@woosh/meep-engine 3.61.3 → 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/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/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/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 +40 -53
- 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/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/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/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/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/brick/GPUBrickClipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/brick/GPUBrickClipmap.js +14 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/GPUProbeClipmap.js +10 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_diffuse.js +2 -2
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_indirect_lighting.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_indirect_lighting.js +5 -3
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_want.js +1 -1
- package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/shader_resolve_indirect_lighting.js +5 -3
- package/src/shade/renderer/global_illumination/sharc/shader/debug/shader_colored_hash.js +1 -1
- package/src/shade/renderer/global_illumination/sharc/shader/debug/shader_sharc_debug_radiance.js +1 -1
- package/src/shade/renderer/global_illumination/sharc/shader/shader_sharc_update.js +1 -1
- package/src/shade/renderer/material/GPUMaterialManager.d.ts +22 -9
- package/src/shade/renderer/material/GPUMaterialManager.d.ts.map +1 -1
- package/src/shade/renderer/material/GPUMaterialManager.js +159 -65
- package/src/shade/renderer/material/MATERIAL_MASK.d.ts +19 -0
- package/src/shade/renderer/material/MATERIAL_MASK.d.ts.map +1 -0
- package/src/shade/renderer/material/MATERIAL_MASK.js +19 -0
- package/src/shade/renderer/material/dispatch/GPUMaterialComputeDispatch.d.ts +8 -8
- package/src/shade/renderer/material/dispatch/GPUMaterialComputeDispatch.d.ts.map +1 -1
- package/src/shade/renderer/material/dispatch/GPUMaterialComputeDispatch.js +11 -92
- package/src/shade/renderer/material/dispatch/chunk_material_quad_keys.d.ts.map +1 -1
- package/src/shade/renderer/material/dispatch/chunk_material_quad_keys.js +10 -2
- package/src/shade/renderer/material/dispatch/gbuffer_compute.js +2 -2
- package/src/shade/renderer/material/dispatch/graph_material_dispatch_compute.d.ts +7 -7
- package/src/shade/renderer/material/dispatch/graph_material_dispatch_compute.d.ts.map +1 -1
- package/src/shade/renderer/material/dispatch/graph_material_dispatch_compute.js +20 -16
- package/src/shade/renderer/material/dispatch/shader_material_pixel_count.d.ts.map +1 -1
- package/src/shade/renderer/material/dispatch/shader_material_pixel_count.js +3 -1
- package/src/shade/renderer/material/dispatch/shader_material_pixel_scatter.d.ts.map +1 -1
- package/src/shade/renderer/material/dispatch/shader_material_pixel_scatter.js +3 -1
- package/src/shade/renderer/material/standard/fragment_gbuffer.d.ts.map +1 -1
- package/src/shade/renderer/material/standard/fragment_gbuffer.js +26 -25
- package/src/shade/renderer/material/standard/material_gbuffer_vertex.d.ts +10 -8
- package/src/shade/renderer/material/standard/material_gbuffer_vertex.d.ts.map +1 -1
- package/src/shade/renderer/material/standard/material_gbuffer_vertex.js +16 -13
- package/src/shade/renderer/material/template/ShadeMaterialTemplate.d.ts +1 -1
- package/src/shade/renderer/material/template/ShadeMaterialTemplate.js +1 -1
- package/src/shade/renderer/postprocess/denoise/LigmaDenoiser.d.ts +5 -2
- package/src/shade/renderer/postprocess/denoise/LigmaDenoiser.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/LigmaDenoiser.js +7 -4
- package/src/shade/renderer/postprocess/denoise/debug/graph_pass_debug_reprojection.d.ts +3 -3
- package/src/shade/renderer/postprocess/denoise/debug/graph_pass_debug_reprojection.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/debug/graph_pass_debug_reprojection.js +12 -10
- package/src/shade/renderer/postprocess/denoise/fragment_shader_denoise_ao.js +2 -2
- package/src/shade/renderer/postprocess/denoise/shader_temporal_reprojection_luma.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/denoise/shader_temporal_reprojection_luma.js +6 -4
- package/src/shade/renderer/postprocess/gtao/GTAO.d.ts +9 -7
- package/src/shade/renderer/postprocess/gtao/GTAO.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/GTAO.js +11 -8
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.d.ts +3 -3
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/gtao/ao_reproject_shader.js +17 -12
- package/src/shade/renderer/postprocess/gtao/chunk_integrate_lighting_sample.js +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao.js +1 -1
- package/src/shade/renderer/postprocess/gtao/fragment_shader_gtao_with_irradiance.js +4 -4
- package/src/shade/renderer/postprocess/gtao/shader_gtao_spatial_denoise.js +2 -2
- package/src/shade/renderer/postprocess/ssr/chunk_ssr_spatial_variance.js +41 -41
- package/src/shade/renderer/postprocess/ssr/prefilter/chunk_load_neighbourhood_sample.js +1 -1
- package/src/shade/renderer/postprocess/ssr/reproject/chunk_ssr_temporal_accumulate.js +3 -3
- package/src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_add_hit_irradiance.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_add_hit_irradiance.js +5 -2
- package/src/shade/renderer/postprocess/ssr/resolve/ssr_resolve_shader.js +4 -4
- package/src/shade/renderer/postprocess/ssr/ssr_combine_shader.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_combine_shader.js +4 -2
- package/src/shade/renderer/postprocess/ssr/ssr_graph_prefilter_color.d.ts +2 -1
- package/src/shade/renderer/postprocess/ssr/ssr_graph_prefilter_color.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_graph_prefilter_color.js +10 -2
- package/src/shade/renderer/postprocess/ssr/ssr_reproject_shader.js +1 -1
- package/src/shade/renderer/postprocess/ssr/ssr_spatial_denoise_shader.js +4 -4
- package/src/shade/renderer/postprocess/taa/shader_reprojection_map.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/taa/shader_reprojection_map.js +6 -4
- package/src/shade/renderer/postprocess/velocity/graph_add_per_object_velocity.d.ts +6 -8
- package/src/shade/renderer/postprocess/velocity/graph_add_per_object_velocity.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/velocity/graph_add_per_object_velocity.js +29 -33
- package/src/shade/renderer/rasterize/TemplatePassDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/TemplatePassDescriptor.js +1 -0
- package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.d.ts +6 -3
- package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/bucket/graph_meshlets_rasterize_by_bucket.js +8 -3
- package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/GPUCollectionLimits.js +3 -0
- package/src/shade/renderer/rasterize/expand/RasterizationCollectionType.d.ts +1 -0
- package/src/shade/renderer/rasterize/expand/RasterizationCollectionType.js +5 -0
- package/src/shade/renderer/rasterize/expand/graph_meshlets_rasterize.d.ts +8 -3
- package/src/shade/renderer/rasterize/expand/graph_meshlets_rasterize.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/expand/graph_meshlets_rasterize.js +54 -5
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts +1 -0
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/AVBOITSideChannel.js +1 -1
- package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts +1 -1
- package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/avboit/graph_rasterize_meshes_transparent_avboit.js +2 -1
- package/src/shade/renderer/rasterize/native/graph_rasterize_meshes_alpha_tested.d.ts +7 -2
- package/src/shade/renderer/rasterize/native/graph_rasterize_meshes_alpha_tested.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/graph_rasterize_meshes_alpha_tested.js +73 -9
- package/src/shade/renderer/rasterize/native/viz/shader_vertex.js +4 -4
- package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/viz/viz_rasterization_alpha_tested_pass_descriptor.js +23 -40
- package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/native/viz/viz_rasterization_opaque_pass_descriptor.js +55 -76
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts +4 -2
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_partial_opaque.js +6 -2
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts +4 -2
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_remaining_opaque.js +6 -2
- package/src/shade/renderer/rasterize/standard/graph_rasterize_scene.d.ts +5 -2
- package/src/shade/renderer/rasterize/standard/graph_rasterize_scene.d.ts.map +1 -1
- package/src/shade/renderer/rasterize/standard/graph_rasterize_scene.js +43 -2
- package/src/shade/renderer/rasterize/visibility/VISIBILITY_BUFFER.d.ts +39 -0
- package/src/shade/renderer/rasterize/visibility/VISIBILITY_BUFFER.d.ts.map +1 -0
- package/src/shade/renderer/rasterize/visibility/VISIBILITY_BUFFER.js +45 -0
- package/src/shade/renderer/rasterize/visibility/chunk_visibility_decode.d.ts +26 -0
- package/src/shade/renderer/rasterize/visibility/chunk_visibility_decode.d.ts.map +1 -0
- package/src/shade/renderer/rasterize/visibility/chunk_visibility_decode.js +48 -0
- package/src/shade/renderer/rasterize/visibility/shader_visible_meshlets_append.d.ts +40 -0
- package/src/shade/renderer/rasterize/visibility/shader_visible_meshlets_append.d.ts.map +1 -0
- package/src/shade/renderer/rasterize/visibility/shader_visible_meshlets_append.js +172 -0
- package/src/shade/renderer/restir/di/chunk_restir_reconstruct_surface.d.ts.map +1 -1
- package/src/shade/renderer/restir/di/chunk_restir_reconstruct_surface.js +6 -4
- package/src/shade/renderer/restir/di/chunk_restir_spatial_reuse.js +1 -1
- package/src/shade/renderer/restir/di/shader_restir_di_denoise.js +2 -2
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_sRGBTransferEOTF.d.ts +9 -0
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_sRGBTransferEOTF.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/color/sRGB/chunk_sRGBTransferEOTF.js +18 -0
- package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_determinant.d.ts +20 -0
- package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_determinant.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_determinant.js +26 -0
- package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts +60 -18
- package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/mat3/chunk_mat3_singular_values.js +163 -45
- package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/mat4/chunk_mat4_linear_determinant.js +19 -18
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.d.ts +13 -0
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js +22 -0
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.d.ts +8 -1
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js +10 -8
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_face_normal.d.ts +22 -0
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_face_normal.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_face_normal.js +32 -0
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.d.ts +11 -1
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/geometry/normal/chunk_encode_g_buffer_normal.js +14 -6
- package/src/shade/renderer/shader/chunk/material/chunk_decode_g_buffer_albedo.d.ts +14 -0
- package/src/shade/renderer/shader/chunk/material/chunk_decode_g_buffer_albedo.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/material/chunk_decode_g_buffer_albedo.js +24 -0
- package/src/shade/renderer/shader/chunk/material/chunk_encode_g_buffer_albedo.d.ts +17 -0
- package/src/shade/renderer/shader/chunk/material/chunk_encode_g_buffer_albedo.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/material/chunk_encode_g_buffer_albedo.js +27 -0
- package/src/shade/renderer/shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.d.ts +7 -1
- package/src/shade/renderer/shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/screen_space/SCREEN_SPACE_RESOURCES.js +8 -1
- package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_load_world_space_normal.js +1 -1
- package/src/shade/renderer/shader/chunk/screen_space/chunk_screen_space_newton_ray.js +10 -10
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts +8 -0
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.d.ts.map +1 -1
- package/src/shade/renderer/shader/pass/RenderPassDescriptor.js +9 -0
- package/src/shade/renderer/shader/util/shader_decode_octahedral_normal.js +1 -1
- package/src/shade/renderer/shadow/contact/graph_contact_shadow_linear.d.ts +3 -3
- package/src/shade/renderer/shadow/contact/graph_contact_shadow_linear.d.ts.map +1 -1
- package/src/shade/renderer/shadow/contact/graph_contact_shadow_linear.js +3 -3
- package/src/shade/renderer/shadow/contact/shader_contact_shadow_linear.d.ts.map +1 -1
- package/src/shade/renderer/shadow/contact/shader_contact_shadow_linear.js +6 -4
- package/src/shade/renderer/shadow/ray/RTXShadows.d.ts +6 -4
- package/src/shade/renderer/shadow/ray/RTXShadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/RTXShadows.js +16 -5
- package/src/shade/renderer/shadow/ray/shader_ray_shadow_code.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/shader_ray_shadow_code.js +7 -7
- package/src/shade/renderer/shadow/ray/shader_shadow_upscale.js +2 -2
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.d.ts +4 -2
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js +79 -74
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.d.ts.map +1 -1
- package/src/shade/renderer/shadow/ray/staged/gen/shader_generate_rays.js +7 -7
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_soft_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/cascade/shader_scene_sdf_soft_shadows.js +7 -3
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts +7 -5
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.d.ts.map +1 -1
- package/src/shade/renderer/shadow/sdf/graph_draw_sdf_shadows.js +29 -16
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts +5 -5
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/VirtualTextureManager.js +8 -8
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.d.ts.map +1 -1
- package/src/shade/renderer/texture/virtual/build_shader_vt_feedback.js +13 -14
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts +2 -1
- package/src/shade/renderer/water/GPUWaterRenderer.d.ts.map +1 -1
- package/src/shade/renderer/water/GPUWaterRenderer.js +6 -4
- package/src/shade/renderer/water/chunk_water_transport.d.ts.map +1 -1
- package/src/shade/renderer/water/chunk_water_transport.js +11 -9
- package/src/shade/renderer/water/shader_water.d.ts.map +1 -1
- package/src/shade/renderer/water/shader_water.js +13 -11
- package/src/shade/renderer/gbuffer/G_BUFFER_MIP_LEVELS.d.ts +0 -7
- package/src/shade/renderer/gbuffer/G_BUFFER_MIP_LEVELS.d.ts.map +0 -1
- package/src/shade/renderer/gbuffer/G_BUFFER_MIP_LEVELS.js +0 -6
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts +0 -3
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.d.ts.map +0 -1
- package/src/shade/renderer/postprocess/ssr/shader_downsample_encoded_normal.js +0 -104
|
@@ -13,7 +13,14 @@ export const SCREEN_DEPTH_RESOURCE = ShaderResourceDescriptor.texture("tDepth");
|
|
|
13
13
|
export const SCREEN_HZB_RESOURCE = ShaderResourceDescriptor.texture("tHZB");
|
|
14
14
|
|
|
15
15
|
/**
|
|
16
|
-
* The scene's
|
|
16
|
+
* The scene's shading normal, encoded (`decode_g_buffer_normal`).
|
|
17
17
|
* @type {ShaderResourceDescriptor}
|
|
18
18
|
*/
|
|
19
19
|
export const SCREEN_NORMAL_RESOURCE = ShaderResourceDescriptor.texture("tNormal", "uint");
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* The G-buffer's PBR target, for the face normal it holds (`decode_g_buffer_face_normal`): the plane of the
|
|
23
|
+
* triangle a pixel shows.
|
|
24
|
+
* @type {ShaderResourceDescriptor}
|
|
25
|
+
*/
|
|
26
|
+
export const SCREEN_PBR_RESOURCE = ShaderResourceDescriptor.texture("tPBR");
|
package/src/shade/renderer/shader/chunk/screen_space/chunk_ffx_sssr_load_world_space_normal.js
CHANGED
|
@@ -7,7 +7,7 @@ export const chunk_ffx_sssr_load_world_space_normal = CodeChunk.from(
|
|
|
7
7
|
`
|
|
8
8
|
fn ffx_sssr_load_world_space_normal(texel_coord: vec2<i32>)-> vec3<f32>{
|
|
9
9
|
// Using shading normal
|
|
10
|
-
return decode_g_buffer_normal( textureLoad(tNormal, texel_coord, 0).
|
|
10
|
+
return decode_g_buffer_normal( textureLoad(tNormal, texel_coord, 0).x );
|
|
11
11
|
}
|
|
12
12
|
`, [
|
|
13
13
|
chunk_decode_g_buffer_normal
|
|
@@ -1,6 +1,6 @@
|
|
|
1
1
|
import { CodeChunk } from "../../compiler/CodeChunk.js";
|
|
2
2
|
import { chunk_is_background } from "../depth/chunk_is_background.js";
|
|
3
|
-
import {
|
|
3
|
+
import { chunk_decode_g_buffer_face_normal } from "../geometry/normal/chunk_decode_g_buffer_face_normal.js";
|
|
4
4
|
import { chunk_plane_from_normal_and_point } from "../geometry/plane/chunk_plane_from_normal_and_point.js";
|
|
5
5
|
import { chunk_plane_ray_raycast } from "../geometry/plane/chunk_plane_ray_raycast.js";
|
|
6
6
|
import { RAY_STRUCT } from "../geometry/ray/RAY_STRUCT.js";
|
|
@@ -35,10 +35,10 @@ struct ScreenSpaceRayReceiver {
|
|
|
35
35
|
plane: vec4<f32>,
|
|
36
36
|
}
|
|
37
37
|
|
|
38
|
-
// One G-buffer
|
|
39
|
-
//
|
|
38
|
+
// One G-buffer texel: its depth, stored at the texel center, and its face normal, read from the PBR
|
|
39
|
+
// target. The shading normal includes material normal mapping and is not the surface's plane.
|
|
40
40
|
fn screen_space_ray_load_receiver(
|
|
41
|
-
uv: vec2<f32>, depth: texture_2d<f32>,
|
|
41
|
+
uv: vec2<f32>, depth: texture_2d<f32>, pbr: texture_2d<f32>,
|
|
42
42
|
inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
|
|
43
43
|
) -> ScreenSpaceRayReceiver {
|
|
44
44
|
let size = textureDimensions(depth, 0);
|
|
@@ -46,7 +46,7 @@ fn screen_space_ray_load_receiver(
|
|
|
46
46
|
let d = textureLoad(depth, coord, 0).r;
|
|
47
47
|
let center = (vec2<f32>(coord) + 0.5) / vec2<f32>(size);
|
|
48
48
|
let position = inv_project_position(vec3<f32>(center, d), inverse_projection);
|
|
49
|
-
let normal = (world_to_view * vec4<f32>(
|
|
49
|
+
let normal = (world_to_view * vec4<f32>(decode_g_buffer_face_normal(textureLoad(pbr, coord, 0)), 0.0)).xyz;
|
|
50
50
|
return ScreenSpaceRayReceiver(d, plane_from_normal_and_point(normal, position));
|
|
51
51
|
}
|
|
52
52
|
|
|
@@ -86,12 +86,12 @@ fn screen_space_ray_accept(
|
|
|
86
86
|
}
|
|
87
87
|
|
|
88
88
|
fn screen_space_ray_validate(
|
|
89
|
-
ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>,
|
|
89
|
+
ray: Ray, uv: vec2<f32>, depth: texture_2d<f32>, pbr: texture_2d<f32>,
|
|
90
90
|
projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
|
|
91
91
|
distance_tolerance: f32,
|
|
92
92
|
) -> ScreenSpaceRayHit {
|
|
93
93
|
if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 1u); }
|
|
94
|
-
let receiver = screen_space_ray_load_receiver(uv, depth,
|
|
94
|
+
let receiver = screen_space_ray_load_receiver(uv, depth, pbr, inverse_projection, world_to_view);
|
|
95
95
|
if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, 0u, 2u); }
|
|
96
96
|
return screen_space_ray_accept(ray, uv, receiver, vec2<f32>(textureDimensions(depth, 0)),
|
|
97
97
|
projection, inverse_projection, distance_tolerance);
|
|
@@ -100,7 +100,7 @@ fn screen_space_ray_validate(
|
|
|
100
100
|
// One G-buffer fetch per lookup, as in the paper: the plane that rejects lookup n
|
|
101
101
|
// is also the tangent plane of update n+1. max_updates updates read max_updates+1 texels.
|
|
102
102
|
fn screen_space_newton_ray(
|
|
103
|
-
ray: Ray, seed_uv: vec2<f32>, depth: texture_2d<f32>,
|
|
103
|
+
ray: Ray, seed_uv: vec2<f32>, depth: texture_2d<f32>, pbr: texture_2d<f32>,
|
|
104
104
|
projection: mat4x4<f32>, inverse_projection: mat4x4<f32>, world_to_view: mat4x4<f32>,
|
|
105
105
|
max_updates: u32, distance_tolerance: f32,
|
|
106
106
|
) -> ScreenSpaceRayHit {
|
|
@@ -112,7 +112,7 @@ fn screen_space_newton_ray(
|
|
|
112
112
|
for (var i = 0u; i <= updates; i++) {
|
|
113
113
|
let iterations = max(i, 1u);
|
|
114
114
|
if (!screen_space_ray_in_bounds(uv)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 1u); }
|
|
115
|
-
let receiver = screen_space_ray_load_receiver(uv, depth,
|
|
115
|
+
let receiver = screen_space_ray_load_receiver(uv, depth, pbr, inverse_projection, world_to_view);
|
|
116
116
|
if (is_background(receiver.depth)) { return ScreenSpaceRayHit(uv, 0.0, 1e20, iterations, 2u); }
|
|
117
117
|
// The seed is the undisplaced background, not an update; only updated lookups are accepted.
|
|
118
118
|
if (i > 0u) {
|
|
@@ -130,6 +130,6 @@ fn screen_space_newton_ray(
|
|
|
130
130
|
}
|
|
131
131
|
return hit;
|
|
132
132
|
}
|
|
133
|
-
`, [RAY_STRUCT.declaration_chunk, chunk_is_background,
|
|
133
|
+
`, [RAY_STRUCT.declaration_chunk, chunk_is_background, chunk_decode_g_buffer_face_normal,
|
|
134
134
|
chunk_plane_from_normal_and_point, chunk_plane_ray_raycast, chunk_ray_at,
|
|
135
135
|
chunk_ray_nearest_point, chunk_inv_project_position, chunk_project_position]);
|
|
@@ -28,6 +28,14 @@ export class RenderPassDescriptor {
|
|
|
28
28
|
* @type {RenderPassDepthStencilAttachmentDescriptor}
|
|
29
29
|
*/
|
|
30
30
|
depthStencilAttachment: RenderPassDepthStencilAttachmentDescriptor;
|
|
31
|
+
/**
|
|
32
|
+
* Whether the pipeline writes each draw's `instance_index` as a slot of the frame's visible-meshlet
|
|
33
|
+
* table, as the visibility raster does: a draw under it must take its meshlets from that table — see
|
|
34
|
+
* `graph_meshlets_rasterize`.
|
|
35
|
+
*
|
|
36
|
+
* @type {boolean}
|
|
37
|
+
*/
|
|
38
|
+
visible_meshlet_slots: boolean;
|
|
31
39
|
/**
|
|
32
40
|
* @param {Object} options
|
|
33
41
|
* @param {GPUTextureContext[]} [options.colorTargets]
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"RenderPassDescriptor.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/pass/RenderPassDescriptor.js"],"names":[],"mappings":"AAIA;;GAEG;AACH;IACI;;;;;;OAMG;IACH,OAFU,MAAM,GAAC,SAAS,CAER;IAElB;;OAEG;IACH,mCAAQ;IAER;;OAEG;IACH,uCAAS;IAET;;;OAGG;IACH,kBAFU,qCAAqC,CAEzB;IAEtB;;;OAGG;IACH,wBAFU,0CAA0C,CAEsB;
|
|
1
|
+
{"version":3,"file":"RenderPassDescriptor.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shader/pass/RenderPassDescriptor.js"],"names":[],"mappings":"AAIA;;GAEG;AACH;IACI;;;;;;OAMG;IACH,OAFU,MAAM,GAAC,SAAS,CAER;IAElB;;OAEG;IACH,mCAAQ;IAER;;OAEG;IACH,uCAAS;IAET;;;OAGG;IACH,kBAFU,qCAAqC,CAEzB;IAEtB;;;OAGG;IACH,wBAFU,0CAA0C,CAEsB;IAE1E;;;;;;OAMG;IACH,uBAFU,OAAO,CAEa;IAG9B;;;;;;;;;;;OAWG;IACH;QAVyC,YAAY,GAA1C,mBAAmB;QACS,WAAW;QACnB,MAAM;QACL,OAAO;QACR,WAAW;QACV,YAAY;QACb,WAAW;QACV,YAAY;gCAwE3C;IAED;;;;;;;;;;;OAWG;IACH;QAT2C,OAAO;QACT,YAAY,GAA1C,mBAAmB;QACS,WAAW;QACtB,QAAQ;QACA,eAAe;QACpB,MAAM;QACL,OAAO;kCAuCtC;IAED;;;;;;;;OAQG;IACH;QAN2C,OAAO;QACpB,OAAO;QACT,cAAc,GAA/B,MAAM;QACW,QAAQ;QACH,aAAa;aAgB7C;IAGL;;;OAGG;IACH,iCAFU,OAAO,CAEoC;CANpD;2DA5M0D,iDAAiD"}
|
|
@@ -37,6 +37,15 @@ export class RenderPassDescriptor {
|
|
|
37
37
|
*/
|
|
38
38
|
depthStencilAttachment = new RenderPassDepthStencilAttachmentDescriptor();
|
|
39
39
|
|
|
40
|
+
/**
|
|
41
|
+
* Whether the pipeline writes each draw's `instance_index` as a slot of the frame's visible-meshlet
|
|
42
|
+
* table, as the visibility raster does: a draw under it must take its meshlets from that table — see
|
|
43
|
+
* `graph_meshlets_rasterize`.
|
|
44
|
+
*
|
|
45
|
+
* @type {boolean}
|
|
46
|
+
*/
|
|
47
|
+
visible_meshlet_slots = false;
|
|
48
|
+
|
|
40
49
|
|
|
41
50
|
/**
|
|
42
51
|
* @param {Object} options
|
|
@@ -5,17 +5,17 @@
|
|
|
5
5
|
* @param {Object} options
|
|
6
6
|
* @param {FrameGraph} options.graph
|
|
7
7
|
* @param {number} options.depth the depth buffer
|
|
8
|
-
* @param {number} options.
|
|
8
|
+
* @param {number} options.pbr the G-buffer's PBR target, for its face normal
|
|
9
9
|
* @param {GPUBuffer} options.camera the view's camera uniforms, whose projection drew `depth`
|
|
10
10
|
* @param {ArrayLike<number>} options.resolution of `depth`
|
|
11
11
|
* @param {{to_light: ArrayLike<number>, length: number, steps: number, thickness: number, jitter_frame: number}} options.settings
|
|
12
12
|
* see {@link CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT}
|
|
13
13
|
* @returns {number} the visibility texture
|
|
14
14
|
*/
|
|
15
|
-
export function graph_contact_shadow_linear({ graph, depth,
|
|
15
|
+
export function graph_contact_shadow_linear({ graph, depth, pbr, camera, resolution, settings }: {
|
|
16
16
|
graph: FrameGraph;
|
|
17
17
|
depth: number;
|
|
18
|
-
|
|
18
|
+
pbr: number;
|
|
19
19
|
camera: GPUBuffer;
|
|
20
20
|
resolution: ArrayLike<number>;
|
|
21
21
|
settings: {
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"graph_contact_shadow_linear.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/graph_contact_shadow_linear.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;GAaG;AACH;IAT+B,KAAK;IACT,KAAK,EAArB,MAAM;IACU,
|
|
1
|
+
{"version":3,"file":"graph_contact_shadow_linear.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/graph_contact_shadow_linear.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;GAaG;AACH;IAT+B,KAAK;IACT,KAAK,EAArB,MAAM;IACU,GAAG,EAAnB,MAAM;IACa,MAAM;IACE,UAAU,EAArC,UAAU,MAAM,CAAC;IAC8F,QAAQ,EAAvH;QAAC,QAAQ,EAAE,UAAU,MAAM,CAAC,CAAC;QAAC,MAAM,EAAE,MAAM,CAAC;QAAC,KAAK,EAAE,MAAM,CAAC;QAAC,SAAS,EAAE,MAAM,CAAC;QAAC,YAAY,EAAE,MAAM,CAAA;KAAC;IAEnG,MAAM,CAsBlB"}
|
|
@@ -9,14 +9,14 @@ import { shader_contact_shadow_linear } from "./shader_contact_shadow_linear.js"
|
|
|
9
9
|
* @param {Object} options
|
|
10
10
|
* @param {FrameGraph} options.graph
|
|
11
11
|
* @param {number} options.depth the depth buffer
|
|
12
|
-
* @param {number} options.
|
|
12
|
+
* @param {number} options.pbr the G-buffer's PBR target, for its face normal
|
|
13
13
|
* @param {GPUBuffer} options.camera the view's camera uniforms, whose projection drew `depth`
|
|
14
14
|
* @param {ArrayLike<number>} options.resolution of `depth`
|
|
15
15
|
* @param {{to_light: ArrayLike<number>, length: number, steps: number, thickness: number, jitter_frame: number}} options.settings
|
|
16
16
|
* see {@link CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT}
|
|
17
17
|
* @returns {number} the visibility texture
|
|
18
18
|
*/
|
|
19
|
-
export function graph_contact_shadow_linear({ graph, depth,
|
|
19
|
+
export function graph_contact_shadow_linear({ graph, depth, pbr, camera, resolution, settings }) {
|
|
20
20
|
const width = resolution[0];
|
|
21
21
|
const height = resolution[1];
|
|
22
22
|
|
|
@@ -27,7 +27,7 @@ export function graph_contact_shadow_linear({ graph, depth, normal, camera, reso
|
|
|
27
27
|
bindings: {
|
|
28
28
|
settings,
|
|
29
29
|
gBufferDepth: depth,
|
|
30
|
-
|
|
30
|
+
gBufferPBR: pbr,
|
|
31
31
|
camera,
|
|
32
32
|
tContactShadow: TextureResourceDescriptor.from({
|
|
33
33
|
resolution: [width, height],
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_contact_shadow_linear.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/shader_contact_shadow_linear.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_contact_shadow_linear.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/contact/shader_contact_shadow_linear.js"],"names":[],"mappings":"AAgBA;;;;;;;;;;;;;GAaG;AACH,oDAFU,YAAY,CAQY;AA+ElC;;;;;;;;;GASG;AACH,2CAFU,aAAa,CAMpB;6BAnH0B,mCAAmC;8BAHlC,+BAA+B"}
|
|
@@ -1,7 +1,9 @@
|
|
|
1
1
|
import { CAMERA_UNIFORM_STRUCT } from "../../camera/CAMERA_UNIFORM_STRUCT.js";
|
|
2
2
|
import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
|
|
3
3
|
import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
|
|
4
|
-
import {
|
|
4
|
+
import {
|
|
5
|
+
chunk_decode_g_buffer_face_normal
|
|
6
|
+
} from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
|
|
5
7
|
import { chunk_interleaved_gradient_noise } from "../../shader/chunk/noise/chunk_interleaved_gradient_noise.js";
|
|
6
8
|
import { chunk_screen_space_linear_ray } from "../../shader/chunk/screen_space/chunk_screen_space_linear_ray.js";
|
|
7
9
|
import { chunk_texel_coordinate_to_uv } from "../../shader/chunk/texture/chunk_texel_coordinate_to_uv.js";
|
|
@@ -40,7 +42,7 @@ resources.setImmediate("settings", CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT);
|
|
|
40
42
|
|
|
41
43
|
resources.createGroup()
|
|
42
44
|
.addTexture("gBufferDepth")
|
|
43
|
-
.addTexture("
|
|
45
|
+
.addTexture("gBufferPBR")
|
|
44
46
|
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
45
47
|
.addStorageTexture("tContactShadow", "r32float", "2d", "write-only");
|
|
46
48
|
|
|
@@ -63,7 +65,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
|
|
|
63
65
|
}
|
|
64
66
|
|
|
65
67
|
let to_light = settings.to_light;
|
|
66
|
-
let geometric_normal =
|
|
68
|
+
let geometric_normal = decode_g_buffer_face_normal(textureLoad(gBufferPBR, id.xy, 0));
|
|
67
69
|
|
|
68
70
|
if (dot(geometric_normal, to_light) <= 0.0) {
|
|
69
71
|
// facing away: the shadow map's term is already 0, nothing to add to it
|
|
@@ -102,7 +104,7 @@ fn main(@builtin(global_invocation_id) id: vec3<u32>) {
|
|
|
102
104
|
`, [
|
|
103
105
|
CONTACT_SHADOW_LINEAR_SETTINGS_STRUCT.declaration_chunk,
|
|
104
106
|
chunk_is_background,
|
|
105
|
-
|
|
107
|
+
chunk_decode_g_buffer_face_normal,
|
|
106
108
|
chunk_texel_coordinate_to_uv,
|
|
107
109
|
chunk_uv_to_ndc,
|
|
108
110
|
chunk_project_position_from_depth,
|
|
@@ -13,7 +13,8 @@ export class RTXShadows {
|
|
|
13
13
|
* [02/05/2025] tested on Sponza, inline approach is 1.66ms, staged is 2.40 so it's slower
|
|
14
14
|
* @param {FrameGraph} graph
|
|
15
15
|
* @param {number} input_position
|
|
16
|
-
* @param {number} input_normal
|
|
16
|
+
* @param {number} input_normal the G-buffer's shading normal
|
|
17
|
+
* @param {number} input_pbr the G-buffer's PBR target, for its face normal
|
|
17
18
|
* @param {number} input_depth
|
|
18
19
|
* @param {number} input_depth_previous
|
|
19
20
|
* @param {number} input_velocity
|
|
@@ -22,12 +23,13 @@ export class RTXShadows {
|
|
|
22
23
|
* @param {number[]} jitter
|
|
23
24
|
* @returns {number} output texture
|
|
24
25
|
*/
|
|
25
|
-
execute2({ graph, input_normal, input_depth, input_depth_previous, input_velocity, input_occlusion, view, jitter }: FrameGraph): number;
|
|
26
|
+
execute2({ graph, input_normal, input_pbr, input_depth, input_depth_previous, input_velocity, input_occlusion, view, jitter }: FrameGraph): number;
|
|
26
27
|
/**
|
|
27
28
|
*
|
|
28
29
|
* @param {FrameGraph} graph
|
|
29
30
|
* @param {number} input_position
|
|
30
|
-
* @param {number} input_normal
|
|
31
|
+
* @param {number} input_normal the G-buffer's shading normal
|
|
32
|
+
* @param {number} input_pbr the G-buffer's PBR target, for its face normal
|
|
31
33
|
* @param {number} input_depth
|
|
32
34
|
* @param {number} input_depth_previous
|
|
33
35
|
* @param {number} input_velocity
|
|
@@ -36,7 +38,7 @@ export class RTXShadows {
|
|
|
36
38
|
* @param {number[]} jitter
|
|
37
39
|
* @returns {number} output texture
|
|
38
40
|
*/
|
|
39
|
-
execute({ graph, input_normal, input_depth, input_depth_previous, input_velocity, input_occlusion, view, jitter }: FrameGraph): number;
|
|
41
|
+
execute({ graph, input_normal, input_pbr, input_depth, input_depth_previous, input_velocity, input_occlusion, view, jitter }: FrameGraph): number;
|
|
40
42
|
#private;
|
|
41
43
|
}
|
|
42
44
|
import { LigmaDenoiser } from "../../postprocess/denoise/LigmaDenoiser.js";
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"RTXShadows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/RTXShadows.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"RTXShadows.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/RTXShadows.js"],"names":[],"mappings":"AAcA;IAkBI;;;OAGG;IACH,uCAKC;IAzBD;;OAEG;IACH,UAFU,aAAa,CAEf;IAwBR;;;;;;;;;;;;;;OAcG;IACH,4IAFa,MAAM,CA8BlB;IAED;;;;;;;;;;;;;OAaG;IACH,2IAFa,MAAM,CA2JlB;;CACJ;8BA5P6B,4CAA4C"}
|
|
@@ -2,7 +2,6 @@ import { assert } from "../../../../core/assert.js";
|
|
|
2
2
|
import { current_time_in_seconds } from "../../../../core/time/current_time_in_seconds.js";
|
|
3
3
|
import { TextureViewDescriptor } from "../../../descriptor/texture/TextureViewDescriptor.js";
|
|
4
4
|
import { TextureResourceDescriptor } from "../../../device/graph/TextureResourceDescriptor.js";
|
|
5
|
-
import { G_BUFFER_MIP_LEVELS } from "../../gbuffer/G_BUFFER_MIP_LEVELS.js";
|
|
6
5
|
import { LigmaDenoiser } from "../../postprocess/denoise/LigmaDenoiser.js";
|
|
7
6
|
import { graph_image_pass } from "../../shader/graph/graph_image_pass.js";
|
|
8
7
|
import { HILBERT_R2_INDEX_TEXTURE } from "../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
|
|
@@ -47,7 +46,8 @@ export class RTXShadows {
|
|
|
47
46
|
* [02/05/2025] tested on Sponza, inline approach is 1.66ms, staged is 2.40 so it's slower
|
|
48
47
|
* @param {FrameGraph} graph
|
|
49
48
|
* @param {number} input_position
|
|
50
|
-
* @param {number} input_normal
|
|
49
|
+
* @param {number} input_normal the G-buffer's shading normal
|
|
50
|
+
* @param {number} input_pbr the G-buffer's PBR target, for its face normal
|
|
51
51
|
* @param {number} input_depth
|
|
52
52
|
* @param {number} input_depth_previous
|
|
53
53
|
* @param {number} input_velocity
|
|
@@ -59,6 +59,7 @@ export class RTXShadows {
|
|
|
59
59
|
execute2({
|
|
60
60
|
graph,
|
|
61
61
|
input_normal = -1,
|
|
62
|
+
input_pbr = -1,
|
|
62
63
|
input_depth = -1,
|
|
63
64
|
input_depth_previous = -1,
|
|
64
65
|
input_velocity = -1,
|
|
@@ -72,6 +73,7 @@ export class RTXShadows {
|
|
|
72
73
|
view,
|
|
73
74
|
resolution: view.resolution,
|
|
74
75
|
input_normals: input_normal,
|
|
76
|
+
input_pbr,
|
|
75
77
|
input_depth: input_depth,
|
|
76
78
|
})
|
|
77
79
|
|
|
@@ -88,7 +90,8 @@ export class RTXShadows {
|
|
|
88
90
|
*
|
|
89
91
|
* @param {FrameGraph} graph
|
|
90
92
|
* @param {number} input_position
|
|
91
|
-
* @param {number} input_normal
|
|
93
|
+
* @param {number} input_normal the G-buffer's shading normal
|
|
94
|
+
* @param {number} input_pbr the G-buffer's PBR target, for its face normal
|
|
92
95
|
* @param {number} input_depth
|
|
93
96
|
* @param {number} input_depth_previous
|
|
94
97
|
* @param {number} input_velocity
|
|
@@ -100,6 +103,7 @@ export class RTXShadows {
|
|
|
100
103
|
execute({
|
|
101
104
|
graph,
|
|
102
105
|
input_normal = -1,
|
|
106
|
+
input_pbr = -1,
|
|
103
107
|
input_depth = -1,
|
|
104
108
|
input_depth_previous = -1,
|
|
105
109
|
input_velocity = -1,
|
|
@@ -114,8 +118,6 @@ export class RTXShadows {
|
|
|
114
118
|
|
|
115
119
|
const trace_mip_level = this.#trace_mip_level;
|
|
116
120
|
|
|
117
|
-
assert.lessThan(trace_mip_level, G_BUFFER_MIP_LEVELS);
|
|
118
|
-
|
|
119
121
|
const resolution_x = (resolution[0] >>> trace_mip_level);
|
|
120
122
|
const resolution_y = (resolution[1] >>> trace_mip_level);
|
|
121
123
|
|
|
@@ -134,10 +136,16 @@ export class RTXShadows {
|
|
|
134
136
|
function execute(data, resources, context) {
|
|
135
137
|
|
|
136
138
|
const in_normal = resources.get(data.normals);
|
|
139
|
+
const in_pbr = resources.get(data.pbr);
|
|
137
140
|
|
|
138
141
|
const out = resources.get(data.output);
|
|
139
142
|
const depth = resources.get(data.depth);
|
|
140
143
|
|
|
144
|
+
// the trace reads its inputs at its own level, so they must carry it
|
|
145
|
+
assert.lessThan(trace_mip_level, depth.descriptor.mipLevelCount, 'trace_mip_level');
|
|
146
|
+
assert.lessThan(trace_mip_level, in_normal.descriptor.mipLevelCount, 'trace_mip_level');
|
|
147
|
+
assert.lessThan(trace_mip_level, in_pbr.descriptor.mipLevelCount, 'trace_mip_level');
|
|
148
|
+
|
|
141
149
|
const scene_ctx = view.scene;
|
|
142
150
|
const b_tlas = scene_ctx.tlas.buffer;
|
|
143
151
|
|
|
@@ -168,6 +176,7 @@ export class RTXShadows {
|
|
|
168
176
|
bindings: {
|
|
169
177
|
texture_depth: depth.obtainView(g_buffer_view),
|
|
170
178
|
texture_normal: in_normal.obtainView(g_buffer_view),
|
|
179
|
+
texture_pbr: in_pbr.obtainView(g_buffer_view),
|
|
171
180
|
texture_noise: noise_texture.obtainView(),
|
|
172
181
|
camera: view.camera.buffer,
|
|
173
182
|
view: view.uniform_buffer,
|
|
@@ -190,6 +199,7 @@ export class RTXShadows {
|
|
|
190
199
|
const pass = graph.add('Screen-space shadows', pass_data, execute);
|
|
191
200
|
|
|
192
201
|
pass_data.normals = pass.read(input_normal);
|
|
202
|
+
pass_data.pbr = pass.read(input_pbr);
|
|
193
203
|
|
|
194
204
|
pass_data.depth = pass.read(input_depth);
|
|
195
205
|
pass_data.output = pass.create('shadow hits', TextureResourceDescriptor.from({
|
|
@@ -208,6 +218,7 @@ export class RTXShadows {
|
|
|
208
218
|
input_current_depth: input_depth,
|
|
209
219
|
input_previous_depth: input_depth_previous,
|
|
210
220
|
input_current_normal: input_normal,
|
|
221
|
+
input_current_pbr: input_pbr,
|
|
211
222
|
input_occlusion,
|
|
212
223
|
input_velocity,
|
|
213
224
|
input_mip_level: trace_mip_level,
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_ray_shadow_code.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/shader_ray_shadow_code.js"],"names":[],"mappings":"AA6KA,mDAII;
|
|
1
|
+
{"version":3,"file":"shader_ray_shadow_code.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/shadow/ray/shader_ray_shadow_code.js"],"names":[],"mappings":"AA6KA,mDAII;8BAzJ0B,+BAA+B"}
|
|
@@ -5,6 +5,9 @@ import { chunk_ray_shaded_query_occluded } from "../../path_tracer/shader/chunk_
|
|
|
5
5
|
import { chunk_is_background } from "../../shader/chunk/depth/chunk_is_background.js";
|
|
6
6
|
import { chunk_project_position_from_depth } from "../../shader/chunk/camera/chunk_project_position_from_depth.js";
|
|
7
7
|
import { chunk_decode_g_buffer_normal } from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_normal.js";
|
|
8
|
+
import {
|
|
9
|
+
chunk_decode_g_buffer_face_normal
|
|
10
|
+
} from "../../shader/chunk/geometry/normal/chunk_decode_g_buffer_face_normal.js";
|
|
8
11
|
import { chunk_mat4_extract_position } from "../../shader/chunk/geometry/mat4/chunk_mat4_extract_position.js";
|
|
9
12
|
import { chunk_offset_ray_from_depth } from "../../shader/chunk/geometry/ray/chunk_offset_ray_from_depth.js";
|
|
10
13
|
import { RAY_STRUCT } from "../../shader/chunk/geometry/ray/RAY_STRUCT.js";
|
|
@@ -44,6 +47,7 @@ resources.createGroup()
|
|
|
44
47
|
resources.createGroup()
|
|
45
48
|
.addTexture("texture_depth")
|
|
46
49
|
.addTexture("texture_normal", "uint")
|
|
50
|
+
.addTexture("texture_pbr")
|
|
47
51
|
.addTexture("texture_noise", "uint", "2d", false, HILBERT_R2_INDEX_TEXTURE)
|
|
48
52
|
.addUniform("camera", CAMERA_UNIFORM_STRUCT)
|
|
49
53
|
.addUniform("view", VIEW_UNIFORM_STRUCT)
|
|
@@ -100,13 +104,8 @@ fn main(
|
|
|
100
104
|
camera.view_projection_matrix_inverse
|
|
101
105
|
);
|
|
102
106
|
|
|
103
|
-
let
|
|
104
|
-
|
|
105
|
-
0
|
|
106
|
-
);
|
|
107
|
-
|
|
108
|
-
let geometric_normal = decode_g_buffer_normal( g_buffer_sample_normal.zw );
|
|
109
|
-
let shading_normal = decode_g_buffer_normal( g_buffer_sample_normal.xy );
|
|
107
|
+
let geometric_normal = decode_g_buffer_face_normal( textureLoad( texture_pbr, pixel_position, 0 ) );
|
|
108
|
+
let shading_normal = decode_g_buffer_normal( textureLoad( texture_normal, pixel_position, 0 ).x );
|
|
110
109
|
|
|
111
110
|
let jitter = spatio_temporal_noise_r2_64(pixel_position, view.frame_index, texture_noise);
|
|
112
111
|
|
|
@@ -158,6 +157,7 @@ fn main(
|
|
|
158
157
|
|
|
159
158
|
`, [
|
|
160
159
|
chunk_decode_g_buffer_normal,
|
|
160
|
+
chunk_decode_g_buffer_face_normal,
|
|
161
161
|
chunk_directional_lights_iteration_mask,
|
|
162
162
|
chunk_sample_directional_light_record,
|
|
163
163
|
chunk_spatio_temporal_noise_r2_64,
|
|
@@ -69,7 +69,7 @@ fn main(
|
|
|
69
69
|
let hi_res_depth_linear = get_view_space_depth(hi_res_depth, camera);
|
|
70
70
|
|
|
71
71
|
let g_buffer_sample_normal = textureLoad(tNormals, current_coord, 0);
|
|
72
|
-
let hi_res_normal = decode_g_buffer_normal(g_buffer_sample_normal.
|
|
72
|
+
let hi_res_normal = decode_g_buffer_normal(g_buffer_sample_normal.x);
|
|
73
73
|
|
|
74
74
|
// input was produced with NEAREST sampling, to undo the bias of that, we compute distance of the current output pixel relative to input pixel's sampling source
|
|
75
75
|
let input_texel_coarse_coord = uv_to_texel_coordinate(uv, coarse_size);
|
|
@@ -105,7 +105,7 @@ fn main(
|
|
|
105
105
|
// decode the COARSE tap — decoding g_buffer_sample_normal (the hi-res centre) here made
|
|
106
106
|
// coarse_normal identical to hi_res_normal, so w_normal was always 1 and normal-based
|
|
107
107
|
// edge stopping was defeated (shadow bleed across creases).
|
|
108
|
-
let coarse_normal = decode_g_buffer_normal(coarse_normal_sample.
|
|
108
|
+
let coarse_normal = decode_g_buffer_normal(coarse_normal_sample.x);
|
|
109
109
|
|
|
110
110
|
let sample_value = textureLoad(tInput, input_texel_position, 0).r;
|
|
111
111
|
|
|
@@ -3,15 +3,17 @@
|
|
|
3
3
|
* @param {Object} options
|
|
4
4
|
* @param {FrameGraph} options.graph
|
|
5
5
|
* @param {number[]} options.resolution
|
|
6
|
-
* @param {number} options.input_normals
|
|
6
|
+
* @param {number} options.input_normals the G-buffer's shading normal
|
|
7
|
+
* @param {number} options.input_pbr the G-buffer's PBR target, for its face normal
|
|
7
8
|
* @param {number} options.input_depth
|
|
8
9
|
* @param {GPUViewContext} options.view
|
|
9
10
|
* @returns {number} buffer of rays
|
|
10
11
|
*/
|
|
11
|
-
export function graph_gen_rays({ graph, resolution, input_normals, input_depth, view, }: {
|
|
12
|
+
export function graph_gen_rays({ graph, resolution, input_normals, input_pbr, input_depth, view, }: {
|
|
12
13
|
graph: FrameGraph;
|
|
13
14
|
resolution: number[];
|
|
14
15
|
input_normals: number;
|
|
16
|
+
input_pbr: number;
|
|
15
17
|
input_depth: number;
|
|
16
18
|
view: GPUViewContext;
|
|
17
19
|
}): number;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"graph_gen_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js"],"names":[],"mappings":"AAIA
|
|
1
|
+
{"version":3,"file":"graph_gen_rays.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shadow/ray/staged/gen/graph_gen_rays.js"],"names":[],"mappings":"AAIA;;;;;;;;;;GAUG;AACH;IAR+B,KAAK;IACP,UAAU,EAA5B,MAAM,EAAE;IACQ,aAAa,EAA7B,MAAM;IACU,SAAS,EAAzB,MAAM;IACU,WAAW,EAA3B,MAAM;IACkB,IAAI;IAC1B,MAAM,CAkElB"}
|
|
@@ -1,75 +1,80 @@
|
|
|
1
|
-
import { BufferResourceDescriptor } from "../../../../../device/graph/BufferResourceDescriptor.js";
|
|
2
|
-
import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
|
|
3
|
-
import { PACKED_RAY_WORD_COUNT, PUSH_CONSTANTS, shader_generate_rays } from "./shader_generate_rays.js";
|
|
4
|
-
|
|
5
|
-
/**
|
|
6
|
-
*
|
|
7
|
-
* @param {Object} options
|
|
8
|
-
* @param {FrameGraph} options.graph
|
|
9
|
-
* @param {number[]} options.resolution
|
|
10
|
-
* @param {number} options.input_normals
|
|
11
|
-
* @param {number} options.
|
|
12
|
-
* @param {
|
|
13
|
-
* @
|
|
14
|
-
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
|
|
28
|
-
*
|
|
29
|
-
* @param
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
const
|
|
36
|
-
|
|
37
|
-
const
|
|
38
|
-
|
|
39
|
-
|
|
40
|
-
|
|
41
|
-
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
|
|
45
|
-
|
|
46
|
-
|
|
47
|
-
|
|
48
|
-
|
|
49
|
-
|
|
50
|
-
|
|
51
|
-
|
|
52
|
-
|
|
53
|
-
|
|
54
|
-
|
|
55
|
-
|
|
56
|
-
|
|
57
|
-
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
61
|
-
|
|
62
|
-
|
|
63
|
-
|
|
64
|
-
|
|
65
|
-
|
|
66
|
-
|
|
67
|
-
|
|
68
|
-
|
|
69
|
-
|
|
70
|
-
|
|
71
|
-
|
|
72
|
-
|
|
73
|
-
|
|
74
|
-
|
|
1
|
+
import { BufferResourceDescriptor } from "../../../../../device/graph/BufferResourceDescriptor.js";
|
|
2
|
+
import { HILBERT_R2_INDEX_TEXTURE } from "../../../../texture/noise/HILBERT_R2_INDEX_TEXTURE.js";
|
|
3
|
+
import { PACKED_RAY_WORD_COUNT, PUSH_CONSTANTS, shader_generate_rays } from "./shader_generate_rays.js";
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
*
|
|
7
|
+
* @param {Object} options
|
|
8
|
+
* @param {FrameGraph} options.graph
|
|
9
|
+
* @param {number[]} options.resolution
|
|
10
|
+
* @param {number} options.input_normals the G-buffer's shading normal
|
|
11
|
+
* @param {number} options.input_pbr the G-buffer's PBR target, for its face normal
|
|
12
|
+
* @param {number} options.input_depth
|
|
13
|
+
* @param {GPUViewContext} options.view
|
|
14
|
+
* @returns {number} buffer of rays
|
|
15
|
+
*/
|
|
16
|
+
export function graph_gen_rays({
|
|
17
|
+
graph,
|
|
18
|
+
resolution,
|
|
19
|
+
input_normals = -1,
|
|
20
|
+
input_pbr = -1,
|
|
21
|
+
input_depth = -1,
|
|
22
|
+
view,
|
|
23
|
+
}) {
|
|
24
|
+
|
|
25
|
+
const data = {};
|
|
26
|
+
|
|
27
|
+
/**
|
|
28
|
+
*
|
|
29
|
+
* @param data
|
|
30
|
+
* @param {FramePassResources} resources
|
|
31
|
+
* @param {GraphicsExecutionContext} context
|
|
32
|
+
*/
|
|
33
|
+
function execute(data, resources, context) {
|
|
34
|
+
|
|
35
|
+
const output = resources.get(data.output);
|
|
36
|
+
const depth = resources.get(data.depth);
|
|
37
|
+
const normals = resources.get(data.normals);
|
|
38
|
+
const pbr = resources.get(data.pbr);
|
|
39
|
+
|
|
40
|
+
const noise_texture = context.graphics.textures.obtain(HILBERT_R2_INDEX_TEXTURE);
|
|
41
|
+
|
|
42
|
+
const settings = {
|
|
43
|
+
frame_index: view.frame_index,
|
|
44
|
+
};
|
|
45
|
+
|
|
46
|
+
const scene_ctx = view.scene;
|
|
47
|
+
|
|
48
|
+
shader_generate_rays.dispatchThreads({
|
|
49
|
+
encoder: context.encoder,
|
|
50
|
+
thread_count_x: resolution[0],
|
|
51
|
+
thread_count_y: resolution[1],
|
|
52
|
+
bindings: {
|
|
53
|
+
settings,
|
|
54
|
+
camera: view.camera.buffer.buffer,
|
|
55
|
+
texture_noise: noise_texture.obtainView(),
|
|
56
|
+
output,
|
|
57
|
+
texture_depth: depth,
|
|
58
|
+
texture_normal: normals,
|
|
59
|
+
texture_pbr: pbr,
|
|
60
|
+
light_data: scene_ctx.lights.buffer_data,
|
|
61
|
+
}
|
|
62
|
+
})
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
const pass = graph.add("generate rays", data, execute);
|
|
66
|
+
|
|
67
|
+
const pixel_count = resolution[0] * resolution[1];
|
|
68
|
+
|
|
69
|
+
data.depth = pass.read(input_depth);
|
|
70
|
+
data.normals = pass.read(input_normals);
|
|
71
|
+
data.pbr = pass.read(input_pbr);
|
|
72
|
+
|
|
73
|
+
data.output = pass.create("output", BufferResourceDescriptor.from(
|
|
74
|
+
16 + PACKED_RAY_WORD_COUNT * 4 * pixel_count,
|
|
75
|
+
GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST,
|
|
76
|
+
0, 16
|
|
77
|
+
));
|
|
78
|
+
|
|
79
|
+
return data.output;
|
|
75
80
|
}
|