface: bool) -> vec4f {
66
+ pbr: texture_2d<f32>, uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, surface: vec3f, surface_normal: vec3f, below_interface: bool) -> vec4f {
65
67
  let size = vec2i(textureDimensions(depth, 0));
66
- let center = water_receiver_texel(depth, normals, clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1),
68
+ let center = water_receiver_texel(depth, normals, pbr, clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1),
67
69
  inverse_projection, inverse_view);
68
70
  if (is_background(center.depth)
69
71
  || (below_interface && dot(center.position - surface, surface_normal) > WATER_LEVEL_TOLERANCE)) { return vec4f(0.0); }
@@ -75,7 +77,7 @@ fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, norma
75
77
  for (var y = 0; y < 2; y++) {
76
78
  for (var x = 0; x < 2; x++) {
77
79
  let coord = clamp(base + vec2i(x,y), vec2i(0), size-1);
78
- let tap = water_receiver_texel(depth, normals, coord, inverse_projection, inverse_view);
80
+ let tap = water_receiver_texel(depth, normals, pbr, coord, inverse_projection, inverse_view);
79
81
  if (is_background(tap.depth) || (below_interface && dot(tap.position - surface, surface_normal) > WATER_LEVEL_TOLERANCE)
80
82
  || dot(center.face_normal, tap.face_normal) < 0.95
81
83
  || abs(dot(tap.position - center.position, center.face_normal)) > 0.02) { continue; }
@@ -24,7 +24,7 @@ export class GPUWaterQueries {
24
24
  * @param {PipelineEnquiry} enquiry
25
25
  */
26
26
  static enquirePipelines(enquiry: PipelineEnquiry): void;
27
- static "__#279@#execute"(pass: any, resources: any, context: any): void;
27
+ static "__#281@#execute"(pass: any, resources: any, context: any): void;
28
28
  /**
29
29
  * @param {object} options
30
30
  * @param {GPUDevice} options.device
@@ -1 +1 @@
1
- {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AAwpBA,kEAAsH;AACtH,gFAAgF;AAChF,wFAEC;AArmBD,8CAKwB;AAwCxB;;;;GAIG;AACH,mEAA8D;AAgP9D,+CAsFmB;AA2MnB,4CAAmG;AACnG,uGAAuG;AACvG,qDACgE;AAChE,0DAAyC;yCA5nBA,8DAA8D;6BA2B1E,gCAAgC;4CAJjB,mDAAmD;0BAPrE,iCAAiC;iCAQ1B,+BAA+B"}
1
+ {"version":3,"file":"shader_water.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/shader_water.js"],"names":[],"mappings":"AA0pBA,kEAAsH;AACtH,gFAAgF;AAChF,wFAEC;AAtmBD,8CAKwB;AAyCxB;;;;GAIG;AACH,mEAA8D;AAgP9D,+CAsFmB;AA2MnB,4CAAmG;AACnG,uGAAuG;AACvG,qDACgE;AAChE,0DAAyC;yCA9nBA,8DAA8D;6BA4B1E,gCAAgC;4CAJjB,mDAAmD;0BARrE,iCAAiC;iCAS1B,+BAA+B"}
@@ -20,7 +20,8 @@ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
20
20
  import {
21
21
  SCREEN_DEPTH_RESOURCE,
22
22
  SCREEN_HZB_RESOURCE,
23
- SCREEN_NORMAL_RESOURCE
23
+ SCREEN_NORMAL_RESOURCE,
24
+ SCREEN_PBR_RESOURCE
24
25
  } from "../shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js";
25
26
  import { ShaderResourceDescriptor } from "../shader/resource/ShaderResourceDescriptor.js";
26
27
  import { ShaderResourceSetDescriptor } from "../shader/resource/ShaderResourceSetDescriptor.js";
@@ -75,6 +76,7 @@ function water_resources(finalize = false) {
75
76
  .add(TRACE_RESOURCE)
76
77
  .add(SCREEN_DEPTH_RESOURCE)
77
78
  .add(SCREEN_NORMAL_RESOURCE)
79
+ .add(SCREEN_PBR_RESOURCE)
78
80
  .add(SCREEN_HZB_RESOURCE)
79
81
  .addTexture("tScene")
80
82
  .add(SCENE_DATABASE_RESOURCE)
@@ -383,7 +385,7 @@ fn water_hzb_crossing(origin: vec3f, direction: vec3f, budget: u32,
383
385
  fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit {
384
386
  var hit = input;
385
387
  if (hit.status != 0u) { return hit; }
386
- let receiver = screen_space_ray_load_receiver(hit.uv, tDepth, tNormal,
388
+ let receiver = screen_space_ray_load_receiver(hit.uv, tDepth, tPBR,
387
389
  camera.projection_matrix_inverse, camera.view_matrix);
388
390
  let travel = plane_ray_raycast(ray.origin, ray.direction, receiver.plane);
389
391
  // Keep the analytic distance rather than the projection of the texel center onto the ray.
@@ -392,14 +394,14 @@ fn water_exact_receiver(ray: Ray, input: ScreenSpaceRayHit) -> ScreenSpaceRayHit
392
394
  hit.uv = project_position(ray_at(ray.origin, ray.direction, travel), camera.projection_matrix).xy;
393
395
  // Reprojection can change texel ownership at a silhouette. Validate that lookup
394
396
  // again; the analytic travel above already checked the ray's bounded interval.
395
- let checked = screen_space_ray_validate(Ray(ray.origin,ray.direction,1e20),hit.uv,tDepth,tNormal,
397
+ let checked = screen_space_ray_validate(Ray(ray.origin,ray.direction,1e20),hit.uv,tDepth,tPBR,
396
398
  camera.projection_matrix,camera.projection_matrix_inverse,camera.view_matrix,trace.distance_tolerance);
397
399
  hit.status = checked.status;
398
400
  hit.residual = checked.residual;
399
401
  // The plane can carry a hit on the last texel before the sky across that edge. The texel the
400
402
  // traversal stopped on is still a receiver: accept it where it passes on its own.
401
403
  if (checked.status == 2u) {
402
- let unsnapped = screen_space_ray_validate(ray, input.uv, tDepth, tNormal, camera.projection_matrix,
404
+ let unsnapped = screen_space_ray_validate(ray, input.uv, tDepth, tPBR, camera.projection_matrix,
403
405
  camera.projection_matrix_inverse, camera.view_matrix, trace.distance_tolerance);
404
406
  if (unsnapped.status == 0u) { hit = unsnapped; }
405
407
  }
@@ -431,7 +433,7 @@ fn water_hzb_hit(ray: Ray, budget: u32) -> ScreenSpaceRayHit {
431
433
  `, [chunk_screen_space_newton_ray, chunk_ffx_sssr_advance_ray, chunk_ffx_sssr_load_depth, chunk_project_direction,
432
434
  chunk_ray_at]);
433
435
 
434
- for (const resource of [CAMERA_RESOURCE, TRACE_RESOURCE, SCREEN_DEPTH_RESOURCE, SCREEN_HZB_RESOURCE, SCREEN_NORMAL_RESOURCE]) {
436
+ for (const resource of [CAMERA_RESOURCE, TRACE_RESOURCE, SCREEN_DEPTH_RESOURCE, SCREEN_HZB_RESOURCE, SCREEN_PBR_RESOURCE]) {
435
437
  chunk_water_screen_ray.requireResource(resource);
436
438
  }
437
439
 
@@ -448,7 +450,7 @@ struct WaterReceiver {
448
450
  // A screen-space receiver must lie below the surface point the ray entered at: the refracted ray runs
449
451
  // downward from it, so any point on the ray is lower, and one that is not is a root off the ray.
450
452
  fn water_receiver_submerged(uv: vec2f, surface: vec3f, normal: vec3f) -> bool {
451
- let receiver = water_receiver_texel(tDepth, tNormal, vec2i(uv * vec2f(textureDimensions(tDepth, 0))),
453
+ let receiver = water_receiver_texel(tDepth, tNormal, tPBR, vec2i(uv * vec2f(textureDimensions(tDepth, 0))),
452
454
  camera.projection_matrix_inverse, camera.view_matrix_inverse);
453
455
  return dot(receiver.position - surface, normal) <= WATER_LEVEL_TOLERANCE;
454
456
  }
@@ -485,7 +487,7 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterRecei
485
487
  if (above && trace.mode == 0u) {
486
488
  // Mayer et al. §2.2: a root within one pixel of the ray is accepted as is. Like the paper,
487
489
  // this can converge past a thin occluder; traversal is only the fallback for failures.
488
- hit = screen_space_newton_ray(ray, uv, tDepth, tNormal, camera.projection_matrix,
490
+ hit = screen_space_newton_ray(ray, uv, tDepth, tPBR, camera.projection_matrix,
489
491
  camera.projection_matrix_inverse, camera.view_matrix, trace.max_updates, trace.distance_tolerance);
490
492
  newton_updates = hit.iterations;
491
493
  newton_failure = hit.status;
@@ -569,7 +571,7 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptic
569
571
  // vignette validation. Its two-pixel rule must not reject normal-incidence refraction.
570
572
  let confidence = ffx_sssr_validate_hit(vec3f(reflected.uv, projected.z), uv,
571
573
  reflection_direction, dimensions, max(trace.distance_tolerance, 0.02), 0.05);
572
- let radiance = water_receiver_radiance(tScene, tDepth, tNormal, reflected.uv,
574
+ let radiance = water_receiver_radiance(tScene, tDepth, tNormal, tPBR, reflected.uv,
573
575
  camera.projection_matrix_inverse, camera.view_matrix_inverse, in.world, interface_normal, false);
574
576
  reflection = mix(reflection, radiance.rgb,
575
577
  confidence * min(radiance.a * 2.0, 1.0) * smoothstep(0.05, 0.5, reflected.distance)
@@ -584,14 +586,14 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptic
584
586
  let lookup = select(uv, receiver_data.xy, valid);
585
587
  // The surface height here stands for the one above the displaced receiver: they differ by the
586
588
  // wave height across a few metres, against a tolerance the gather already allows.
587
- let gathered = water_receiver_radiance(tScene, tDepth, tNormal, lookup,
589
+ let gathered = water_receiver_radiance(tScene, tDepth, tNormal, tPBR, lookup,
588
590
  camera.projection_matrix_inverse, camera.view_matrix_inverse, in.world, interface_normal, above);
589
591
  var path = bitcast<f32>(metadata.x);
590
592
  var color = original.rgb;
591
593
  // the receiver seen through the surface: refracted, or the pixel's own when there is none
592
594
  var receiver_coord = coord;
593
595
  if (valid && gathered.a > 0.0) {
594
- path = min(water_receiver_path(tDepth, tNormal, lookup, camera.projection_matrix_inverse,
596
+ path = min(water_receiver_path(tDepth, tPBR, lookup, camera.projection_matrix_inverse,
595
597
  camera.view_matrix, origin), limit);
596
598
  color = gathered.rgb;
597
599
  receiver_coord = vec2i(lookup * dimensions);
@@ -600,7 +602,7 @@ fn fs_main(in: WaterVertexOut, @builtin(front_facing) above: bool) -> WaterOptic
600
602
  // (WATER_OPTICS_PLAN_2026_10_02.md §4.3). Seen from under the surface, the receiver is above it.
601
603
  // Its light is rebuilt on the normal it was shaded with: its triangle's turns at every edge of a
602
604
  // tessellated floor, and every edge would show through the water.
603
- let receiver_texel = water_receiver_texel(tDepth, tNormal, receiver_coord, camera.projection_matrix_inverse,
605
+ let receiver_texel = water_receiver_texel(tDepth, tNormal, tPBR, receiver_coord, camera.projection_matrix_inverse,
604
606
  camera.view_matrix_inverse);
605
607
  if (above && !is_background(receiver_texel.depth)) {
606
608
  let camera_ws = camera.view_matrix_inverse[3].xyz;
@@ -42,7 +42,7 @@ export class GPUSceneWind {
42
42
  * @param {number} capacity
43
43
  * @returns {GPUTileAtlas3D}
44
44
  */
45
- static "__#169@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
45
+ static "__#174@#make_atlas"(device: GPUDevice, content: ArrayLike<number>, capacity: number): GPUTileAtlas3D;
46
46
  /**
47
47
  * @param {GPUDevice} device
48
48
  */
@@ -1,7 +0,0 @@
1
- /**
2
- * How many mip levels to generate for each buffer
3
- * Lower resolution versions are used for further rendering passes that work on fractional resolution, such as 1/2 or 1/4
4
- * @type {number}
5
- */
6
- export const G_BUFFER_MIP_LEVELS: number;
7
- //# sourceMappingURL=G_BUFFER_MIP_LEVELS.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"G_BUFFER_MIP_LEVELS.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/gbuffer/G_BUFFER_MIP_LEVELS.js"],"names":[],"mappings":"AAAA;;;;GAIG;AACH,kCAFU,MAAM,CAEqB"}
@@ -1,6 +0,0 @@
1
- /**
2
- * How many mip levels to generate for each buffer
3
- * Lower resolution versions are used for further rendering passes that work on fractional resolution, such as 1/2 or 1/4
4
- * @type {number}
5
- */
6
- export const G_BUFFER_MIP_LEVELS = 5;