@woosh/meep-engine 3.61.2 → 3.62.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +111 -0
- package/package.json +1 -1
- package/src/engine/graphics3/PickingSystem.d.ts.map +1 -1
- package/src/engine/graphics3/PickingSystem.js +415 -413
- package/src/engine/graphics3/decal/GPUDecalRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/decal/GPUDecalRenderer.js +2 -1
- package/src/engine/graphics3/decal/shader_decal_composite.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_composite.js +26 -16
- package/src/engine/graphics3/decal/shader_decal_tile_copy.d.ts.map +1 -1
- package/src/engine/graphics3/decal/shader_decal_tile_copy.js +6 -11
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/GPUHighlightRenderer.js +6 -2
- package/src/engine/graphics3/highlight/shader_highlight_outline.d.ts.map +1 -1
- package/src/engine/graphics3/highlight/shader_highlight_outline.js +167 -150
- package/src/engine/graphics3/shader_picking_gather.d.ts.map +1 -1
- package/src/engine/graphics3/shader_picking_gather.js +133 -120
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
- package/src/shade/device/mock/SoftwareGPUTexture.d.ts.map +1 -1
- package/src/shade/device/mock/SoftwareGPUTexture.js +11 -0
- package/src/shade/device/pipeline/rp_validate_and_rewrite_for_color_attachments.js +1 -1
- package/src/shade/playground/contact_shadows/ContactShadowLab.js +6 -6
- package/src/shade/playground/contact_shadows/shader_contact_lab_composite.d.ts.map +1 -1
- package/src/shade/playground/contact_shadows/shader_contact_lab_composite.js +6 -4
- package/src/shade/playground/contact_shadows/shader_contact_lab_reference.d.ts.map +1 -1
- package/src/shade/playground/contact_shadows/shader_contact_lab_reference.js +6 -4
- package/src/shade/playground/contact_shadows/shader_contact_shadow_march.d.ts.map +1 -1
- package/src/shade/playground/contact_shadows/shader_contact_shadow_march.js +6 -4
- package/src/shade/playground/probe_clipmap/README.md +3 -4
- package/src/shade/playground/probe_clipmap/index.html +5 -13
- package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
- package/src/shade/playground/probe_clipmap/main.js +0 -5
- package/src/shade/playground/probe_clipmap_box/README.md +1 -1
- package/src/shade/playground/probe_clipmap_box/index.html +1 -1
- package/src/shade/playground/ssr_reprojection/SpatialFilterProbe.js +1 -1
- package/src/shade/playground/ssr_variance/capture.js +1 -1
- package/src/shade/renderer/Renderer.d.ts +2 -2
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +90 -64
- package/src/shade/renderer/deferred/chunk_read_gBuffer_material.d.ts.map +1 -1
- package/src/shade/renderer/deferred/chunk_read_gBuffer_material.js +3 -1
- package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.d.ts.map +1 -1
- package/src/shade/renderer/deferred/chunk_ss_trace_contact_shadow_soft.js +5 -4
- package/src/shade/renderer/deferred/shader_deferred_main.d.ts.map +1 -1
- package/src/shade/renderer/deferred/shader_deferred_main.js +6 -4
- package/src/shade/renderer/extension/GBufferTextures.d.ts +5 -1
- package/src/shade/renderer/extension/GBufferTextures.d.ts.map +1 -1
- package/src/shade/renderer/extension/GBufferTextures.js +5 -1
- package/src/shade/renderer/extension/ViewTextures.d.ts +11 -7
- package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
- package/src/shade/renderer/extension/ViewTextures.js +17 -13
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts +2 -0
- package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.d.ts.map +1 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_ALBEDO_FORMAT.js +2 -0
- package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.d.ts.map +1 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js +8 -5
- package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts +10 -0
- package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.d.ts.map +1 -0
- package/src/shade/renderer/geometry/meshlet/meshlet_batch_colored.js +54 -0
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts +85 -36
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/GPUGeometrySDFManager.js +813 -412
- package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts +7 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/MESH_SDF.js +8 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts +14 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_BRICK_KEY.js +35 -0
- package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/MESH_SDF_STRUCT.js +0 -4
- package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts +55 -10
- package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/MESH_SDF_BAKE.js +86 -16
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts +2 -2
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_bake.js +28 -2
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts +54 -0
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/chunk_mesh_sdf_contents.js +146 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_classify.js +2 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts +18 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_content_rehash.js +66 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts +17 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_count.js +66 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts +5 -3
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_evaluate.js +15 -14
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts +2 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_free.js +12 -3
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts +21 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_key.js +84 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts +53 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_resolve.js +343 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts +3 -3
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_store.js +9 -5
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts +2 -2
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_take.js +3 -2
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts +69 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bake/shader_mesh_sdf_upload.js +294 -0
- package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts +16 -0
- package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/MODEL_CACHE_BUNDLE.js +36 -0
- package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts +126 -0
- package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/ModelCacheBundle.js +148 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts +10 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_read.js +140 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts +8 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/bundle/model_cache_bundle_write.js +76 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts +9 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf.js +23 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts +13 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/chunk_mesh_sdf_brick_key.js +23 -0
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts +7 -5
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.d.ts.map +1 -1
- package/src/shade/renderer/geometry/sdf/shader_sdf_visualize.js +29 -16
- package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts +262 -0
- package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/GPUMeshSurfaceCaches.js +1819 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts +118 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BAKE.js +204 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts +66 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_BLOCK.js +103 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts +19 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_RESOURCES.js +23 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts +15 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/MESH_SURFACE_STRUCT.js +70 -0
- package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts +13 -0
- package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/SURFACE_MATERIAL.js +35 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts +32 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_block.js +111 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts +17 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_listed.js +49 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts +13 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_run_find.js +35 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts +24 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_sample.js +169 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts +19 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_mesh_surface_texel_ray.js +49 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts +19 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_fit.js +67 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts +78 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_read.js +320 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts +15 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/chunk_surface_material_store.js +48 -0
- package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts +51 -0
- package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/mesh_surface_channels.js +109 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts +11 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_command.js +51 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts +26 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_encode.js +453 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts +12 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_list.js +99 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts +22 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_survey.js +140 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts +32 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.d.ts.map +1 -0
- package/src/shade/renderer/geometry/sdf/surface/shader_mesh_surface_trace.js +261 -0
- package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.d.ts +2 -2
- package/src/shade/renderer/geometry/virtual/runtime/VirtualGeometry.js +2 -2
- package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts +9 -3
- package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.d.ts.map +1 -1
- package/src/shade/renderer/geometry/virtual/runtime/cut/chunk_vgeo_cut_instance.js +40 -32
- package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.d.ts.map +1 -1
- package/src/shade/renderer/geometry/virtual/runtime/cut/shader_vgeo_cut_collect.js +14 -15
- package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.d.ts +6 -6
- package/src/shade/renderer/geometry/virtual/sdf/VGeoSDFProxies.js +7 -7
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_debug_draw.js +7 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_diffuse.js +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_indirect_lighting.js +5 -3
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/brick4/gpu/draw/shader_brick4_specular.js +1 -3
- package/src/shade/renderer/global_illumination/ibl/shader_diffuse_IBL.js +1 -1
- package/src/shade/renderer/global_illumination/ibl/shader_specular_IBL.js +2 -2
- package/src/shade/renderer/global_illumination/lpv/shader_diffuse_LPV.js +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +15 -7
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +82 -17
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts +26 -19
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSceneHolds.js +226 -148
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts +25 -52
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/ProbeClipmapSettings.js +29 -69
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts +19 -16
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/BRICK_CLIPMAP.js +24 -21
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts +46 -22
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +63 -37
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts +3 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap.js +7 -6
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts +8 -22
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/chunk_brick_clipmap_trace.js +15 -51
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scene_database: scene_ctx.scene_database_buffer,
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});
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});
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-
pass_data.
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pass_data.
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+
pass_data.visibility = pass.read(texture_visibility);
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pass_data.visible_meshlets = pass.read(visible_meshlets);
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pass_data.requests = pass.create("vt_requests", BufferResourceDescriptor.from(
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config.hash_capacity * 4,
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@@ -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,
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1
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+
{"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"}
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@@ -4,14 +4,14 @@ import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
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4
4
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import { GEOMETRY_ATTRIBUTE_DATA_TYPE } from "../../geometry/GEOMETRY_ATTRIBUTE_DATA_TYPE.js";
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import { MESHLET_METADATA_STRUCT } from "../../geometry/meshlet/encoding/MESHLET_METADATA_STRUCT.js";
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import {
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-
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8
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-
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7
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+
chunk_visibility_decode,
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VISIBLE_MESHLETS_RESOURCE
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} from "../../rasterize/visibility/chunk_visibility_decode.js";
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import { MATERIAL_METADATA_STRUCT } from "../../material/MATERIAL_METADATA_STRUCT.js";
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import { chunk_scene_database_access } from "../../scene/chunk_scene_database_access.js";
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import { RENDER_GLOBAL_MIP_BIAS } from "../../postprocess/taa/RENDER_GLOBAL_MIP_BIAS.js";
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import { chunk_barycentric_full } from "../../shader/chunk/geometry/triangle/chunk_barycentric_full.js";
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import { chunk_barycentric_interpolate_uv } from "../../shader/chunk/geometry/triangle/chunk_barycentric_interpolate_uv.js";
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import { chunk_decode_meshlet_element } from "../../shader/chunk/geometry/meshlet/chunk_decode_meshlet_element.js";
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chunk_read_meshlet_triangle_vertices
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} from "../../shader/chunk/geometry/meshlet/chunk_read_meshlet_triangle_vertices.js";
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@@ -77,8 +77,8 @@ export function build_shader_vt_feedback({ chunk_vt_lookup, hash_capacity }) {
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resources.setImmediate("vt_params", VT_FEEDBACK_PARAMS_STRUCT);
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resources.createGroup()
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.addTexture("
|
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.
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.addTexture("visibility", "uint")
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.add(VISIBLE_MESHLETS_RESOURCE)
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.addUniform("view", VIEW_UNIFORM_STRUCT)
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.addStorageBuffer("scene_database", WebGPUArray.from(u32))
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.addStorageBuffer("meshlet_metadata", WebGPUArray.from(MESHLET_METADATA_STRUCT))
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|
|
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}
|
|
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let
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let visibility_word = textureLoad(visibility, vec2<i32>(pixel), 0).r;
|
|
153
153
|
|
|
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|
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if (
|
|
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+
if (visibility_word == VISIBILITY_NONE) {
|
|
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|
return;
|
|
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156
|
}
|
|
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157
|
|
|
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|
-
let
|
|
158
|
+
let visibility_texel = visibility_decode(visibility_word);
|
|
159
|
+
|
|
160
|
+
let mesh = scene_read_mesh(&scene_database, visibility_texel.mesh);
|
|
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let stack_id = material_metadata[mesh.material].vt_stack;
|
|
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@@ -166,11 +168,8 @@ fn main(
|
|
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let info = vt_stacks[stack_id];
|
|
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|
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// ── UV + gradients, mirroring fragment_gbuffer ──────────────────
|
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-
let
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-
|
|
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-
let decoded = decode_meshlet_element(encoded_meshlet_triangle);
|
|
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|
-
let meshlet_id = decoded[0];
|
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let meshlet_triangle_id = decoded[1];
|
|
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let meshlet_id = visibility_texel.meshlet;
|
|
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let meshlet_triangle_id = visibility_texel.triangle;
|
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|
|
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let node = scene_read_node(&scene_database, mesh.node);
|
|
176
175
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@@ -218,7 +217,7 @@ fn main(
|
|
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218
217
|
chunk_vt_request_key,
|
|
219
218
|
chunk_hash_lowbias32,
|
|
220
219
|
chunk_scene_database_access,
|
|
221
|
-
|
|
220
|
+
chunk_visibility_decode,
|
|
222
221
|
chunk_read_meshlet_triangle_vertices,
|
|
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chunk_barycentric_full,
|
|
224
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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,
|
|
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 {
|
|
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
|
-
|
|
23
|
-
//
|
|
24
|
-
let
|
|
25
|
-
let
|
|
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
|
-
//
|
|
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
|
-
|
|
65
|
+
chunk_sobol_sample_vec2,
|
|
58
66
|
]
|
|
59
|
-
);
|
|
67
|
+
);
|
package/src/shade/renderer/volumetrics/shader_volumetrics_build_participating_media.d.ts.map
CHANGED
|
@@ -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":"
|
|
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 {
|
|
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
|
-
|
|
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
|
-
|
|
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
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1
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+
{"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"}
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@@ -152,7 +152,7 @@ export class GPUWaterRenderer {
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pass.make_side_effect();
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}
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avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture,
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avboit_prepare({ graph, view_ctx, camera, color_texture, depth_texture, normal_texture, pbr_texture,
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hzb_texture, environment_texture, light_cluster_parameters, light_cluster_lookup, light_cluster_data,
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shadowmap_atlas, shader_switches = ShaderSwitchSet.EMPTY, probes }) {
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assert.defined(probes, 'probes');
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trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
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tDepth: resources.get(data.scene_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
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tNormal: resources.get(data.normal).obtainView(),
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tPBR: resources.get(data.pbr).obtainView(),
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tHZB: resources.get(data.hzb).obtainView(),
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tScene: resources.get(data.color).obtainView(),
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};
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render.end();
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});
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for (const [name, handle] of Object.entries({ camera, color: color_texture, scene_depth: depth_texture,
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normal: normal_texture, hzb: hzb_texture })) { data[name] = pass.read(handle); }
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normal: normal_texture, pbr: pbr_texture, hzb: hzb_texture })) { data[name] = pass.read(handle); }
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const target = (name, format) => pass.create(`Water ${name}`, TextureResourceDescriptor.from({
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resolution, format, usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TEXTURE_BINDING
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| (probe !== null && format !== "depth32float" ? GPUTextureUsage.COPY_SRC : 0),
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@@ -240,7 +241,8 @@ export class GPUWaterRenderer {
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const shared = {
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camera: resources.get(d.camera), trace: encoder.allocateTransientValueBuffer(WATER_TRACE_STRUCT, settings),
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tDepth: resources.get(d.scene_depth).obtainView(DEFAULT_DEPTH_TEXTURE_VIEW),
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tNormal: resources.get(d.normal).obtainView(),
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tNormal: resources.get(d.normal).obtainView(), tPBR: resources.get(d.pbr).obtainView(),
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tHZB: resources.get(d.hzb).obtainView(),
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tScene: resources.get(d.color).obtainView(),
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receiver: resources.get(d.receiver).obtainView(), trace_metadata: resources.get(d.trace_metadata).obtainView(),
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...geometry_bindings(graphics, encoder, resources, d),
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@@ -274,7 +276,7 @@ export class GPUWaterRenderer {
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draw(render, resources.get(d.commands), graphics.device);
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render.end();
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});
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for (const key of ['camera','scene_depth','normal','hzb','color','receiver','trace_metadata','interface_depth',
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for (const key of ['camera','scene_depth','normal','pbr','hzb','color','receiver','trace_metadata','interface_depth',
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'lod_bodies','candidates','cells','commands']) {
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finalize_data[key] = finalize.read(data[key]);
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}
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"chunk_water_transport.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/water/chunk_water_transport.js"],"names":[],"mappings":"
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1
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+
{"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"}
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@@ -1,5 +1,6 @@
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1
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import { CodeChunk } from '../shader/compiler/CodeChunk.js';
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import { chunk_decode_g_buffer_normal } from '../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js';
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import { chunk_decode_g_buffer_face_normal } from '../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js';
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import { chunk_inv_project_position } from '../shader/chunk/screen_space/chunk_inv_project_position.js';
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import { chunk_is_background } from '../shader/chunk/depth/chunk_is_background.js';
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import { chunk_screen_space_newton_ray } from '../shader/chunk/screen_space/chunk_screen_space_newton_ray.js';
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@@ -40,30 +41,31 @@ fn water_transport(event: WaterEvent, original: vec3f, receiver: vec3f,
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// is where the surface is, and the normal it was shaded with, which is what lit it.
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export const chunk_water_receiver_texel = CodeChunk.from(/* language=WGSL */ `
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struct WaterReceiverTexel { depth: f32, position: vec3f, face_normal: vec3f, shading_normal: vec3f }
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-
fn water_receiver_texel(depth: texture_2d<f32>, normals: texture_2d<u32>, coord: vec2i,
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+
fn water_receiver_texel(depth: texture_2d<f32>, normals: texture_2d<u32>, pbr: texture_2d<f32>, coord: vec2i,
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inverse_projection: mat4x4f, inverse_view: mat4x4f) -> WaterReceiverTexel {
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let d = textureLoad(depth, coord, 0).r;
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let center = texel_coordinate_to_uv(vec2f(coord), textureDimensions(depth, 0));
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let position = inverse_view * vec4f(inv_project_position(vec3f(center, d), inverse_projection), 1.0);
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-
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-
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return WaterReceiverTexel(d, position.xyz, decode_g_buffer_face_normal(textureLoad(pbr, coord, 0)),
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decode_g_buffer_normal(textureLoad(normals, coord, 0).x));
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}
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-
`, [chunk_decode_g_buffer_normal, chunk_inv_project_position,
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+
`, [chunk_decode_g_buffer_normal, chunk_decode_g_buffer_face_normal, chunk_inv_project_position,
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+
chunk_texel_coordinate_to_uv]);
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// Filtering radiance across a silhouette must not introduce a surface that the ray never hit.
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// The center depth/face normal define receiver ownership; taps must lie on that same local plane.
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export const chunk_water_receiver_radiance = CodeChunk.from(/* language=WGSL */ `
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// Depth is stored at the texel center. Reconstruct the lookup on that texel's tangent
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// plane so subpixel lookup motion does not quantize water thickness.
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58
|
-
fn water_receiver_path(depth: texture_2d<f32>,
|
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|
+
fn water_receiver_path(depth: texture_2d<f32>, pbr: texture_2d<f32>, uv: vec2f,
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59
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|
inverse_projection: mat4x4f, world_to_view: mat4x4f, origin: vec3f) -> f32 {
|
|
60
|
-
let receiver = screen_space_ray_load_receiver(uv, depth,
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+
let receiver = screen_space_ray_load_receiver(uv, depth, pbr, inverse_projection, world_to_view);
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return distance(origin, screen_space_ray_lookup_position(uv, receiver, inverse_projection).xyz);
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}
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fn water_receiver_radiance(scene: texture_2d<f32>, depth: texture_2d<f32>, normals: texture_2d<u32>,
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-
uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, surface: vec3f, surface_normal: vec3f, below_interface: bool) -> vec4f {
|
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66
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+
pbr: texture_2d<f32>, uv: vec2f, inverse_projection: mat4x4f, inverse_view: mat4x4f, surface: vec3f, surface_normal: vec3f, below_interface: bool) -> vec4f {
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65
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let size = vec2i(textureDimensions(depth, 0));
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66
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-
let center = water_receiver_texel(depth, normals, clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1),
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+
let center = water_receiver_texel(depth, normals, pbr, clamp(vec2i(uv * vec2f(size)), vec2i(0), size-1),
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inverse_projection, inverse_view);
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if (is_background(center.depth)
|
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69
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|| (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
|
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75
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for (var y = 0; y < 2; y++) {
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for (var x = 0; x < 2; x++) {
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let coord = clamp(base + vec2i(x,y), vec2i(0), size-1);
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78
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-
let tap = water_receiver_texel(depth, normals, coord, inverse_projection, inverse_view);
|
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80
|
+
let tap = water_receiver_texel(depth, normals, pbr, coord, inverse_projection, inverse_view);
|
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79
81
|
if (is_background(tap.depth) || (below_interface && dot(tap.position - surface, surface_normal) > WATER_LEVEL_TOLERANCE)
|
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|| dot(center.face_normal, tap.face_normal) < 0.95
|
|
81
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|
|| abs(dot(tap.position - center.position, center.face_normal)) > 0.02) { continue; }
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@@ -24,7 +24,7 @@ export class GPUWaterQueries {
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24
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|
* @param {PipelineEnquiry} enquiry
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|
25
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|
*/
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26
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|
static enquirePipelines(enquiry: PipelineEnquiry): void;
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|
27
|
-
static "__#
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27
|
+
static "__#281@#execute"(pass: any, resources: any, context: any): void;
|
|
28
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|
/**
|
|
29
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|
* @param {object} options
|
|
30
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|
* @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":"
|
|
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,
|
|
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,
|
|
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,
|
|
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,
|
|
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,
|
|
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,
|
|
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 "__#
|
|
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"}
|