@woosh/meep-engine 3.67.0 → 3.69.0

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 (498) hide show
  1. package/CHANGELOG.md +45 -0
  2. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
  3. package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
  4. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
  5. package/package.json +1 -1
  6. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
  7. package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
  8. package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
  9. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
  10. package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
  11. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
  12. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
  13. package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
  14. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
  15. package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
  16. package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
  17. package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
  18. package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
  19. package/src/engine/graphics/trail/TrailKnots.js +137 -0
  20. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
  21. package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
  22. package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
  23. package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
  24. package/src/engine/graphics3/EntityRowHold.js +128 -0
  25. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
  26. package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
  27. package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
  28. package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
  29. package/src/engine/graphics3/GraphicsEngine.js +4 -9
  30. package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
  31. package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
  32. package/src/engine/graphics3/Trail3DSystem.js +380 -81
  33. package/src/engine/graphics3/load_cube_environment.js +3 -3
  34. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
  35. package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
  36. package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
  37. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
  38. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
  39. package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
  40. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
  41. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
  42. package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
  43. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
  44. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
  45. package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
  46. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
  47. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
  48. package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
  49. package/src/shade/playground/probe_clipmap/index.html +43 -0
  50. package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
  51. package/src/shade/playground/probe_clipmap/main.js +29 -0
  52. package/src/shade/playground/trails/index.html +50 -0
  53. package/src/shade/playground/trails/main.d.ts +2 -0
  54. package/src/shade/playground/trails/main.d.ts.map +1 -0
  55. package/src/shade/playground/trails/main.js +258 -0
  56. package/src/shade/renderer/Renderer.d.ts +7 -0
  57. package/src/shade/renderer/Renderer.d.ts.map +1 -1
  58. package/src/shade/renderer/Renderer.js +213 -15
  59. package/src/shade/renderer/ShadeIndirectLightingMode.d.ts +1 -0
  60. package/src/shade/renderer/ShadeIndirectLightingMode.js +9 -0
  61. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
  62. package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
  63. package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
  64. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +22 -0
  65. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +1 -0
  66. package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.js +160 -0
  67. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts +45 -0
  68. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts.map +1 -0
  69. package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.js +57 -0
  70. package/src/shade/renderer/atmosphere/GPUSky.d.ts +23 -8
  71. package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
  72. package/src/shade/renderer/atmosphere/GPUSky.js +91 -34
  73. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +17 -0
  74. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -1
  75. package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +55 -25
  76. package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts +164 -0
  77. package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts.map +1 -0
  78. package/src/shade/renderer/atmosphere/SceneAtmosphere.js +308 -0
  79. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +3 -12
  80. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
  81. package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +52 -89
  82. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts +14 -0
  83. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts.map +1 -0
  84. package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.js +103 -0
  85. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +10 -4
  86. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
  87. package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +95 -57
  88. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +10 -14
  89. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
  90. package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +97 -69
  91. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts +17 -0
  92. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts.map +1 -1
  93. package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js +117 -48
  94. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +8 -0
  95. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
  96. package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +65 -35
  97. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +2 -1
  98. package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts.map +1 -1
  99. package/src/shade/renderer/atmosphere/compute_mie_absorption.js +6 -6
  100. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts +41 -0
  101. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts.map +1 -0
  102. package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.js +123 -0
  103. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
  104. package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +21 -64
  105. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts +6 -2
  106. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
  107. package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +55 -179
  108. package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts +7 -0
  109. package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts.map +1 -0
  110. package/src/shade/renderer/atmosphere/shader_sky_view_lut.js +111 -0
  111. package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts +0 -1
  112. package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
  113. package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +68 -79
  114. package/src/shade/renderer/deferred/shader_background.js +1 -1
  115. package/src/shade/renderer/deferred/shader_background_sky.d.ts +5 -0
  116. package/src/shade/renderer/deferred/shader_background_sky.d.ts.map +1 -0
  117. package/src/shade/renderer/deferred/shader_background_sky.js +130 -0
  118. package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
  119. package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
  120. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts +2 -1
  121. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts.map +1 -1
  122. package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js +6 -2
  123. package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
  124. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
  125. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
  126. package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
  127. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
  128. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
  129. package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
  130. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
  131. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
  132. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
  133. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
  134. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
  135. package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
  136. package/src/shade/renderer/extension/ViewTextures.d.ts +3 -2
  137. package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
  138. package/src/shade/renderer/extension/ViewTextures.js +3 -2
  139. package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
  140. package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
  141. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
  142. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
  143. package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
  144. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
  145. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
  146. package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
  147. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +15 -6
  148. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
  149. package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
  150. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
  151. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
  152. package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
  153. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
  154. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
  155. package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
  156. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
  157. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
  158. package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +339 -282
  159. package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
  160. package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
  161. package/src/shade/renderer/global_illumination/probe/octahedral/shader_lpv_build_gbuffer.js +1 -1
  162. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -1
  163. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
  164. package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +29 -0
  165. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts +47 -0
  166. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts.map +1 -0
  167. package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.js +246 -0
  168. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts +4 -15
  169. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts.map +1 -1
  170. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js +8 -148
  171. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +4 -9
  172. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
  173. package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +9 -58
  174. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts +142 -0
  175. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts.map +1 -0
  176. package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.js +938 -0
  177. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts +192 -0
  178. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts.map +1 -0
  179. package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.js +231 -0
  180. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts +11 -0
  181. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts.map +1 -0
  182. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.js +25 -0
  183. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts +110 -0
  184. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts.map +1 -0
  185. package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.js +197 -0
  186. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts +150 -0
  187. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts.map +1 -0
  188. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.js +408 -0
  189. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts +23 -0
  190. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts.map +1 -0
  191. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.js +63 -0
  192. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts +24 -0
  193. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts.map +1 -0
  194. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.js +61 -0
  195. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts +39 -0
  196. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts.map +1 -0
  197. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.js +126 -0
  198. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts +21 -0
  199. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts.map +1 -0
  200. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.js +74 -0
  201. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts +20 -0
  202. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts.map +1 -0
  203. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.js +26 -0
  204. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts +24 -0
  205. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts.map +1 -0
  206. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.js +57 -0
  207. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts +22 -0
  208. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts.map +1 -0
  209. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.js +53 -0
  210. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts +62 -0
  211. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts.map +1 -0
  212. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.js +156 -0
  213. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts +18 -0
  214. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts.map +1 -0
  215. package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.js +50 -0
  216. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts +21 -0
  217. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts.map +1 -0
  218. package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.js +54 -0
  219. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts +67 -0
  220. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts.map +1 -0
  221. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.js +509 -0
  222. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts +20 -0
  223. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts.map +1 -0
  224. package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.js +128 -0
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  446. package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.d.ts +0 -22
  447. package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.d.ts.map +0 -1
  448. package/src/engine/graphics/sh3/sky/hosek/sky_hosek_compute_irradiance_by_direction.js +0 -388
  449. package/src/engine/graphics/trail/tube/TubeX.d.ts +0 -186
  450. package/src/engine/graphics/trail/tube/TubeX.d.ts.map +0 -1
  451. package/src/engine/graphics/trail/tube/TubeX.js +0 -575
  452. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts +0 -16
  453. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.d.ts.map +0 -1
  454. package/src/engine/graphics/trail/tube/simulator/TubeXFixedPhysicsSimulator.js +0 -34
  455. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts +0 -27
  456. package/src/engine/graphics/trail/tube/tube_attributes_spec.d.ts.map +0 -1
  457. package/src/engine/graphics/trail/tube/tube_attributes_spec.js +0 -70
  458. package/src/engine/graphics3/make_default_environment.d.ts +0 -15
  459. package/src/engine/graphics3/make_default_environment.d.ts.map +0 -1
  460. package/src/engine/graphics3/make_default_environment.js +0 -111
  461. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts +0 -38
  462. package/src/engine/graphics3/trail/trail_tube_write_geometry.d.ts.map +0 -1
  463. package/src/engine/graphics3/trail/trail_tube_write_geometry.js +0 -119
  464. package/src/shade/renderer/atmosphere/MIE_G.d.ts +0 -6
  465. package/src/shade/renderer/atmosphere/MIE_G.d.ts.map +0 -1
  466. package/src/shade/renderer/atmosphere/MIE_G.js +0 -5
  467. package/src/shade/renderer/atmosphere/chunk_sample_environment_color.d.ts.map +0 -1
  468. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.d.ts +0 -4
  469. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.d.ts.map +0 -1
  470. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_EARTH.js +0 -44
  471. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +0 -2
  472. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +0 -1
  473. package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +0 -43
  474. package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts +0 -3
  475. package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts.map +0 -1
  476. package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.js +0 -6
  477. package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts +0 -3
  478. package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts.map +0 -1
  479. package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.js +0 -18
  480. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts +0 -14
  481. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts.map +0 -1
  482. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.js +0 -86
  483. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts +0 -8
  484. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts.map +0 -1
  485. package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.js +0 -125
  486. package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts +0 -3
  487. package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts.map +0 -1
  488. package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.js +0 -17
  489. package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts +0 -3
  490. package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts.map +0 -1
  491. package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.js +0 -38
  492. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +0 -16
  493. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts.map +0 -1
  494. package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +0 -28
  495. package/src/shade/renderer/shader/chunk/light/sky/chunk_sample_sky_color.d.ts.map +0 -1
  496. package/src/shade/renderer/view/GPUViewSkyContext.d.ts +0 -26
  497. package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +0 -1
  498. package/src/shade/renderer/view/GPUViewSkyContext.js +0 -170
@@ -1,119 +1,78 @@
1
- import { ATMOSPHERE_RADII_DECLARATION } from "../shader/chunk/atmosphere/ATMOSPHERE_RADII_DECLARATION.js";
2
- import {
3
- C_MIE_ABSORPTION_DECLARATION,
4
- C_MIE_SCATTERING_DECLARATION
5
- } from "../shader/chunk/atmosphere/C_MIE_SCATTERING_DECLARATION.js";
6
- import { C_OZONE_DECLARATION } from "../shader/chunk/atmosphere/C_OZONE_DECLARATION.js";
7
- import { C_RAYLEIGH_DECLARATION } from "../shader/chunk/atmosphere/C_RAYLEIGH_DECLARATION.js";
8
- import { chunk_atmosphere_density } from "../shader/chunk/atmosphere/chunk_atmosphere_density.js";
9
- import { chunk_atmosphere_ray_bounds } from "../shader/chunk/atmosphere/chunk_atmosphere_ray_bounds.js";
10
- import {
11
- chunk_position_relative_to_planet_center
12
- } from "../shader/chunk/atmosphere/chunk_position_relative_to_planet_center.js";
13
1
  import {
14
2
  chunk_phase_mie_cornette_shanks
15
3
  } from "../shader/chunk/atmosphere/phase/chunk_phase_mie_cornette_shanks.js";
16
4
  import { chunk_phase_rayleigh } from "../shader/chunk/atmosphere/phase/chunk_phase_rayleigh.js";
17
5
  import { PI_DECLARATION } from "../shader/chunk/math/PI_DECLARATION.js";
18
6
  import { CodeChunk } from "../shader/compiler/CodeChunk.js";
19
- import { chunk_sample_transmittance_lut_params } from "./chunk_sample_transmittance_lut.js";
20
- import { MIE_G } from "./MIE_G.js";
7
+ import {
8
+ ATMOSPHERE_PARAMETERS_STRUCT,
9
+ chunk_atmosphere_parameters
10
+ } from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
11
+ import { chunk_sample_transmittance_lut_params_for } from "./chunk_sample_transmittance_lut.js";
21
12
  import { MULTISCATTER_LUT_STEPS } from "./MULTISCATTER_LUT_CONFIG.js";
22
13
 
23
-
24
14
  /**
25
- * One direction's contribution to Equations (5) and (7) from the paper: `out_lum` is the
26
- * second-order in-scattered luminance along `rayDir`, `out_fms` the luminance that would
27
- * come back if the medium scattered one unit of light isotropically. The caller integrates
28
- * over the direction set -- see {@link chunk_multiscatter_sample_direction} -- by taking the
29
- * mean, which is what the paper's uniform phase p_u = 1/(4*PI) reduces to.
30
- *
31
- * Splitting one direction out of the loop is what lets `shader_multiscatter_lut` put a
32
- * thread on each of the 64 directions.
33
- *
34
- * `pos` is assumed to be inside the atmosphere and at or above the surface, which is what
35
- * makes the far root of the outer sphere the atmosphere exit.
15
+ * One direction's contribution to Equations (5) and (7) from Hillaire (2020): `out_lum` is the
16
+ * second-order in-scattered luminance along `rayDir`, `out_fms` the luminance that would come back
17
+ * if the medium scattered one unit of light isotropically.
36
18
  *
37
19
  * @see "A Scalable and Production Ready Sky and Atmosphere Rendering Technique", Hillaire (2020)
38
- * @see https://www.shadertoy.com/view/slSXRW
39
20
  * @type {CodeChunk}
40
21
  */
41
22
  export const chunk_get_multiscatter_values = CodeChunk.from(
42
23
  //language=WGSL
43
24
  `
44
- const MULTISCATTER_GROUND_ALBEDO = vec3(0.3);
45
25
  const MULTISCATTER_STEPS = ${MULTISCATTER_LUT_STEPS}u;
46
26
  const MULTISCATTER_STEPS_F = f32(MULTISCATTER_STEPS);
47
27
 
48
- fn get_multiscatter_values(
49
- pos: vec3<f32>,
28
+ fn get_multiscatter_values_rel_for(
29
+ atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
30
+ rel: vec3<f32>,
50
31
  sunDir: vec3<f32>,
51
32
  rayDir: vec3<f32>,
52
- out_lum: ptr<function,vec3<f32>>,
53
- out_fms: ptr<function,vec3<f32>>,
33
+ out_lum: ptr<function, vec3<f32>>,
34
+ out_fms: ptr<function, vec3<f32>>,
54
35
  ) {
55
- let rel = position_relative_to_planet_center(pos);
56
-
57
- // one quadratic setup for both spheres; in case we're looking down, the ground is as far
58
- // as the march goes
59
- let bounds = atmosphere_ray_bounds(rel, rayDir);
60
-
36
+ let bounds = atmosphere_ray_bounds_for(atm, rel, rayDir);
61
37
  let tMax = bounds.t_max;
62
38
 
63
39
  let cosTheta = dot(rayDir, sunDir);
40
+ let miePhaseValue = phase_mie(cosTheta, atm.mie_phase_g);
41
+ let rayleighPhaseValue = phase_rayleigh(cosTheta);
64
42
 
65
- let miePhaseValue = phase_mie(cosTheta, ${MIE_G});
66
- let rayleighPhaseValue = phase_rayleigh(-cosTheta);
67
-
68
- var lum = vec3(0.0);
69
- var lumFactor = vec3(0.0);
70
- var transmittance = vec3(1.0);
43
+ var lum = vec3<f32>(0.0);
44
+ var lumFactor = vec3<f32>(0.0);
45
+ var transmittance = vec3<f32>(1.0);
71
46
 
72
47
  var t = 0.0;
73
48
  for (var stepI = 0u; stepI < MULTISCATTER_STEPS; stepI++) {
74
- let newT = ( (f32(stepI) + 0.3) / MULTISCATTER_STEPS_F ) * tMax;
49
+ let newT = ((f32(stepI) + 0.3) / MULTISCATTER_STEPS_F) * tMax;
75
50
  let dt = newT - t;
76
51
  t = newT;
77
52
 
78
- // Stepping the planet-relative position directly: building the world position only
79
- // to have the LUT lookup subtract the planet centre back off it was the second of
80
- // two square roots per step.
81
53
  let step_rel = rel + t * rayDir;
82
54
  let step_radius = length(step_rel);
83
55
  let up = step_rel / step_radius;
84
56
 
85
- let local_height = step_radius - ATMOSPHERE_GROUND_RADIUS;
86
- let local_density = atmosphere_density(local_height);
87
-
88
- let ozone_density = local_density.z;
89
- let ozone_absorption = ozone_density * C_OZONE;
90
-
91
- let mie_density = local_density.y;
92
- let mie_absorption = mie_density * C_MIE_ABSORPTION;
93
- let mie_scattering = mie_density * C_MIE_SCATTERING;
94
-
95
- let rayleigh_absorption = 0.0;
96
- let rayleigh_scattering = local_density.x * C_RAYLEIGH;
97
-
98
- let extinction = rayleigh_scattering + rayleigh_absorption + mie_scattering + mie_absorption + ozone_absorption;
57
+ let local_height = step_radius - atm.planet_radius;
58
+ let local_density = atmosphere_density_for(atm, local_height);
99
59
 
60
+ let rayleigh_scattering = local_density.x * atm.rayleigh_scattering;
61
+ let mie_scattering = local_density.y * atm.mie_scattering;
62
+ let extinction = max(atmosphere_extinction_for(atm, local_density), vec3<f32>(1e-12));
100
63
 
101
64
  let sample_transmittance = exp(-dt * extinction);
102
65
 
103
- // Integrate within each segment.
104
66
  let scatteringNoPhase = rayleigh_scattering + mie_scattering;
105
67
  let scatteringF = (scatteringNoPhase - scatteringNoPhase * sample_transmittance) / extinction;
106
68
  lumFactor += transmittance * scatteringF;
107
69
 
108
- // This is slightly different from the paper, but I think the paper has a mistake?
109
- // In equation (6), I think S(x,w_s) should be S(x-tv,w_s).
110
- let sun_transmittance = sample_transmittance_lut_params(local_height, dot(sunDir, up));
70
+ let sun_transmittance = sample_transmittance_lut_params_for(atm, local_height, dot(sunDir, up));
111
71
 
112
72
  let rayleighInScattering = rayleigh_scattering * rayleighPhaseValue;
113
73
  let mieInScattering = mie_scattering * miePhaseValue;
114
74
  let inScattering = (rayleighInScattering + mieInScattering) * sun_transmittance;
115
75
 
116
- // Integrated scattering within path segment.
117
76
  let scatteringIntegral = (inScattering - inScattering * sample_transmittance) / extinction;
118
77
 
119
78
  lum += scatteringIntegral * transmittance;
@@ -121,42 +80,46 @@ fn get_multiscatter_values(
121
80
  }
122
81
 
123
82
  if (bounds.hits_ground) {
124
-
125
- // Light bounced off the planet. Hillaire reaches this through
126
- // IntegrateScatteredLuminance:
127
- // L += ... * throughput * NdotL * Atmosphere.GroundAlbedo / PI
128
- // The surface is Lambertian, hence albedo/PI, and the cosine belongs to the hit
129
- // point rather than to \`pos\`: along a shallow ray the two are hundreds of
130
- // kilometres apart and can sit on opposite sides of the terminator.
131
83
  let hit_up = normalize(rel + bounds.ground_distance * rayDir);
132
-
133
84
  let sun_cos_zenith_angle = dot(hit_up, sunDir);
134
-
135
- // the hit lies on the surface by construction, so its LUT altitude is exactly zero
136
- let sun_transmittance = sample_transmittance_lut_params(0.0, sun_cos_zenith_angle);
85
+ let sun_transmittance = sample_transmittance_lut_params_for(atm, 0.0, sun_cos_zenith_angle);
137
86
 
138
87
  lum += transmittance
139
88
  * saturate(sun_cos_zenith_angle)
140
- * (MULTISCATTER_GROUND_ALBEDO / PI)
89
+ * (atm.ground_albedo / PI)
141
90
  * sun_transmittance;
142
91
  }
143
92
 
144
93
  *out_fms = lumFactor;
145
94
  *out_lum = lum;
95
+ }
146
96
 
97
+ fn get_multiscatter_values_for(
98
+ atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
99
+ pos_ws: vec3<f32>,
100
+ sunDir: vec3<f32>,
101
+ rayDir: vec3<f32>,
102
+ out_lum: ptr<function, vec3<f32>>,
103
+ out_fms: ptr<function, vec3<f32>>,
104
+ ) {
105
+ let rel = atmosphere_position_relative_for(atm, pos_ws);
106
+ get_multiscatter_values_rel_for(atm, rel, sunDir, rayDir, out_lum, out_fms);
107
+ }
108
+
109
+ fn get_multiscatter_values(
110
+ pos_ws: vec3<f32>,
111
+ sunDir: vec3<f32>,
112
+ rayDir: vec3<f32>,
113
+ out_lum: ptr<function, vec3<f32>>,
114
+ out_fms: ptr<function, vec3<f32>>,
115
+ ) {
116
+ get_multiscatter_values_for(atmosphere_earth_parameters(), pos_ws, sunDir, rayDir, out_lum, out_fms);
147
117
  }
148
118
  `, [
149
119
  PI_DECLARATION,
150
- ATMOSPHERE_RADII_DECLARATION,
151
- C_OZONE_DECLARATION,
152
- C_MIE_SCATTERING_DECLARATION,
153
- C_MIE_ABSORPTION_DECLARATION,
154
- C_RAYLEIGH_DECLARATION,
155
- chunk_atmosphere_density,
156
- chunk_atmosphere_ray_bounds,
120
+ chunk_atmosphere_parameters,
157
121
  chunk_phase_mie_cornette_shanks,
158
122
  chunk_phase_rayleigh,
159
- chunk_position_relative_to_planet_center,
160
- chunk_sample_transmittance_lut_params,
123
+ chunk_sample_transmittance_lut_params_for,
161
124
  ]
162
- )
125
+ );
@@ -0,0 +1,14 @@
1
+ export const SKY_SCATTERING_RAYMARCH_STEPS: 32;
2
+ /**
3
+ * Shared 32-step Hillaire (2020) sky radiance integrator (single scattering + isotropic
4
+ * multiple-scattering LUT $\Psi_{\text{ms}}$ + Lambertian planet ground bounce), returning radiance
5
+ * per unit extraterrestrial solar irradiance.
6
+ *
7
+ * Used by both {@link shader_sky_irradiance_lut} (scene-cached octahedral sky IBL) and
8
+ * {@link shader_sky_view_lut} (per-view $192 \times 108$ horizon-warped Sky-View LUT).
9
+ *
10
+ * @type {CodeChunk}
11
+ */
12
+ export const chunk_raymarch_sky_scattering: CodeChunk;
13
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
14
+ //# sourceMappingURL=chunk_raymarch_sky_scattering.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"chunk_raymarch_sky_scattering.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.js"],"names":[],"mappings":"AAaA,+CAAgD;AAEhD;;;;;;;;;GASG;AACH,4CAFU,SAAS,CA+EjB;0BAjGwB,iCAAiC"}
@@ -0,0 +1,103 @@
1
+ import {
2
+ chunk_phase_mie_cornette_shanks
3
+ } from "../shader/chunk/atmosphere/phase/chunk_phase_mie_cornette_shanks.js";
4
+ import { chunk_phase_rayleigh } from "../shader/chunk/atmosphere/phase/chunk_phase_rayleigh.js";
5
+ import { PI_DECLARATION } from "../shader/chunk/math/PI_DECLARATION.js";
6
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
7
+ import {
8
+ ATMOSPHERE_PARAMETERS_STRUCT,
9
+ chunk_atmosphere_parameters
10
+ } from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
11
+ import { chunk_sample_multiscatter_lut_params_for } from "./chunk_sample_multiscatter_lut.js";
12
+ import { chunk_sample_transmittance_lut_params_for } from "./chunk_sample_transmittance_lut.js";
13
+
14
+ export const SKY_SCATTERING_RAYMARCH_STEPS = 32;
15
+
16
+ /**
17
+ * Shared 32-step Hillaire (2020) sky radiance integrator (single scattering + isotropic
18
+ * multiple-scattering LUT $\Psi_{\text{ms}}$ + Lambertian planet ground bounce), returning radiance
19
+ * per unit extraterrestrial solar irradiance.
20
+ *
21
+ * Used by both {@link shader_sky_irradiance_lut} (scene-cached octahedral sky IBL) and
22
+ * {@link shader_sky_view_lut} (per-view $192 \times 108$ horizon-warped Sky-View LUT).
23
+ *
24
+ * @type {CodeChunk}
25
+ */
26
+ export const chunk_raymarch_sky_scattering = CodeChunk.from(
27
+ //language=WGSL
28
+ `
29
+ const SKY_SCATTERING_STEPS = ${SKY_SCATTERING_RAYMARCH_STEPS}u;
30
+ const SKY_SCATTERING_STEPS_F = f32(SKY_SCATTERING_STEPS);
31
+
32
+ fn raymarch_sky_scattering(
33
+ atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
34
+ origin_rel: vec3<f32>,
35
+ ray_dir: vec3<f32>,
36
+ sun_dir: vec3<f32>,
37
+ t_max: f32,
38
+ hits_ground: bool
39
+ ) -> vec3<f32> {
40
+ let cosTheta = dot(ray_dir, sun_dir);
41
+
42
+ let miePhaseValue = phase_mie(cosTheta, atm.mie_phase_g);
43
+ let rayleighPhaseValue = phase_rayleigh(cosTheta);
44
+
45
+ var lum = vec3<f32>(0.0);
46
+ var transmittance = vec3<f32>(1.0);
47
+
48
+ var t = 0.0;
49
+ for (var step_i = 0u; step_i < SKY_SCATTERING_STEPS; step_i++) {
50
+ let newT = ((f32(step_i) + 0.3) / SKY_SCATTERING_STEPS_F) * t_max;
51
+ let dt = newT - t;
52
+ t = newT;
53
+
54
+ let step_rel = origin_rel + t * ray_dir;
55
+ let step_radius = length(step_rel);
56
+ let up = step_rel / step_radius;
57
+
58
+ let local_height = step_radius - atm.planet_radius;
59
+ let sun_cos_zenith_angle = dot(sun_dir, up);
60
+
61
+ let local_density = atmosphere_density_for(atm, local_height);
62
+
63
+ let rayleigh_scattering = local_density.x * atm.rayleigh_scattering;
64
+ let mie_scattering = local_density.y * atm.mie_scattering;
65
+ let extinction = max(atmosphere_extinction_for(atm, local_density), vec3<f32>(1e-12));
66
+
67
+ let sample_transmittance = exp(-dt * extinction);
68
+
69
+ let sun_transmittance = sample_transmittance_lut_params_for(atm, local_height, sun_cos_zenith_angle);
70
+ let psiMS = sample_multiscatter_lut_params_for(atm, local_height, sun_cos_zenith_angle);
71
+
72
+ let rayleigh_in_scattering = rayleigh_scattering * (rayleighPhaseValue * sun_transmittance + psiMS);
73
+ let mie_in_scattering = mie_scattering * (miePhaseValue * sun_transmittance + psiMS);
74
+ let in_scattering = rayleigh_in_scattering + mie_in_scattering;
75
+
76
+ let scattering_integral = (in_scattering - in_scattering * sample_transmittance) / extinction;
77
+
78
+ lum += scattering_integral * transmittance;
79
+ transmittance *= sample_transmittance;
80
+ }
81
+
82
+ if (hits_ground) {
83
+ let hit_up = normalize(origin_rel + t_max * ray_dir);
84
+ let sun_cos_zenith_angle = dot(hit_up, sun_dir);
85
+ let sun_transmittance = sample_transmittance_lut_params_for(atm, 0.0, sun_cos_zenith_angle);
86
+ let psi_ground = sample_multiscatter_lut_params_for(atm, 0.0, sun_cos_zenith_angle);
87
+
88
+ let direct_bounce = saturate(sun_cos_zenith_angle) * sun_transmittance * (1.0 / PI);
89
+ let diffuse_bounce = psi_ground;
90
+ lum += transmittance * atm.ground_albedo * (direct_bounce + diffuse_bounce);
91
+ }
92
+
93
+ return max(lum, vec3<f32>(0.0));
94
+ }
95
+ `, [
96
+ PI_DECLARATION,
97
+ chunk_atmosphere_parameters,
98
+ chunk_phase_mie_cornette_shanks,
99
+ chunk_phase_rayleigh,
100
+ chunk_sample_transmittance_lut_params_for,
101
+ chunk_sample_multiscatter_lut_params_for,
102
+ ]
103
+ );
@@ -1,10 +1,16 @@
1
1
  /**
2
- * Assumes following in the context:
3
- * tSkyLutMultiscatter: texture_2d<f32> (sample type "float", i.e. filterable)
2
+ * Parameterised multiple-scattering LUT lookup using `atm.atmosphere_height`.
3
+ *
4
+ * Assumes in shader scope:
5
+ * tSkyLutMultiscatter: texture_2d<f32> (sample type "float", filterable)
4
6
  * sSkyLut: sampler (see {@link SAMPLER_SKY_LUT})
5
7
  *
6
- * see {@link shader_multiscatter_lut}, and {@link chunk_sample_transmittance_lut_params} for
7
- * why this filters in hardware and reads its own resolution.
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_sample_multiscatter_lut_params_for: CodeChunk;
11
+ /**
12
+ * Earth-default multiple-scattering LUT lookup by `(height, sun_cos_zenith_angle)`.
13
+ *
8
14
  * @type {CodeChunk}
9
15
  */
10
16
  export const chunk_sample_multiscatter_lut_params: CodeChunk;
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_multiscatter_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js"],"names":[],"mappings":"AAIA;;;;;;;;GAQG;AACH,mDAFU,SAAS,CAsBjB;AAEF;;;GAGG;AACH,4CAFU,SAAS,CAmBjB;0BAxDwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_sample_multiscatter_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js"],"names":[],"mappings":"AASA;;;;;;;;GAQG;AACH,uDAFU,SAAS,CAsBjB;AAKF;;;;GAIG;AACH,mDAFU,SAAS,CAsBjB;AAKF;;;GAGG;AACH,4CAFU,SAAS,CAmBjB;0BA9FwB,iCAAiC"}
@@ -1,57 +1,95 @@
1
- import { CodeChunk } from "../shader/compiler/CodeChunk.js";
2
- import { chunk_sky_lut_params } from "./chunk_sky_lut_params.js";
3
- import { chunk_sky_lut_uv } from "./chunk_sky_lut_uv.js";
4
-
5
- /**
6
- * Assumes following in the context:
7
- * tSkyLutMultiscatter: texture_2d<f32> (sample type "float", i.e. filterable)
8
- * sSkyLut: sampler (see {@link SAMPLER_SKY_LUT})
9
- *
10
- * see {@link shader_multiscatter_lut}, and {@link chunk_sample_transmittance_lut_params} for
11
- * why this filters in hardware and reads its own resolution.
12
- * @type {CodeChunk}
13
- */
14
- export const chunk_sample_multiscatter_lut_params = CodeChunk.from(
15
- //language=WGSL
16
- `
17
- fn sample_multiscatter_lut_params(
18
- height: f32,
19
- sun_cos_zenith_angle: f32
20
- ) -> vec3<f32>{
21
-
22
- let uv = sky_lut_uv(
23
- height,
24
- sun_cos_zenith_angle,
25
- vec2<f32>(textureDimensions(tSkyLutMultiscatter))
26
- );
27
-
28
- return textureSampleLevel(tSkyLutMultiscatter, sSkyLut, uv, 0.0).rgb;
29
-
30
- }
31
- `, [
32
- chunk_sky_lut_uv,
33
- ]
34
- );
35
-
36
- /**
37
- * {@link chunk_sample_multiscatter_lut_params} from a world-space position.
38
- * @type {CodeChunk}
39
- */
40
- export const chunk_sample_multiscatter_lut = CodeChunk.from(
41
- //language=WGSL
42
- `
43
- fn sample_multiscatter_lut(
44
- pos:vec3<f32>,
45
- sunDir:vec3<f32>
46
- ) -> vec3<f32>{
47
-
48
- let params = sky_lut_params(pos, sunDir);
49
-
50
- return sample_multiscatter_lut_params(params.x, params.y);
51
-
52
- }
53
- `, [
54
- chunk_sample_multiscatter_lut_params,
55
- chunk_sky_lut_params,
56
- ]
57
- );
1
+ import { CodeChunk } from "../shader/compiler/CodeChunk.js";
2
+ import {
3
+ ATMOSPHERE_PARAMETERS_STRUCT,
4
+ chunk_atmosphere_parameters
5
+ } from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
6
+ import { chunk_sky_lut_params } from "./chunk_sky_lut_params.js";
7
+ import { chunk_sky_lut_uv } from "./chunk_sky_lut_uv.js";
8
+ import { SKY_LUT_MULTISCATTER_RESOURCE, SKY_LUT_SAMPLER_RESOURCE } from "./SAMPLER_SKY_LUT.js";
9
+
10
+ /**
11
+ * Parameterised multiple-scattering LUT lookup using `atm.atmosphere_height`.
12
+ *
13
+ * Assumes in shader scope:
14
+ * tSkyLutMultiscatter: texture_2d<f32> (sample type "float", filterable)
15
+ * sSkyLut: sampler (see {@link SAMPLER_SKY_LUT})
16
+ *
17
+ * @type {CodeChunk}
18
+ */
19
+ export const chunk_sample_multiscatter_lut_params_for = CodeChunk.from(
20
+ //language=WGSL
21
+ `
22
+ fn sample_multiscatter_lut_params_for(
23
+ atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
24
+ height: f32,
25
+ sun_cos_zenith_angle: f32
26
+ ) -> vec3<f32> {
27
+ let uv = sky_lut_uv_for(
28
+ atm,
29
+ height,
30
+ sun_cos_zenith_angle,
31
+ vec2<f32>(textureDimensions(tSkyLutMultiscatter))
32
+ );
33
+
34
+ return textureSampleLevel(tSkyLutMultiscatter, sSkyLut, uv, 0.0).rgb;
35
+ }
36
+ `, [
37
+ chunk_atmosphere_parameters,
38
+ ]
39
+ );
40
+
41
+ chunk_sample_multiscatter_lut_params_for.requireResource(SKY_LUT_MULTISCATTER_RESOURCE);
42
+ chunk_sample_multiscatter_lut_params_for.requireResource(SKY_LUT_SAMPLER_RESOURCE);
43
+
44
+ /**
45
+ * Earth-default multiple-scattering LUT lookup by `(height, sun_cos_zenith_angle)`.
46
+ *
47
+ * @type {CodeChunk}
48
+ */
49
+ export const chunk_sample_multiscatter_lut_params = CodeChunk.from(
50
+ //language=WGSL
51
+ `
52
+ fn sample_multiscatter_lut_params(
53
+ height: f32,
54
+ sun_cos_zenith_angle: f32
55
+ ) -> vec3<f32>{
56
+
57
+ let uv = sky_lut_uv(
58
+ height,
59
+ sun_cos_zenith_angle,
60
+ vec2<f32>(textureDimensions(tSkyLutMultiscatter))
61
+ );
62
+
63
+ return textureSampleLevel(tSkyLutMultiscatter, sSkyLut, uv, 0.0).rgb;
64
+
65
+ }
66
+ `, [
67
+ chunk_sky_lut_uv,
68
+ ]
69
+ );
70
+
71
+ chunk_sample_multiscatter_lut_params.requireResource(SKY_LUT_MULTISCATTER_RESOURCE);
72
+ chunk_sample_multiscatter_lut_params.requireResource(SKY_LUT_SAMPLER_RESOURCE);
73
+
74
+ /**
75
+ * {@link chunk_sample_multiscatter_lut_params} from a world-space position.
76
+ * @type {CodeChunk}
77
+ */
78
+ export const chunk_sample_multiscatter_lut = CodeChunk.from(
79
+ //language=WGSL
80
+ `
81
+ fn sample_multiscatter_lut(
82
+ pos:vec3<f32>,
83
+ sunDir:vec3<f32>
84
+ ) -> vec3<f32>{
85
+
86
+ let params = sky_lut_params(pos, sunDir);
87
+
88
+ return sample_multiscatter_lut_params(params.x, params.y);
89
+
90
+ }
91
+ `, [
92
+ chunk_sample_multiscatter_lut_params,
93
+ chunk_sky_lut_params,
94
+ ]
95
+ );
@@ -1,25 +1,21 @@
1
1
  /**
2
- * Assumes following in the context:
3
- * tSkyLutTransmittance: texture_2d<f32> (sample type "float", i.e. filterable)
4
- * sSkyLut: sampler (see {@link SAMPLER_SKY_LUT})
2
+ * Parameterised transmittance LUT lookup using `atm.atmosphere_height`.
5
3
  *
6
- * The LUT is rgba16float, which is filterable in core WebGPU -- only the 32-bit float
7
- * formats need the `float32-filterable` feature -- so this goes through the texture unit
8
- * rather than the 4-tap `texture_sample_bilinear_uv`. Clamp-to-edge on the sampler
9
- * reproduces that function's per-corner clamping.
4
+ * Assumes in shader scope:
5
+ * tSkyLutTransmittance: texture_2d<f32> (sample type "float", filterable)
6
+ * sSkyLut: sampler (see {@link SAMPLER_SKY_LUT})
10
7
  *
11
- * The half-texel inset {@link chunk_sky_lut_uv} applies needs the LUT's resolution, which is
12
- * read from the binding rather than passed in: the texture is the authority on its own size,
13
- * and a caller cannot get it wrong.
8
+ * @type {CodeChunk}
9
+ */
10
+ export const chunk_sample_transmittance_lut_params_for: CodeChunk;
11
+ /**
12
+ * Earth-default transmittance LUT lookup by `(height, sun_cos_zenith_angle)`.
14
13
  *
15
- * see {@link shader_transmittance_lut}
16
14
  * @type {CodeChunk}
17
15
  */
18
16
  export const chunk_sample_transmittance_lut_params: CodeChunk;
19
17
  /**
20
- * {@link chunk_sample_transmittance_lut_params} from a world-space position. A ray-march that
21
- * already knows the altitude and the local up vector should build the pair itself and call
22
- * the primitive, rather than have this recover them with another square root.
18
+ * {@link chunk_sample_transmittance_lut_params} from a world-space position.
23
19
  *
24
20
  * @type {CodeChunk}
25
21
  */
@@ -1 +1 @@
1
- {"version":3,"file":"chunk_sample_transmittance_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js"],"names":[],"mappings":"AAIA;;;;;;;;;;;;;;;;GAgBG;AACH,oDAFU,SAAS,CAsBjB;AAEF;;;;;;GAMG;AACH,6CAFU,SAAS,CAoBjB;0BApEwB,iCAAiC"}
1
+ {"version":3,"file":"chunk_sample_transmittance_lut.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js"],"names":[],"mappings":"AASA;;;;;;;;GAQG;AACH,wDAFU,SAAS,CAsBjB;AAKF;;;;GAIG;AACH,oDAFU,SAAS,CAsBjB;AAKF;;;;GAIG;AACH,6CAFU,SAAS,CAoBjB;0BAhGwB,iCAAiC"}