@woosh/meep-engine 3.65.0 → 3.68.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (350) hide show
  1. package/package.json +1 -1
  2. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  3. package/src/engine/graphics3/GraphicsEngine.js +4 -9
  4. package/src/engine/graphics3/load_cube_environment.js +3 -3
  5. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +4 -4
  6. package/src/format/lut/cube/CubeLut.d.ts +38 -0
  7. package/src/format/lut/cube/CubeLut.d.ts.map +1 -0
  8. package/src/format/lut/cube/CubeLut.js +23 -0
  9. package/src/format/lut/cube/cube_read.d.ts +23 -0
  10. package/src/format/lut/cube/cube_read.d.ts.map +1 -0
  11. package/src/format/lut/cube/cube_read.js +199 -0
  12. package/src/format/lut/cube/cube_write.d.ts +15 -0
  13. package/src/format/lut/cube/cube_write.d.ts.map +1 -0
  14. package/src/format/lut/cube/cube_write.js +90 -0
  15. package/src/shade/playground/probe_clipmap/README.md +1 -0
  16. package/src/shade/playground/probe_clipmap/index.html +48 -0
  17. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  18. package/src/shade/playground/probe_clipmap/main.js +36 -0
  19. package/src/shade/renderer/Renderer.d.ts +7 -0
  20. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  21. package/src/shade/renderer/Renderer.js +225 -27
  22. package/src/shade/renderer/ShadeIndirectLightingMode.d.ts +1 -0
  23. package/src/shade/renderer/ShadeIndirectLightingMode.js +9 -0
  24. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +22 -0
  25. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +1 -0
  26. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.js +160 -0
  27. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts +45 -0
  28. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts.map +1 -0
  29. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.js +57 -0
  30. package/src/shade/renderer/atmosphere/GPUSky.d.ts +23 -8
  31. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  32. package/src/shade/renderer/atmosphere/GPUSky.js +91 -34
  33. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +17 -0
  34. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -1
  35. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +55 -25
  36. package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts +164 -0
  37. package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts.map +1 -0
  38. package/src/shade/renderer/atmosphere/SceneAtmosphere.js +308 -0
  39. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +3 -12
  40. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  41. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +52 -89
  42. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts +14 -0
  43. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts.map +1 -0
  44. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.js +103 -0
  45. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +10 -4
  46. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  47. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +95 -57
  48. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +10 -14
  49. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  50. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +97 -69
  51. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts +17 -0
  52. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts.map +1 -1
  53. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js +117 -48
  54. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +8 -0
  55. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  56. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +65 -35
  57. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +2 -1
  58. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts.map +1 -1
  59. package/src/shade/renderer/atmosphere/compute_mie_absorption.js +6 -6
  60. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts +41 -0
  61. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts.map +1 -0
  62. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.js +123 -0
  63. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  64. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +21 -64
  65. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts +6 -2
  66. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
  67. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +55 -179
  68. package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts +7 -0
  69. package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts.map +1 -0
  70. package/src/shade/renderer/atmosphere/shader_sky_view_lut.js +111 -0
  71. package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts +0 -1
  72. package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
  73. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +68 -79
  74. package/src/shade/renderer/deferred/shader_background.js +1 -1
  75. package/src/shade/renderer/deferred/shader_background_sky.d.ts +5 -0
  76. package/src/shade/renderer/deferred/shader_background_sky.d.ts.map +1 -0
  77. package/src/shade/renderer/deferred/shader_background_sky.js +130 -0
  78. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts +73 -4
  79. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  80. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +113 -7
  81. package/src/shade/renderer/deferred/tonemap/TONEMAP_PURKINJE_SHIFT.d.ts +12 -0
  82. package/src/shade/renderer/deferred/tonemap/TONEMAP_PURKINJE_SHIFT.d.ts.map +1 -0
  83. package/src/shade/renderer/deferred/tonemap/TONEMAP_PURKINJE_SHIFT.js +12 -0
  84. package/src/shade/renderer/deferred/tonemap/ToneMapper.d.ts +15 -1
  85. package/src/shade/renderer/deferred/tonemap/ToneMapper.d.ts.map +1 -1
  86. package/src/shade/renderer/deferred/tonemap/ToneMapper.js +31 -3
  87. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts +26 -0
  88. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts.map +1 -0
  89. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js +55 -0
  90. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_lut.d.ts +2 -2
  91. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_lut.d.ts.map +1 -1
  92. package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_lut.js +6 -3
  93. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_lut.d.ts +3 -2
  94. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_lut.d.ts.map +1 -1
  95. package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_lut.js +7 -3
  96. package/src/shade/renderer/extension/ViewTextures.d.ts +3 -2
  97. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  98. package/src/shade/renderer/extension/ViewTextures.js +3 -2
  99. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  100. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  101. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +6 -6
  102. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  103. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  104. package/src/shade/renderer/global_illumination/probe/octahedral/shader_lpv_build_gbuffer.js +1 -1
  105. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -1
  106. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  107. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +29 -0
  108. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts +47 -0
  109. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts.map +1 -0
  110. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.js +246 -0
  111. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts +4 -15
  112. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts.map +1 -1
  113. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js +8 -148
  114. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +4 -9
  115. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
  116. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +9 -58
  117. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts +142 -0
  118. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts.map +1 -0
  119. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.js +938 -0
  120. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts +192 -0
  121. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts.map +1 -0
  122. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.js +231 -0
  123. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts +11 -0
  124. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts.map +1 -0
  125. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.js +25 -0
  126. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts +110 -0
  127. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts.map +1 -0
  128. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.js +197 -0
  129. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts +150 -0
  130. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts.map +1 -0
  131. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.js +408 -0
  132. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts +23 -0
  133. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts.map +1 -0
  134. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.js +63 -0
  135. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts +24 -0
  136. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts.map +1 -0
  137. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.js +61 -0
  138. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts +39 -0
  139. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts.map +1 -0
  140. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.js +126 -0
  141. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts +21 -0
  142. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts.map +1 -0
  143. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.js +74 -0
  144. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts +20 -0
  145. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts.map +1 -0
  146. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.js +26 -0
  147. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts +24 -0
  148. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts.map +1 -0
  149. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.js +57 -0
  150. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts +22 -0
  151. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts.map +1 -0
  152. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.js +53 -0
  153. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts +62 -0
  154. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts.map +1 -0
  155. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.js +156 -0
  156. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts +18 -0
  157. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts.map +1 -0
  158. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.js +50 -0
  159. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts +21 -0
  160. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts.map +1 -0
  161. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.js +54 -0
  162. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts +67 -0
  163. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts.map +1 -0
  164. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.js +509 -0
  165. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts +20 -0
  166. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts.map +1 -0
  167. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.js +128 -0
  168. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.d.ts +62 -0
  169. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.d.ts.map +1 -0
  170. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.js +478 -0
  171. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.d.ts +69 -0
  172. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.d.ts.map +1 -0
  173. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.js +457 -0
  174. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.d.ts +27 -0
  175. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.d.ts.map +1 -0
  176. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.js +219 -0
  177. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.d.ts +22 -0
  178. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.d.ts.map +1 -0
  179. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.js +151 -0
  180. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.d.ts +66 -0
  181. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.d.ts.map +1 -0
  182. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.js +301 -0
  183. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_resolve.d.ts +59 -0
  184. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_resolve.d.ts.map +1 -0
  185. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_resolve.js +364 -0
  186. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_trace_screen.d.ts +40 -0
  187. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_trace_screen.d.ts.map +1 -0
  188. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_trace_screen.js +275 -0
  189. package/src/shade/renderer/grass/blade/GPUGrassBlades.d.ts.map +1 -1
  190. package/src/shade/renderer/grass/blade/GPUGrassBlades.js +17 -2
  191. package/src/shade/renderer/grass/blade/grass_blade_resolve.d.ts +18 -8
  192. package/src/shade/renderer/grass/blade/grass_blade_resolve.d.ts.map +1 -1
  193. package/src/shade/renderer/grass/blade/grass_blade_resolve.js +114 -32
  194. package/src/shade/renderer/light/GPULightCollection.d.ts +1 -1
  195. package/src/shade/renderer/light/GPULightCollection.d.ts.map +1 -1
  196. package/src/shade/renderer/light/GPULightCollection.js +213 -80
  197. package/src/shade/renderer/{atmosphere → light/environment}/chunk_sample_environment_color.d.ts +1 -2
  198. package/src/shade/renderer/light/environment/chunk_sample_environment_color.d.ts.map +1 -0
  199. package/src/shade/renderer/{atmosphere → light/environment}/chunk_sample_environment_color.js +3 -4
  200. package/src/shade/renderer/loader/gltf/tiny-gltf.d.ts +1 -1
  201. package/src/shade/renderer/path_tracer/shader/chunk_render_trace_path.js +1 -1
  202. package/src/shade/renderer/postprocess/denoise/debug/graph_pass_debug_reprojection.js +1 -1
  203. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts +35 -9
  204. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
  205. package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +81 -11
  206. package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.d.ts.map +1 -1
  207. package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js +4 -1
  208. package/src/shade/renderer/postprocess/motion_blur/MotionBlur.d.ts +1 -1
  209. package/src/shade/renderer/postprocess/motion_blur/MotionBlur.js +1 -1
  210. package/src/shade/renderer/postprocess/motion_blur/graph_postprocess_motion_blur.d.ts +1 -1
  211. package/src/shade/renderer/postprocess/motion_blur/graph_postprocess_motion_blur.js +1 -1
  212. package/src/shade/renderer/postprocess/motion_blur/shader_motion_blur_reconstruct.js +1 -1
  213. package/src/shade/renderer/postprocess/nss/NSS.d.ts +1 -1
  214. package/src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_add_hit_irradiance.js +2 -0
  215. package/src/shade/renderer/postprocess/ssr/resolve/chunk_ssr_sample_radiance.js +2 -0
  216. package/src/shade/renderer/postprocess/taa/chunk_fsr2_compute_depth_clip.d.ts +6 -0
  217. package/src/shade/renderer/postprocess/taa/chunk_fsr2_compute_depth_clip.d.ts.map +1 -1
  218. package/src/shade/renderer/postprocess/taa/chunk_fsr2_compute_depth_clip.js +9 -1
  219. package/src/shade/renderer/postprocess/taa/shader_depth_occlusion_clip.d.ts.map +1 -1
  220. package/src/shade/renderer/postprocess/taa/shader_depth_occlusion_clip.js +4 -3
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  230. package/src/shade/renderer/rasterize/forward/chunk_forward_sample_indirect.js +2 -0
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  276. package/src/shade/renderer/shader/chunk/light/{sky/chunk_sample_sky_color.js → io/chunk_light_get_sun.js} +6 -26
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@@ -1,111 +0,0 @@
1
- import Vector3 from "../../core/geom/Vector3.js";
2
- import { Sampler2D } from "../graphics/texture/sampler/Sampler2D.js";
3
- import { sampler2d_to_f16 } from "../graphics/texture/sampler/sampler2d_to_f16.js";
4
- import { octahedral_z_pole_uv_to_direction } from "../../shade/renderer/light/environment/octahedral_z_pole_uv_to_direction.js";
5
- import { sampler2d_octahedral_skirt_fill } from "../../shade/renderer/light/environment/sampler2d_octahedral_skirt_fill.js";
6
- import { ColorSpace } from "../../shade/renderer/texture/ColorSpace.js";
7
- import { ShadeImage } from "../../shade/renderer/texture/source/ShadeImage.js";
8
- import { ShadeTexture } from "../../shade/renderer/texture/ShadeTexture.js";
9
-
10
- /**
11
- * Side of the generated map, its one-texel octahedral skirt included.
12
- *
13
- * Small on purpose. This is an *ambient* source — it is convolved into irradiance and a handful of
14
- * roughness mips before anything samples it, so detail here buys nothing. What it has to be is
15
- * smooth and correctly oriented.
16
- *
17
- * @type {number}
18
- */
19
- const RESOLUTION = 128;
20
-
21
- /**
22
- * @type {Vector3}
23
- */
24
- const SCRATCH_DIRECTION = new Vector3();
25
-
26
- /**
27
- * Radiance arriving from a direction, in linear space.
28
- *
29
- * A plausible outdoor sky, not a simulation: sky above, ground below, and a brighter band where they
30
- * meet. The engine has a full atmosphere model available and this deliberately does not use it —
31
- * what is wanted is a sane default, and an atmospheric solve is a much larger thing to own.
32
- *
33
- * @param {number[]} out rgb
34
- * @param {number} x direction
35
- * @param {number} y direction, +Y is up
36
- * @param {number} z direction
37
- */
38
- function sky_radiance(out, x, y, z) {
39
- if (y >= 0) {
40
- // Zenith to horizon. The falloff is steep near the top and flattens toward the horizon,
41
- // which is what makes a gradient read as sky rather than as a ramp.
42
- const t = Math.pow(1 - y, 3);
43
-
44
- out[0] = 0.18 + t * 0.62;
45
- out[1] = 0.32 + t * 0.60;
46
- out[2] = 0.62 + t * 0.34;
47
-
48
- return;
49
- }
50
-
51
- // Below the horizon: diffuse bounce off the ground, dimmer and warmer than the sky, fading as it
52
- // points further down. Getting this wrong is what makes objects look like they are floating —
53
- // the underside of everything is lit by it.
54
- const t = Math.pow(1 + y, 2);
55
-
56
- out[0] = 0.10 + t * 0.28;
57
- out[1] = 0.09 + t * 0.25;
58
- out[2] = 0.08 + t * 0.20;
59
- }
60
-
61
- /**
62
- * Build the environment the engine lights with when nobody has supplied one.
63
- *
64
- * **Shade assumes global illumination**, and that is a deliberate quality decision rather than a
65
- * limitation: indirect light is on, and a scene with no environment renders unlit. So the default is
66
- * something the engine *provides*. Turning GI off is the thing that takes an explicit choice.
67
- *
68
- * The map is octahedral because that is the projection `scene.lights.environment` is sampled with,
69
- * and half-float because that is what the octahedral path is built for.
70
- *
71
- * @returns {ShadeTexture}
72
- */
73
- export function make_default_environment() {
74
- const sampler = Sampler2D.float32(4, RESOLUTION, RESOLUTION);
75
-
76
- const data = sampler.data;
77
- const rgb = [0, 0, 0];
78
-
79
- // the octahedral square inside the one-texel skirt an environment map carries
80
- const interior = RESOLUTION - 2;
81
-
82
- for (let v = 1; v <= interior; v++) {
83
- for (let u = 1; u <= interior; u++) {
84
- // texel centres, so the mapping is symmetric across the octahedron's folds
85
- octahedral_z_pole_uv_to_direction(
86
- SCRATCH_DIRECTION,
87
- (u - 0.5) / interior,
88
- (v - 0.5) / interior
89
- );
90
-
91
- sky_radiance(rgb, SCRATCH_DIRECTION.x, SCRATCH_DIRECTION.y, SCRATCH_DIRECTION.z);
92
-
93
- const offset = (v * RESOLUTION + u) * 4;
94
-
95
- data[offset] = rgb[0];
96
- data[offset + 1] = rgb[1];
97
- data[offset + 2] = rgb[2];
98
- data[offset + 3] = 1;
99
- }
100
- }
101
-
102
- sampler2d_octahedral_skirt_fill(sampler);
103
-
104
- const image = ShadeImage.fromSampler2D(sampler2d_to_f16(sampler));
105
-
106
- // radiance, not colour: the values above are light arriving, and treating them as sRGB would
107
- // put a transfer curve through numbers that never had one
108
- image.color_space = ColorSpace.LinearSRGB;
109
-
110
- return ShadeTexture.from(image);
111
- }
@@ -1,6 +0,0 @@
1
- /**
2
- * Mie G factor
3
- * @type {number}
4
- */
5
- export const MIE_G: number;
6
- //# sourceMappingURL=MIE_G.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"MIE_G.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/MIE_G.js"],"names":[],"mappings":"AAAA;;;GAGG;AACH,oBAFU,MAAM,CAES"}
@@ -1,5 +0,0 @@
1
- /**
2
- * Mie G factor
3
- * @type {number}
4
- */
5
- export const MIE_G = 0.8;
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_sample_environment_color.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sample_environment_color.js"],"names":[],"mappings":"AAIA;;;;;;GAMG;AACH,6CAFU,SAAS,CAcjB;0BArBwB,iCAAiC"}
@@ -1,4 +0,0 @@
1
- export namespace ATMOSPHERE_EARTH {
2
- let MieAbsorption: number[];
3
- }
4
- //# sourceMappingURL=ATMOSPHERE_EARTH.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ATMOSPHERE_EARTH.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.js"],"names":[],"mappings":""}
@@ -1,44 +0,0 @@
1
- import { compute_mie_absorption } from "../compute_mie_absorption.js";
2
-
3
- /**
4
- * info.absorption_density.layers[0] = { 25.0f, 0.0f, 0.0f, 1.0f / 15.0f, -2.0f / 3.0f };
5
- * info.absorption_density.layers[1] = { 0.0f, 0.0f, 0.0f, -1.0f / 15.0f, 8.0f / 3.0f };
6
- * info.absorption_extinction = { 0.000650f, 0.001881f, 0.000085f }; // 1/km
7
- */
8
-
9
- /**
10
- * Earth-like atmospheric parametrization
11
- *
12
- * NOTE: all values are in Km (not m)
13
- * @see "A Scalable and Production Ready Sky and Atmosphere Rendering Technique", Hillaire (2020)
14
- */
15
- export const ATMOSPHERE_EARTH = {
16
- BottomRadius: 6378,
17
-
18
- // 100km atmosphere radius, less edge visible and it contains 99.99% of the atmosphere medium https://en.wikipedia.org/wiki/K%C3%A1rm%C3%A1n_line
19
- TopRadius: 6378 + 100,
20
-
21
-
22
- RayleighDensityExpScale: -1 / 8,
23
- RayleighScattering: [0.005802, 0.013558, 0.033100], // 1/km
24
-
25
- MieDensityExpScale: -1 / 1.2,
26
- MieScattering: [0.003996, 0.003996, 0.003996], // 1/km
27
- MieExtinction: [0.004440, 0.004440, 0.004440], // 1/km
28
-
29
- MiePhaseG: 0.8,
30
-
31
- // Ozone
32
- AbsorptionDensity0LayerWidth: 25.0,
33
- AbsorptionDensity0ConstantTerm: -2.0 / 3.0,
34
- AbsorptionDensity0LinearTerm: 1.0 / 15.0,
35
-
36
- AbsorptionDensity1ConstantTerm: 8.0 / 3.0,
37
- AbsorptionDensity1LinearTerm: -1.0 / 15.0,
38
-
39
- AbsorptionExtinction: [0.000650, 0.001881, 0.000085], // 1/km
40
-
41
- GroundAlbedo: [0.0, 0.0, 0.0]
42
- };
43
-
44
- ATMOSPHERE_EARTH.MieAbsorption = compute_mie_absorption(ATMOSPHERE_EARTH.MieScattering, ATMOSPHERE_EARTH.MieExtinction);
@@ -1,2 +0,0 @@
1
- export {};
2
- //# sourceMappingURL=ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ATMOSPHERE_PARAMETERS_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js"],"names":[],"mappings":""}
@@ -1,43 +0,0 @@
1
- import { f32, vec3f } from "../../shader/type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUStruct } from "../../shader/type/WebGPUStruct.js";
3
-
4
- /**
5
- * Atmosphere parameters uniform struct ("A Scalable and Production Ready Sky and Atmosphere Rendering Technique", Hillaire 2020).
6
- * @type {WebGPUStruct}
7
- */
8
- const ATMOSPHERE_PARAMETERS_STRUCT = WebGPUStruct.from({
9
-
10
- // Radius of the planet (center to ground)
11
- BottomRadius: f32,
12
- // Maximum considered atmosphere height (center to atmosphere top)
13
- TopRadius: f32,
14
-
15
- // Rayleigh scattering exponential distribution scale in the atmosphere
16
- RayleighDensityExpScale: f32,
17
- // Rayleigh scattering coefficients
18
- RayleighScattering: vec3f,
19
-
20
- // Mie scattering exponential distribution scale in the atmosphere
21
- MieDensityExpScale: f32,
22
- // Mie scattering coefficients
23
- MieScattering: vec3f,
24
- // Mie extinction coefficients
25
- MieExtinction: vec3f,
26
- // Mie absorption coefficients
27
- MieAbsorption: vec3f,
28
- // Mie phase function excentricity
29
- MiePhaseG: f32,
30
-
31
- // Another medium type in the atmosphere
32
- AbsorptionDensity0LayerWidth: "f32",
33
- AbsorptionDensity0ConstantTerm: "f32",
34
- AbsorptionDensity0LinearTerm: "f32",
35
- AbsorptionDensity1ConstantTerm: "f32",
36
- AbsorptionDensity1LinearTerm: "f32",
37
- // This other medium only absorb light, e.g. useful to represent ozone in the earth atmosphere
38
- AbsorptionExtinction: "vec3<f32>",
39
-
40
- // The albedo of the ground.
41
- GroundAlbedo: "vec3<f32>"
42
-
43
- })
@@ -1,3 +0,0 @@
1
- export const ATMOSPHERE_DENSITY_DECLARATION: CodeChunk;
2
- import { CodeChunk } from "../../compiler/CodeChunk.js";
3
- //# sourceMappingURL=ATMOSPHERE_DENSITY_DECLARATION.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ATMOSPHERE_DENSITY_DECLARATION.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.js"],"names":[],"mappings":"AAEA,uDAGE;0BALwB,6BAA6B"}
@@ -1,6 +0,0 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
-
3
- export const ATMOSPHERE_DENSITY_DECLARATION = CodeChunk.from(
4
- //language=WGSL
5
- "const ATMOSPHERE_DENSITY = 1;"
6
- );
@@ -1,3 +0,0 @@
1
- export const chunk_absorb: CodeChunk;
2
- import { CodeChunk } from "../../compiler/CodeChunk.js";
3
- //# sourceMappingURL=chunk_absorb.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_absorb.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.js"],"names":[],"mappings":"AAIA,qCAaC;0BAjByB,6BAA6B"}
@@ -1,18 +0,0 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
- import { ATMOSPHERE_DENSITY_DECLARATION } from "./ATMOSPHERE_DENSITY_DECLARATION.js";
3
- import { chunk_compute_extinction } from "./chunk_compute_extinction.js";
4
- // Calculate a luminance transmittance value from optical depth.
5
- export const chunk_absorb = CodeChunk.from(
6
- //language=WGSL
7
- `
8
- fn absorb ( optical_depth:vec3<f32> ) -> vec3<f32>
9
- {
10
- let extinction = compute_extinction(optical_depth);
11
-
12
- return exp(- extinction * ATMOSPHERE_DENSITY);
13
- }
14
- `, [
15
- ATMOSPHERE_DENSITY_DECLARATION,
16
- chunk_compute_extinction,
17
- ]
18
- )
@@ -1,14 +0,0 @@
1
- /**
2
- * Optical depth is a unitless measurement of the amount of absorption of a participating medium (such as the atmosphere).
3
- * This function calculates just that for our three atmospheric elements:
4
- * R: Rayleigh
5
- * G: Mie
6
- * B: Ozone
7
- * If you find the term "optical depth" confusing, you can think of it as "how much density was found along the ray in total".
8
- *
9
- * @see https://github.com/blender/blender/blob/7675b5a0b4edc4480818abb626b38f799f15acf8/intern/sky/source/sky_nishita.cpp#L177
10
- * @see https://github.com/Fewes/MinimalAtmosphere
11
- */
12
- export const chunk_integrate_optical_depth: CodeChunk;
13
- import { CodeChunk } from "../../compiler/CodeChunk.js";
14
- //# sourceMappingURL=chunk_integrate_optical_depth.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_integrate_optical_depth.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.js"],"names":[],"mappings":"AAKA;;;;;;;;;;GAUG;AACH,sDAqEM;0BArFoB,6BAA6B"}
@@ -1,86 +0,0 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
- import { chunk_atmosphere_density } from "./chunk_atmosphere_density.js";
3
- import { chunk_atmosphere_height } from "./chunk_atmosphere_height.js";
4
- import { chunk_atmosphere_intersection } from "./chunk_atmosphere_intersection.js";
5
-
6
- /**
7
- * Optical depth is a unitless measurement of the amount of absorption of a participating medium (such as the atmosphere).
8
- * This function calculates just that for our three atmospheric elements:
9
- * R: Rayleigh
10
- * G: Mie
11
- * B: Ozone
12
- * If you find the term "optical depth" confusing, you can think of it as "how much density was found along the ray in total".
13
- *
14
- * @see https://github.com/blender/blender/blob/7675b5a0b4edc4480818abb626b38f799f15acf8/intern/sky/source/sky_nishita.cpp#L177
15
- * @see https://github.com/Fewes/MinimalAtmosphere
16
- */
17
- export const chunk_integrate_optical_depth = CodeChunk.from(
18
- //language=WGSL
19
- `
20
- fn integrate_optical_depth (
21
- ray_origin:vec3<f32>,
22
- ray_direction:vec3<f32>,
23
- ) -> vec3<f32> {
24
-
25
- /* Parameters for optical depth quadrature.
26
- * See the comment in ray_optical_depth for more detail.
27
- * Computed using sympy and following Python code:
28
- * # from sympy.integrals.quadrature import gauss_laguerre
29
- * # from sympy import exp
30
- * # x, w = gauss_laguerre(8, 50)
31
- * # xend = 25
32
- * # print([(xi / xend).evalf(10) for xi in x])
33
- * # print([(wi * exp(xi) / xend).evalf(10) for xi, wi in zip(x, w)])
34
- */
35
- const quadrature_steps = 8;
36
-
37
- const quadrature_nodes = array<f32,8>(
38
- 0.006811185292f,
39
- 0.03614807107f,
40
- 0.09004346519f,
41
- 0.1706680068f,
42
- 0.2818362161f,
43
- 0.4303406404f,
44
- 0.6296271457f,
45
- 0.9145252695f
46
- );
47
-
48
- const quadrature_weights = array<f32,8>(
49
- 0.01750893642f,
50
- 0.04135477391f,
51
- 0.06678839063f,
52
- 0.09507698807f,
53
- 0.1283416365f,
54
- 0.1707430204f,
55
- 0.2327233347f,
56
- 0.3562490486f
57
- );
58
-
59
- let intersection = atmosphere_intersection(ray_origin, ray_direction);
60
- let ray_length = intersection.y;
61
-
62
- let segment = ray_length * ray_direction;
63
-
64
- var optical_depth = vec3(0.0);
65
-
66
- for (var i = 0; i < quadrature_steps; i++) {
67
-
68
- let local_position = ray_origin + quadrature_nodes[i] * segment;
69
-
70
- // height above the sea level
71
- let local_height = atmosphere_height(local_position);
72
-
73
- let local_density = atmosphere_density(local_height);
74
-
75
- optical_depth += local_density * quadrature_weights[i];
76
-
77
- }
78
-
79
- return optical_depth * ray_length;
80
- }
81
-
82
- `, [
83
- chunk_atmosphere_intersection,
84
- chunk_atmosphere_height,
85
- chunk_atmosphere_density,
86
- ])
@@ -1,8 +0,0 @@
1
- /**
2
- * Integrate scattering over a ray for a single directional light source.
3
- * Also return the transmittance for the same ray as we are already calculating the optical depth anyway.
4
- * Ported from https://github.com/Fewes/MinimalAtmosphere
5
- */
6
- export const chunk_integrate_scattering: CodeChunk;
7
- import { CodeChunk } from "../../compiler/CodeChunk.js";
8
- //# sourceMappingURL=chunk_integrate_scattering.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_integrate_scattering.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.js"],"names":[],"mappings":"AAcA;;;;GAIG;AACH,mDAyGO;0BA3HmB,6BAA6B"}
@@ -1,125 +0,0 @@
1
- import { MIE_G } from "../../../atmosphere/MIE_G.js";
2
- import { CodeChunk } from "../../compiler/CodeChunk.js";
3
- import { ATMOSPHERE_HEIGHT_DECLARATION } from "./ATMOSPHERE_HEIGHT_DECLARATION.js";
4
- import { C_MIE_SCATTERING_DECLARATION } from "./C_MIE_SCATTERING_DECLARATION.js";
5
- import { C_RAYLEIGH_DECLARATION } from "./C_RAYLEIGH_DECLARATION.js";
6
- import { chunk_absorb } from "./chunk_absorb.js";
7
- import { chunk_atmosphere_density } from "./chunk_atmosphere_density.js";
8
- import { chunk_integrate_optical_depth } from "./chunk_integrate_optical_depth.js";
9
- import { chunk_planet_intersection } from "./chunk_planet_intersection.js";
10
- import { MIE_HEIGHT_DECLARATION } from "./MIE_HEIGHT_DECLARATION.js";
11
- import { chunk_phase_mie_cornette_shanks } from "./phase/chunk_phase_mie_cornette_shanks.js";
12
- import { chunk_phase_rayleigh } from "./phase/chunk_phase_rayleigh.js";
13
- import { RAYLEIGH_HEIGHT_DECLARATION } from "./RAYLEIGH_HEIGHT_DECLARATION.js";
14
-
15
- /**
16
- * Integrate scattering over a ray for a single directional light source.
17
- * Also return the transmittance for the same ray as we are already calculating the optical depth anyway.
18
- * Ported from https://github.com/Fewes/MinimalAtmosphere
19
- */
20
- export const chunk_integrate_scattering = CodeChunk.from(
21
- //language=WGSL
22
- `
23
-
24
- fn integrate_scattering (
25
- ray_start: vec3<f32>,
26
- ray_dir: vec3<f32>,
27
- ray_length: f32,
28
- light_dir: vec3<f32>,
29
- light_color: vec3<f32>,
30
- transmittance: ptr< function, vec3<f32>>
31
- ) -> vec3<f32> {
32
-
33
- // We can reduce the number of atmospheric samples required to converge by spacing them exponentially closer to the camera.
34
- // This breaks space view however, so let's compensate for that with an exponent that "fades" to 1 as we leave the atmosphere.
35
- let rayHeight = atmosphere_height(ray_start);
36
- let sampleDistributionExponent = 1.0 + saturate(1.0 - rayHeight / ATMOSPHERE_HEIGHT) * 8.0; // Slightly arbitrary max exponent of 9
37
-
38
- let intersection = atmosphere_intersection(ray_start, ray_dir);
39
-
40
- var _rayLength = min(ray_length, intersection.y);
41
-
42
- var _rayStart = ray_start;
43
-
44
- if (intersection.x > 0)
45
- {
46
- // Advance ray to the atmosphere entry point
47
- _rayStart += ray_dir * intersection.x;
48
- _rayLength -= intersection.x;
49
- }
50
-
51
- const g = ${MIE_G};
52
-
53
- let costh = dot(ray_dir, light_dir);
54
- let phaseR = phase_rayleigh(costh);
55
- let phaseM = phase_mie(costh , g );
56
-
57
- // primary ray segments
58
- const sampleCount = 64;
59
-
60
- var opticalDepth = vec3(0.0);
61
- var rayleigh = vec3(0.0);
62
- var mie = vec3(0.0);
63
-
64
- var prevRayTime = 0.0;
65
-
66
- var view_transmittance: vec3<f32>;
67
-
68
- /*
69
- The node index runs 1..sampleCount, so the last one lands on _rayLength and the whole ray is
70
- covered.
71
-
72
- It used to run 0..sampleCount-1, which covers [0, (63/64)^e * _rayLength]: with the exponent
73
- this function computes for a camera at ground level, e = 9, that is 0.868 — 13.2% of the ray
74
- never integrated. A horizon-grazing ray at sea level is a 600 km chord with its highest density
75
- along it, so the last 80 km of both optical depth and in-scattering went missing: the
76
- transmittance came back too high and the radiance under-scattered, and the bias is largest
77
- exactly at the horizon where the gradient is steepest, so it reads as a band rather than as an
78
- offset exposure would hide. The i = 0 iteration was also pure waste — a full
79
- integrate_optical_depth, eight density evaluations and a sphere intersection, multiplied by a
80
- step size of exactly zero.
81
- */
82
- for (var i = 1; i <= sampleCount; i++) {
83
- let rayTime = pow( f32(i) / sampleCount, sampleDistributionExponent) * _rayLength;
84
- // Because we are distributing the samples exponentially, we have to calculate the step size per sample.
85
- let stepSize = (rayTime - prevRayTime);
86
-
87
- let local_position = _rayStart + ray_dir * rayTime;
88
- let local_height = atmosphere_height(local_position);
89
- let local_density = atmosphere_density(local_height);
90
-
91
- opticalDepth += local_density * stepSize;
92
-
93
- // The atmospheric transmittance from rayStart to localPosition
94
- view_transmittance = absorb(opticalDepth);
95
-
96
- let opticalDepthlight = integrate_optical_depth(local_position, light_dir);
97
- // The atmospheric transmittance of light reaching localPosition
98
- let lightTransmittance = absorb(opticalDepthlight);
99
-
100
- let k = view_transmittance * lightTransmittance * stepSize;
101
-
102
- rayleigh += k * phaseR * local_density.x;
103
- mie += k * phaseM * local_density.y;
104
-
105
- prevRayTime = rayTime;
106
- }
107
-
108
- *transmittance = view_transmittance;
109
-
110
- return (rayleigh * C_RAYLEIGH + mie * C_MIE_SCATTERING) * light_color;
111
- }
112
-
113
- `, [
114
- ATMOSPHERE_HEIGHT_DECLARATION,
115
- RAYLEIGH_HEIGHT_DECLARATION,
116
- MIE_HEIGHT_DECLARATION,
117
- chunk_phase_mie_cornette_shanks,
118
- chunk_phase_rayleigh,
119
- chunk_integrate_optical_depth,
120
- chunk_atmosphere_density,
121
- chunk_planet_intersection,
122
- C_RAYLEIGH_DECLARATION,
123
- C_MIE_SCATTERING_DECLARATION,
124
- chunk_absorb,
125
- ]);
@@ -1,3 +0,0 @@
1
- export const chunk_planet_intersection: CodeChunk;
2
- import { CodeChunk } from "../../compiler/CodeChunk.js";
3
- //# sourceMappingURL=chunk_planet_intersection.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_planet_intersection.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.js"],"names":[],"mappings":"AAKA,kDAWO;0BAhBmB,6BAA6B"}
@@ -1,17 +0,0 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
- import { chunk_sphere_intersection } from "./chunk_sphere_intersection.js";
3
- import { PLANET_CENTER_DECLARATION } from "./PLANET_CENTER_DECLARATION.js";
4
- import { PLANET_RADIUS_DECLARATION } from "./PLANET_RADIUS_DECLARATION.js";
5
-
6
- export const chunk_planet_intersection = CodeChunk.from(
7
- //language=WGSL
8
- `
9
- fn planet_intersection ( rayStart:vec3<f32>, rayDir:vec3<f32> ) -> vec2<f32>
10
- {
11
- return sphere_intersection(rayStart, rayDir, PLANET_CENTER, PLANET_RADIUS);
12
- }
13
- `, [
14
- PLANET_CENTER_DECLARATION,
15
- PLANET_RADIUS_DECLARATION,
16
- chunk_sphere_intersection
17
- ]);
@@ -1,3 +0,0 @@
1
- export const chunk_sphere_intersection_nearest: CodeChunk;
2
- import { CodeChunk } from "../../compiler/CodeChunk.js";
3
- //# sourceMappingURL=chunk_sphere_intersection_nearest.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"chunk_sphere_intersection_nearest.d.ts","sourceRoot":"","sources":["../../../../../../../src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.js"],"names":[],"mappings":"AAEA,0DAmCE;0BArCwB,6BAA6B"}
@@ -1,38 +0,0 @@
1
- import { CodeChunk } from "../../compiler/CodeChunk.js";
2
-
3
- export const chunk_sphere_intersection_nearest = CodeChunk.from(
4
- //language=WGSL
5
- `
6
- fn sphere_intersection_nearest(
7
- ray_origin: vec3<f32>,
8
- ray_direction: vec3<f32>,
9
- center: vec3<f32>,
10
- radius: f32
11
- ) -> f32{
12
-
13
- let _ray_start = ray_origin - center;
14
-
15
- let a = dot(ray_direction, ray_direction);
16
- let b = 2.0 * dot(_ray_start, ray_direction);
17
- let c = dot(_ray_start, _ray_start) - (radius * radius);
18
-
19
- let d2 = fma(b, b, - 4.0 * a * c);
20
-
21
- if (d2 < 0)
22
- {
23
- return -1.0;
24
- }
25
-
26
- let d = sqrt(d2);
27
-
28
- let a2 = (2.0 * a);
29
-
30
- if( d2 > b*b ){
31
- // inside sphere, use far hit
32
- return (-b + d) / a2;
33
- }
34
-
35
- return (-b - d) / a2;
36
- }
37
- `
38
- );
@@ -1,16 +0,0 @@
1
- /**
2
- * An atmosphere layer of width 'width', and whose density is defined as
3
- * 'exp_term' * exp('exp_scale' * h) + 'linear_term' * h + 'constant_term',
4
- * clamped to [0,1], and where h is the altitude.
5
- * @see "Precomputed Atmospheric Scattering", Bruneton & Neyret (2008) / Bruneton (2017)
6
- */
7
- export const DENSITY_PROFILE_LAYER_STRUCT: WebGPUStruct;
8
- /**
9
- * An atmosphere density profile made of several layers on top of each other
10
- * (from bottom to top). The width of the last layer is ignored, i.e. it always
11
- * extend to the top atmosphere boundary. The profile values vary between 0
12
- * (null density) to 1 (maximum density).
13
- */
14
- export const DENSITY_PROFILE_STRUCT: WebGPUStruct;
15
- import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
16
- //# sourceMappingURL=DENSITY_PROFILE_LAYER_STRUCT.d.ts.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"DENSITY_PROFILE_LAYER_STRUCT.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js"],"names":[],"mappings":"AAIA;;;;;GAKG;AACH,wDAMG;AAEH;;;;;GAKG;AACH,kDAEG;6BAxB0B,+BAA+B"}
@@ -1,28 +0,0 @@
1
- import { f32 } from "../../../type/WEBGPU_WGSL_PRIMITIVE_TYPES.js";
2
- import { WebGPUArray } from "../../../type/WebGPUArray.js";
3
- import { WebGPUStruct } from "../../../type/WebGPUStruct.js";
4
-
5
- /**
6
- * An atmosphere layer of width 'width', and whose density is defined as
7
- * 'exp_term' * exp('exp_scale' * h) + 'linear_term' * h + 'constant_term',
8
- * clamped to [0,1], and where h is the altitude.
9
- * @see "Precomputed Atmospheric Scattering", Bruneton & Neyret (2008) / Bruneton (2017)
10
- */
11
- export const DENSITY_PROFILE_LAYER_STRUCT = WebGPUStruct.from({
12
- width: f32,
13
- exp_term: f32,
14
- exp_scale: f32,
15
- linear_term: f32,
16
- constant_term: f32
17
- });
18
-
19
- /**
20
- * An atmosphere density profile made of several layers on top of each other
21
- * (from bottom to top). The width of the last layer is ignored, i.e. it always
22
- * extend to the top atmosphere boundary. The profile values vary between 0
23
- * (null density) to 1 (maximum density).
24
- */
25
- export const DENSITY_PROFILE_STRUCT = WebGPUStruct.from({
26
- layers: WebGPUArray.from(DENSITY_PROFILE_LAYER_STRUCT, 2)
27
- });
28
-