@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
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{"version":3,"file":"GPUDecalRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/GPUDecalRenderer.js"],"names":[],"mappings":"
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{"version":3,"file":"GPUDecalRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/GPUDecalRenderer.js"],"names":[],"mappings":"AA+EA;;;;;;;;;;;;;GAaG;AACH;IA6BI;;;;;;;;;;;OAWG;IACH;QAP8B,KAAK;QACL,OAAO,EAA1B,YAAY;QACC,YAAY,EAAzB,MAAM;QACU,YAAY;QACZ,YAAY;QACZ,SAAS;aA+BnC;IA4SD,gBAoBC;;CACJ"}
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{"version":3,"file":"shader_decal_composite.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_decal_composite.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_decal_composite.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_decal_composite.js"],"names":[],"mappings":"AAuEA,oDAKG;AA8TH;;;;;;;;;;;;;;;;;;;GAmBG;AACH,qCAFU,eAAe,CActB;6BAvX0B,qDAAqD;gCARlD,sBAAsB"}
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out.
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The two encoded channels are re-encoded only when a decal wrote them: decoding and encoding
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again is not exact, and a channel no decal weights must come back with the bits it had.
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chunk_decal_surface_frame,
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chunk_project_position_from_depth,
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chunk_mat4_extract_position,
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body
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targets: [
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{ label: "pbr", format:
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{ label: "normal", format:
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{ label: "albedo", format:
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{ label: "emissive", format:
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{ label: "pbr", format: G_BUFFER_COLOR_TARGETS[0].format },
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{ label: "normal", format: G_BUFFER_COLOR_TARGETS[1].format },
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{ label: "albedo", format: G_BUFFER_COLOR_TARGETS[2].format },
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{"version":3,"file":"shader_decal_tile_copy.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_decal_tile_copy.js"],"names":[],"mappings":"AAWA,oDAEG;AA6CH;;;;;;GAMG;AACH,qCAFU,eAAe,
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1
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+
{"version":3,"file":"shader_decal_tile_copy.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/decal/shader_decal_tile_copy.js"],"names":[],"mappings":"AAWA,oDAEG;AA6CH;;;;;;GAMG;AACH,qCAFU,eAAe,CAStB;6BAhE0B,qDAAqD;gCAClD,sBAAsB"}
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@@ -1,4 +1,4 @@
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1
|
-
import {
|
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1
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+
import { G_BUFFER_COLOR_TARGETS } from "../../../shade/renderer/gbuffer/G_BUFFER_COLOR_TARGETS.js";
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|
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3
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4
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@@ -31,8 +31,8 @@ const body = CodeChunk.from(
|
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31
31
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//language=WGSL
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32
32
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`
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33
33
|
struct DecalTileCopyOut {
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@location(0) pbr :
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@location(1) normal :
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@location(0) pbr : vec4<f32>,
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@location(1) normal : u32,
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|
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37
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@location(3) emissive : u32,
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38
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}
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@@ -46,8 +46,8 @@ fn main(
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46
46
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48
48
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// the two unorm targets round-trip exactly: k/255 written back is k
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out.pbr = textureLoad(gBufferPBR, i_coord, 0)
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50
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out.normal = textureLoad(gBufferNormal, i_coord, 0);
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49
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50
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51
51
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|
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52
52
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|
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53
53
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@@ -69,10 +69,5 @@ export const shader_decal_tile_copy = new DecalTileShader({
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69
69
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resources,
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body
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targets:
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{ format: "rg8unorm" },
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74
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{ format: "rgba16uint" },
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{ format: G_BUFFER_ALBEDO_FORMAT },
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{ format: "r32uint" },
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]
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targets: G_BUFFER_COLOR_TARGETS.map(({ format }) => ({ format }))
|
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|
});
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@@ -1 +1 @@
|
|
|
1
|
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{"version":3,"file":"GPUHighlightRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/GPUHighlightRenderer.js"],"names":[],"mappings":"AAiBA;;;;;;GAMG;AACH;IAWI;;;;;;;;;OASG;IACH;QAN8B,KAAK;QACN,KAAK,EAAvB,WAAW;QACE,UAAU,EAAvB,MAAM;QACO,SAAS,EAAtB,MAAM;QACJ,MAAM,
|
|
1
|
+
{"version":3,"file":"GPUHighlightRenderer.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/GPUHighlightRenderer.js"],"names":[],"mappings":"AAiBA;;;;;;GAMG;AACH;IAWI;;;;;;;;;OASG;IACH;QAN8B,KAAK;QACN,KAAK,EAAvB,WAAW;QACE,UAAU,EAAvB,MAAM;QACO,SAAS,EAAtB,MAAM;QACJ,MAAM,CAkClB;IAoED,gBAOC;;CACJ"}
|
|
@@ -66,7 +66,10 @@ export class GPUHighlightRenderer {
|
|
|
66
66
|
this.#execute(data, resources, execution, table_size, thickness, resolution);
|
|
67
67
|
});
|
|
68
68
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69
|
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|
|
69
|
+
const view_textures = frame.get(ViewTextures);
|
|
70
|
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|
|
71
|
+
data.visibility = pass.read(view_textures.visibility);
|
|
72
|
+
data.visible_meshlets = pass.read(view_textures.visible_meshlets);
|
|
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73
|
|
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71
74
|
// read and written, because the outline blends over what is already there
|
|
72
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|
data.color = pass.write(pass.read(scene.color));
|
|
@@ -97,7 +100,8 @@ export class GPUHighlightRenderer {
|
|
|
97
100
|
encoder,
|
|
98
101
|
bindings: {
|
|
99
102
|
settings,
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100
|
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|
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103
|
+
visibility: resources.get(data.visibility).obtainView(),
|
|
104
|
+
visible_meshlets: resources.get(data.visible_meshlets),
|
|
101
105
|
highlight_table: this.#table
|
|
102
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|
},
|
|
103
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{"version":3,"file":"shader_highlight_outline.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/shader_highlight_outline.js"],"names":[],"mappings":"
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{"version":3,"file":"shader_highlight_outline.d.ts","sourceRoot":"","sources":["../../../../../src/engine/graphics3/highlight/shader_highlight_outline.js"],"names":[],"mappings":"AAgBA,sDAaG;AAiGH;;;;;;;;;;;;;;;GAeG;AACH,uCAFU,WAAW,CA0BlB;6BA7J0B,qDAAqD;4BAPtD,+CAA+C"}
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import { BlendState } from "../../../shade/descriptor/blend/BlendState.js";
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import { BlendState } from "../../../shade/descriptor/blend/BlendState.js";
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import { CodeChunk } from "../../../shade/renderer/shader/compiler/CodeChunk.js";
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ShaderResourceSetDescriptor
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} from "../../../shade/renderer/shader/resource/ShaderResourceSetDescriptor.js";
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import { ShaderDescriptor } from "../../../shade/renderer/shader/ShaderDescriptor.js";
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import { f32, u32, vec2u } from "../../../shade/renderer/shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
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import { WebGPUArray } from "../../../shade/renderer/shader/type/WebGPUArray.js";
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import { WebGPUStruct } from "../../../shade/renderer/shader/type/WebGPUStruct.js";
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import {
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chunk_visibility_decode,
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VISIBLE_MESHLETS_RESOURCE
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} from "../../../shade/renderer/rasterize/visibility/chunk_visibility_decode.js";
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import { chunk_highlight_lookup } from "./chunk_highlight_lookup.js";
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export const HIGHLIGHT_OUTLINE_SETTINGS = WebGPUStruct.from({
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screen_resolution: vec2u,
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/**
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* How many rows the lookup table has, which is one past the highest mesh row that was
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* highlighted when it was packed.
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*/
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table_size: u32,
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/**
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* Outline width in pixels.
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*/
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thickness: f32,
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});
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const resources = new ShaderResourceSetDescriptor();
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// per-draw, 16 bytes, read-only: immediate data rather than a uniform buffer
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resources.setImmediate("settings", HIGHLIGHT_OUTLINE_SETTINGS);
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resources.createGroup()
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.addTexture("visibility", "uint")
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.add(VISIBLE_MESHLETS_RESOURCE);
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resources.createGroup()
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.addStorageBuffer("highlight_table", WebGPUArray.u32);
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const body = CodeChunk.from(
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//language=WGSL
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`
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// the mesh row at a pixel, or a row no table holds where no surface is
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fn outline_mesh_at(at: vec2<i32>) -> u32 {
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let word = textureLoad(visibility, at, 0).r;
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if (word == VISIBILITY_NONE) {
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return VISIBILITY_NONE;
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}
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return visibility_decode(word).mesh;
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}
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@fragment
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fn main(
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@builtin(position) coord : vec4<f32>,
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) -> @location(0) vec4<f32> {
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let here = vec2<i32>(coord.xy);
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let resolution = vec2<i32>(settings.screen_resolution);
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let table_size = settings.table_size;
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let own = highlight_of_mesh(&highlight_table, outline_mesh_at(here), table_size);
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+
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/*
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The outline sits **outside** the silhouette. A pixel that is itself the highlighted mesh is left
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alone — a highlight marks a unit without painting over it, which is the whole reason the legacy
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path dilated its mask outwards before compositing.
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*/
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if (own.a > 0.0) {
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discard;
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}
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+
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let thickness = settings.thickness;
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+
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let radius = i32(ceil(thickness));
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+
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/*
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The strongest highlight within reach, by coverage. Nearest would need a second comparison and
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would look the same: two highlights close enough to overlap an outline this thin are the same
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+
size on screen, and the brighter one is the one the eye follows.
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*/
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+
var found = vec4<f32>(0.0);
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+
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+
for (var dy = -radius; dy <= radius; dy++) {
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for (var dx = -radius; dx <= radius; dx++) {
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let offset = vec2<f32>(f32(dx), f32(dy));
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+
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95
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+
// a disc rather than a square, so the outline is the same width in every direction
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if (dot(offset, offset) > thickness * thickness) {
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+
continue;
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+
}
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+
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100
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+
let at = here + vec2<i32>(dx, dy);
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+
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102
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+
if (any(at < vec2<i32>(0)) || any(at >= resolution)) {
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+
continue;
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}
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105
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+
|
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106
|
+
let neighbour = highlight_of_mesh(&highlight_table, outline_mesh_at(at), table_size);
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+
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+
if (neighbour.a > found.a) {
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found = neighbour;
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}
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}
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}
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+
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if (found.a <= 0.0) {
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discard;
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|
+
}
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117
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+
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118
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+
// premultiplied, which is how the table stores it and how the blend state consumes it
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+
return found;
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+
}
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121
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+
`, [
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122
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+
chunk_highlight_lookup,
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chunk_visibility_decode,
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]
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+
);
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126
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+
|
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127
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+
/**
|
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128
|
+
* Paints an outline around every highlighted mesh, straight off the visibility buffer.
|
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129
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+
*
|
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130
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+
* **There is no second geometry pass, no dilation and no blur.** The renderer this replaces drew
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131
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+
* every highlighted object again into an id target of its own, ping-ponged two render targets to
|
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132
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+
* dilate the mask, blurred it, and decoded ids back to colours to composite — five render targets, a
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133
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+
* duplicated scene graph and its own skinned material variant. Shade already writes a per-pixel mesh
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134
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+
* id while drawing the frame, so an outline is a neighbourhood test on an integer texture and
|
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135
|
+
* nothing more.
|
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136
|
+
*
|
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137
|
+
* **What that costs is the contract change in D27**: the visibility buffer knows only what was
|
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138
|
+
* rasterized, so a unit standing behind a building is outlined where it can be seen and nowhere
|
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139
|
+
* else. The old mask was drawn with the depth buffer cleared and showed through everything.
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140
|
+
*
|
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141
|
+
* @type {ImageShader}
|
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142
|
+
*/
|
|
143
|
+
export const shader_highlight_outline = ImageShader.from({
|
|
144
|
+
descriptor: ShaderDescriptor.from({
|
|
145
|
+
label: "Highlight outline",
|
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146
|
+
resources,
|
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147
|
+
body
|
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|
+
}),
|
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149
|
+
targets: [
|
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150
|
+
{
|
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151
|
+
label: "outlined",
|
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152
|
+
format: "rgba16float",
|
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153
|
+
blend: BlendState.from({
|
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154
|
+
color: {
|
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155
|
+
operation: "add",
|
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156
|
+
srcFactor: "one",
|
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157
|
+
dstFactor: "one-minus-src-alpha"
|
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158
|
+
},
|
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159
|
+
alpha: {
|
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160
|
+
operation: "add",
|
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161
|
+
srcFactor: "one",
|
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162
|
+
dstFactor: "one-minus-src-alpha"
|
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163
|
+
}
|
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164
|
+
})
|
|
165
|
+
}
|
|
166
|
+
]
|
|
167
|
+
});
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"shader_picking_gather.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/shader_picking_gather.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"shader_picking_gather.d.ts","sourceRoot":"","sources":["../../../../src/engine/graphics3/shader_picking_gather.js"],"names":[],"mappings":"AAeA;;;;;GAKG;AACH,0CAFU,MAAM,CAE6B;AAE7C;;;;;;;;GAQG;AACH,qCAFU,MAAM,CAEiC;AAEjD;;GAEG;AACH,4CAFU,MAAM,CAEgC;AA2EhD;;;;;;;;;;;;;;;GAeG;AACH,kDAIG;8BA5H2B,8CAA8C"}
|