@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.
- package/CHANGELOG.md +45 -0
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts +2 -17
- package/editor/ecs/component/editors/ecs/Trail3DEditor.d.ts.map +1 -1
- package/editor/ecs/component/editors/ecs/Trail3DEditor.js +3 -18
- package/package.json +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts +33 -65
- package/src/engine/graphics/ecs/trail3d/Trail3D.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/Trail3D.js +37 -245
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.d.ts +0 -4
- package/src/engine/graphics/ecs/trail3d/Trail3DFlags.js +4 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts +13 -10
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.d.ts.map +1 -1
- package/src/engine/graphics/ecs/trail3d/seed_trail_stroke.js +28 -37
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts +10 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.d.ts.map +1 -0
- package/src/engine/graphics/ecs/trail3d/trail_knot_count.js +27 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts +62 -0
- package/src/engine/graphics/trail/TrailKnots.d.ts.map +1 -0
- package/src/engine/graphics/trail/TrailKnots.js +137 -0
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.d.ts +1 -1
- package/src/engine/graphics/trail/tube/TubeXMaterialSpec.js +1 -1
- package/src/engine/graphics3/EntityRowHold.d.ts +48 -0
- package/src/engine/graphics3/EntityRowHold.d.ts.map +1 -0
- package/src/engine/graphics3/EntityRowHold.js +128 -0
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts +6 -2
- package/src/engine/graphics3/GPUParticleEmitterSystem.d.ts.map +1 -1
- package/src/engine/graphics3/GPUParticleEmitterSystem.js +11 -44
- package/src/engine/graphics3/GraphicsEngine.d.ts.map +1 -1
- package/src/engine/graphics3/GraphicsEngine.js +4 -9
- package/src/engine/graphics3/Trail3DSystem.d.ts +69 -35
- package/src/engine/graphics3/Trail3DSystem.d.ts.map +1 -1
- package/src/engine/graphics3/Trail3DSystem.js +380 -81
- package/src/engine/graphics3/load_cube_environment.js +3 -3
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts +17 -0
- package/src/engine/physics/fluid/ecs/FluidObstacle.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacle.js +22 -2
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts +6 -5
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.d.ts.map +1 -1
- package/src/engine/physics/fluid/ecs/FluidObstacleSystem.js +14 -3
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts +9 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/FLUID_OBSTACLE_RECORD_STRUCT.js +11 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts +5 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_record_create.js +2 -0
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts +4 -3
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.d.ts.map +1 -1
- package/src/engine/physics/fluid/obstacle/fluid_obstacle_write_gpu_record.js +11 -3
- package/src/shade/playground/probe_clipmap/index.html +43 -0
- package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
- package/src/shade/playground/probe_clipmap/main.js +29 -0
- package/src/shade/playground/trails/index.html +50 -0
- package/src/shade/playground/trails/main.d.ts +2 -0
- package/src/shade/playground/trails/main.d.ts.map +1 -0
- package/src/shade/playground/trails/main.js +258 -0
- package/src/shade/renderer/Renderer.d.ts +7 -0
- package/src/shade/renderer/Renderer.d.ts.map +1 -1
- package/src/shade/renderer/Renderer.js +213 -15
- package/src/shade/renderer/ShadeIndirectLightingMode.d.ts +1 -0
- package/src/shade/renderer/ShadeIndirectLightingMode.js +9 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts +18 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.d.ts.map +1 -0
- package/src/shade/renderer/animation/animation_curve_write_keys.js +34 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts +22 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_PARAMETERS_STRUCT.js +160 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts +45 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/ATMOSPHERE_UNIT_SCALE.js +57 -0
- package/src/shade/renderer/atmosphere/GPUSky.d.ts +23 -8
- package/src/shade/renderer/atmosphere/GPUSky.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/GPUSky.js +91 -34
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts +17 -0
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/SAMPLER_SKY_LUT.js +55 -25
- package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts +164 -0
- package/src/shade/renderer/atmosphere/SceneAtmosphere.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/SceneAtmosphere.js +308 -0
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts +3 -12
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_get_multiscatter_values.js +52 -89
- package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts +14 -0
- package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/chunk_raymarch_sky_scattering.js +103 -0
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts +10 -4
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_multiscatter_lut.js +95 -57
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts +10 -14
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sample_transmittance_lut.js +97 -69
- package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts +17 -0
- package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js +117 -48
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts +8 -0
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js +65 -35
- package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts +2 -1
- package/src/shade/renderer/atmosphere/compute_mie_absorption.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/compute_mie_absorption.js +6 -6
- package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts +41 -0
- package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/resolve_atmosphere_sun.js +123 -0
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_multiscatter_lut.js +21 -64
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts +6 -2
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_sky_irradiance_lut.js +55 -179
- package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts +7 -0
- package/src/shade/renderer/atmosphere/shader_sky_view_lut.d.ts.map +1 -0
- package/src/shade/renderer/atmosphere/shader_sky_view_lut.js +111 -0
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts +0 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.d.ts.map +1 -1
- package/src/shade/renderer/atmosphere/shader_transmittance_lut.js +68 -79
- package/src/shade/renderer/deferred/shader_background.js +1 -1
- package/src/shade/renderer/deferred/shader_background_sky.d.ts +5 -0
- package/src/shade/renderer/deferred/shader_background_sky.d.ts.map +1 -0
- package/src/shade/renderer/deferred/shader_background_sky.js +130 -0
- package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/ColorGrade.js +13 -36
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts +2 -1
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js +6 -2
- package/src/shade/renderer/dynamic/GPUDynamicMeshResidency.js +2 -2
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts +2 -13
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/chunk_dynamic_mesh_avboit_vertex.js +6 -21
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts +17 -6
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/graph_dynamic_mesh_avboit.js +38 -178
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts +7 -9
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_draw.js +17 -106
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts +7 -17
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.d.ts.map +1 -1
- package/src/shade/renderer/dynamic/shader_dynamic_mesh_avboit_splat.js +18 -118
- package/src/shade/renderer/extension/ViewTextures.d.ts +3 -2
- package/src/shade/renderer/extension/ViewTextures.d.ts.map +1 -1
- package/src/shade/renderer/extension/ViewTextures.js +3 -2
- package/src/shade/renderer/fluid/GPUFluidCascade.d.ts +3 -3
- package/src/shade/renderer/fluid/GPUFluidCascadeStack.d.ts +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts +14 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING.js +18 -0
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts +3 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/FLUID_FORCING_APPLY_STRUCT.js +4 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts +15 -6
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/GPUFluidForcing.js +20 -4
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts +11 -2
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/chunk_fluid_forcing_cell.js +59 -2
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts +4 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.d.ts.map +1 -1
- package/src/shade/renderer/fluid/forcing/shader_fluid_forcing_apply.js +367 -341
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts +6 -2
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.d.ts.map +1 -1
- package/src/shade/renderer/fluid/mac/shader_fluid_mac_advect_correct.js +339 -282
- package/src/shade/renderer/fluid/pressure/GPUFluidPressureSolve.d.ts +1 -1
- package/src/shade/renderer/fluid/query/GPUFluidQueries.d.ts +1 -1
- package/src/shade/renderer/global_illumination/probe/octahedral/shader_lpv_build_gbuffer.js +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts +20 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/GPUProbeClipmapGI.js +29 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts +47 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/chunk_probe_clipmap_hit_light.js +246 -0
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts +4 -15
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_light.js +8 -148
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts +4 -9
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.d.ts.map +1 -1
- package/src/shade/renderer/global_illumination/probe_clipmap/probe/shader_probe_clipmap_trace.js +9 -58
- package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts +142 -0
- package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/GPUScreenProbeGI.js +938 -0
- package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts +192 -0
- package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/SCREEN_PROBE.js +231 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts +11 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeDebugView.js +25 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts +110 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/ScreenProbeSettings.js +197 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts +150 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe.js +408 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts +23 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brdf_density.js +63 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts +24 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_brick_origin.js +61 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts +39 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_interpolate.js +126 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts +21 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_lighting_history.js +74 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts +20 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_march_distance.js +26 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts +24 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_ray_sort.js +57 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts +22 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_screen_march.js +53 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts +62 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_surface.js +156 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts +18 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/chunk_screen_probe_workgroup_sum.js +50 -0
- package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts +21 -0
- package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/graph_screen_probe_debug_view.js +54 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts +67 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_brick.js +509 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts +20 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_debug.js +128 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.d.ts +62 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_gather.js +478 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.d.ts +69 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_importance.js +457 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.d.ts +27 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_indirect_lighting.js +219 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.d.ts +22 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.d.ts.map +1 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_pick.js +151 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.d.ts +66 -0
- package/src/shade/renderer/global_illumination/screen_probe/shader_screen_probe_place.d.ts.map +1 -0
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- package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/atmosphere/hillaire/ATMOSPHERE_PARAMETERS_STRUCT.js +0 -43
- package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/ATMOSPHERE_DENSITY_DECLARATION.js +0 -6
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_absorb.js +0 -18
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts +0 -14
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_optical_depth.js +0 -86
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts +0 -8
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_integrate_scattering.js +0 -125
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_planet_intersection.js +0 -17
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts +0 -3
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/chunk_sphere_intersection_nearest.js +0 -38
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts +0 -16
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/atmosphere/hillaire/DENSITY_PROFILE_LAYER_STRUCT.js +0 -28
- package/src/shade/renderer/shader/chunk/light/sky/chunk_sample_sky_color.d.ts.map +0 -1
- package/src/shade/renderer/view/GPUViewSkyContext.d.ts +0 -26
- package/src/shade/renderer/view/GPUViewSkyContext.d.ts.map +0 -1
- package/src/shade/renderer/view/GPUViewSkyContext.js +0 -170
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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*
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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import {
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ATMOSPHERE_PARAMETERS_STRUCT,
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chunk_atmosphere_parameters
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} from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
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import { chunk_sky_lut_params } from "./chunk_sky_lut_params.js";
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import { chunk_sky_lut_uv } from "./chunk_sky_lut_uv.js";
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import { SKY_LUT_SAMPLER_RESOURCE, SKY_LUT_TRANSMITTANCE_RESOURCE } from "./SAMPLER_SKY_LUT.js";
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/**
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* Parameterised transmittance LUT lookup using `atm.atmosphere_height`.
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*
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* Assumes in shader scope:
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* tSkyLutTransmittance: texture_2d<f32> (sample type "float", filterable)
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* sSkyLut: sampler (see {@link SAMPLER_SKY_LUT})
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*
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* @type {CodeChunk}
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*/
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export const chunk_sample_transmittance_lut_params_for = CodeChunk.from(
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//language=WGSL
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`
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fn sample_transmittance_lut_params_for(
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atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
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height: f32,
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sun_cos_zenith_angle: f32
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) -> vec3<f32> {
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let uv = sky_lut_uv_for(
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atm,
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height,
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sun_cos_zenith_angle,
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vec2<f32>(textureDimensions(tSkyLutTransmittance))
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);
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return textureSampleLevel(tSkyLutTransmittance, sSkyLut, uv, 0.0).rgb;
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}
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`, [
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chunk_atmosphere_parameters,
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]
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);
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chunk_sample_transmittance_lut_params_for.requireResource(SKY_LUT_TRANSMITTANCE_RESOURCE);
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chunk_sample_transmittance_lut_params_for.requireResource(SKY_LUT_SAMPLER_RESOURCE);
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/**
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* Earth-default transmittance LUT lookup by `(height, sun_cos_zenith_angle)`.
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*
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* @type {CodeChunk}
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*/
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export const chunk_sample_transmittance_lut_params = CodeChunk.from(
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//language=WGSL
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`
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fn sample_transmittance_lut_params(
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height: f32,
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sun_cos_zenith_angle: f32
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) -> vec3<f32>{
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let uv = sky_lut_uv(
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height,
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sun_cos_zenith_angle,
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vec2<f32>(textureDimensions(tSkyLutTransmittance))
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);
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return textureSampleLevel(tSkyLutTransmittance, sSkyLut, uv, 0.0).rgb;
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}
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`, [
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chunk_sky_lut_uv,
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]
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);
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chunk_sample_transmittance_lut_params.requireResource(SKY_LUT_TRANSMITTANCE_RESOURCE);
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chunk_sample_transmittance_lut_params.requireResource(SKY_LUT_SAMPLER_RESOURCE);
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/**
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* {@link chunk_sample_transmittance_lut_params} from a world-space position.
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*
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* @type {CodeChunk}
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*/
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export const chunk_sample_transmittance_lut = CodeChunk.from(
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//language=WGSL
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`
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fn sample_transmittance_lut(
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pos: vec3<f32>,
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sunDir: vec3<f32>
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) -> vec3<f32>{
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let params = sky_lut_params(pos, sunDir);
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return sample_transmittance_lut_params(params.x, params.y);
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}
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`,
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[
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chunk_sample_transmittance_lut_params,
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chunk_sky_lut_params,
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]
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);
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@@ -1,3 +1,20 @@
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/**
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* Hillaire (2020) §5.3 Sky-View LUT coordinate encoding and decoding.
|
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*
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* Parameterisation (`resolution` must have an even height, e.g. `192 × 108`):
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* - `u` encodes relative azimuth to the sun in $[0, \pi]$ via half-texel-inset sub-UVs:
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* exploiting mirror symmetry across the sun-zenith plane gives $2\times$ horizontal angular
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* resolution and eliminates any $0 / 2\pi$ wrap seam under `clamp-to-edge` bilinear filtering.
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* - `v` splits cleanly at $0.5$ into two independent $H/2$-row sub-UV ranges with square-root
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* horizon clustering:
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* - rows $[0, H/2 - 1]$ (`v < 0.5`): ground-intersecting rays ($\theta \in (\theta_{\text{horizon}}, \pi]$);
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* - rows $[H/2, H - 1]$ (`v >= 0.5`): sky rays ($\theta \in [0, \theta_{\text{horizon}}]$).
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* Because both sub-ranges carry half-texel insets at their inner boundary, hardware bilinear
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* filtering never bleeds planet ground texels into sky horizon texels or vice versa.
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*
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* @see "A Scalable and Production Ready Sky and Atmosphere Rendering Technique", Hillaire (2020), §5.3
|
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* @type {CodeChunk}
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*/
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18
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export const chunk_sky_irradiance_lut_encode_uv: CodeChunk;
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19
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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3
20
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//# sourceMappingURL=chunk_sky_irradiance_lut_encode_uv.d.ts.map
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@@ -1 +1 @@
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1
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{"version":3,"file":"chunk_sky_irradiance_lut_encode_uv.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js"],"names":[],"mappings":"
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1
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{"version":3,"file":"chunk_sky_irradiance_lut_encode_uv.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sky_irradiance_lut_encode_uv.js"],"names":[],"mappings":"AAQA;;;;;;;;;;;;;;;;GAgBG;AACH,iDAFU,SAAS,CAyGjB;0BA9HwB,iCAAiC"}
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@@ -1,60 +1,129 @@
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import { ATMOSPHERE_HEIGHT_DECLARATION } from "../shader/chunk/atmosphere/ATMOSPHERE_HEIGHT_DECLARATION.js";
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2
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import {
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3
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chunk_position_relative_to_planet_center
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} from "../shader/chunk/atmosphere/chunk_position_relative_to_planet_center.js";
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import { PLANET_RADIUS_DECLARATION } from "../shader/chunk/atmosphere/PLANET_RADIUS_DECLARATION.js";
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6
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import { chunk_safe_acos } from "../shader/chunk/math/chunk_safe_acos.js";
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import { PI_DECLARATION } from "../shader/chunk/math/PI_DECLARATION.js";
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import {
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chunk_texture_sample_bilinear_uv
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} from "../shader/chunk/texture/sample/chunk_texture_sample_bilinear_uv.js";
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import { CodeChunk } from "../shader/compiler/CodeChunk.js";
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-
import {
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import {
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5
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ATMOSPHERE_PARAMETERS_STRUCT,
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chunk_atmosphere_parameters
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7
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} from "./ATMOSPHERE_PARAMETERS_STRUCT.js";
|
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13
8
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9
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+
/**
|
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10
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+
* Hillaire (2020) §5.3 Sky-View LUT coordinate encoding and decoding.
|
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11
|
+
*
|
|
12
|
+
* Parameterisation (`resolution` must have an even height, e.g. `192 × 108`):
|
|
13
|
+
* - `u` encodes relative azimuth to the sun in $[0, \pi]$ via half-texel-inset sub-UVs:
|
|
14
|
+
* exploiting mirror symmetry across the sun-zenith plane gives $2\times$ horizontal angular
|
|
15
|
+
* resolution and eliminates any $0 / 2\pi$ wrap seam under `clamp-to-edge` bilinear filtering.
|
|
16
|
+
* - `v` splits cleanly at $0.5$ into two independent $H/2$-row sub-UV ranges with square-root
|
|
17
|
+
* horizon clustering:
|
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18
|
+
* - rows $[0, H/2 - 1]$ (`v < 0.5`): ground-intersecting rays ($\theta \in (\theta_{\text{horizon}}, \pi]$);
|
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19
|
+
* - rows $[H/2, H - 1]$ (`v >= 0.5`): sky rays ($\theta \in [0, \theta_{\text{horizon}}]$).
|
|
20
|
+
* Because both sub-ranges carry half-texel insets at their inner boundary, hardware bilinear
|
|
21
|
+
* filtering never bleeds planet ground texels into sky horizon texels or vice versa.
|
|
22
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+
*
|
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23
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+
* @see "A Scalable and Production Ready Sky and Atmosphere Rendering Technique", Hillaire (2020), §5.3
|
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24
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+
* @type {CodeChunk}
|
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25
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+
*/
|
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14
26
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export const chunk_sky_irradiance_lut_encode_uv = CodeChunk.from(
|
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//language=WGSL
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`
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fn
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fn sky_view_horizon_zenith_angle(
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planet_radius: f32,
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observer_radius: f32
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) -> f32 {
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33
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let r = max(observer_radius, planet_radius);
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+
// Difference-of-squares + atan2 avoids losing ~19 mantissa bits in acos(R_p / R_v) near the ground.
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35
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+
let horizon_dist = sqrt(max((r - planet_radius) * (r + planet_radius), 0.0));
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36
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return 0.5 * PI + atan2(horizon_dist, max(planet_radius, MIN_ATMOSPHERE_LENGTH_UNITS));
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}
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+
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fn sky_view_lut_uv_for(
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40
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atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
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41
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+
view_pos: vec3<f32>,
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ray_dir: vec3<f32>,
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sun_dir: vec3<f32>,
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44
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resolution: vec2<f32>
|
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45
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) -> vec2<f32> {
|
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46
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+
let view_rel = atmosphere_clamped_observer_relative(atm, view_pos);
|
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47
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+
let observer_radius = length(view_rel);
|
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48
|
+
let up = view_rel / observer_radius;
|
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49
|
+
|
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50
|
+
let theta_horizon = sky_view_horizon_zenith_angle(atm.planet_radius, observer_radius);
|
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51
|
+
let theta = safe_acos(dot(ray_dir, up));
|
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52
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+
|
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53
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+
let bounds = atmosphere_ray_bounds_for(atm, view_rel, ray_dir);
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54
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+
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55
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+
let half_rows = max(floor(0.5 * resolution.y), 1.0);
|
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56
|
+
var v: f32;
|
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57
|
+
if (bounds.hits_ground) {
|
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58
|
+
let unit_y = sqrt(saturate((theta - theta_horizon) / max(PI - theta_horizon, 1e-5)));
|
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59
|
+
let row = (half_rows - 1.0) * (1.0 - unit_y);
|
|
60
|
+
v = (row + 0.5) / resolution.y;
|
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61
|
+
} else {
|
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62
|
+
let unit_y = sqrt(saturate((theta_horizon - theta) / max(theta_horizon, 1e-5)));
|
|
63
|
+
let row = half_rows + unit_y * (half_rows - 1.0);
|
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64
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+
v = (row + 0.5) / resolution.y;
|
|
65
|
+
}
|
|
66
|
+
|
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67
|
+
let ray_horiz = ray_dir - up * dot(ray_dir, up);
|
|
68
|
+
let sun_horiz = sun_dir - up * dot(sun_dir, up);
|
|
69
|
+
let ray_horiz_len = length(ray_horiz);
|
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70
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+
let sun_horiz_len = length(sun_horiz);
|
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71
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+
|
|
72
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+
var unit_x = 0.0;
|
|
73
|
+
if (ray_horiz_len > 1e-5 && sun_horiz_len > 1e-5) {
|
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74
|
+
let cos_azimuth = clamp(dot(ray_horiz / ray_horiz_len, sun_horiz / sun_horiz_len), -1.0, 1.0);
|
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75
|
+
unit_x = safe_acos(cos_azimuth) / PI;
|
|
76
|
+
}
|
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77
|
+
|
|
78
|
+
let u = (unit_x * max(resolution.x - 1.0, 0.0) + 0.5) / max(resolution.x, 1.0);
|
|
79
|
+
return vec2<f32>(u, v);
|
|
80
|
+
}
|
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+
|
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82
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+
struct SkyViewDecodedTexel {
|
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83
|
+
ray_local: vec3<f32>,
|
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84
|
+
hits_ground: bool,
|
|
85
|
+
}
|
|
86
|
+
|
|
87
|
+
fn sky_view_lut_decode_texel(
|
|
88
|
+
planet_radius: f32,
|
|
89
|
+
observer_radius: f32,
|
|
90
|
+
texel: vec2<f32>,
|
|
91
|
+
resolution: vec2<f32>
|
|
92
|
+
) -> SkyViewDecodedTexel {
|
|
93
|
+
let theta_horizon = sky_view_horizon_zenith_angle(planet_radius, observer_radius);
|
|
94
|
+
let half_rows = max(floor(0.5 * resolution.y), 1.0);
|
|
95
|
+
let denom_y = max(half_rows - 1.0, 1.0);
|
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96
|
+
|
|
97
|
+
var theta: f32;
|
|
98
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+
var hits_ground: bool;
|
|
99
|
+
if (texel.y < half_rows) {
|
|
100
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+
hits_ground = true;
|
|
101
|
+
let unit_y = saturate((half_rows - 1.0 - texel.y) / denom_y);
|
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102
|
+
theta = clamp(theta_horizon + (PI - theta_horizon) * unit_y * unit_y, theta_horizon + 2e-6, PI);
|
|
34
103
|
} else {
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35
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-
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36
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-
let
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37
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-
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-
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39
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-
let projectedDir = normalize(rayDir - up*(dot(rayDir, up)));
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40
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-
|
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41
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-
let sinTheta = dot(projectedDir, right);
|
|
42
|
-
let cosTheta = dot(projectedDir, forward);
|
|
43
|
-
|
|
44
|
-
azimuthAngle = atan2(sinTheta, cosTheta) + PI;
|
|
45
|
-
|
|
104
|
+
hits_ground = false;
|
|
105
|
+
let unit_y = saturate((texel.y - half_rows) / denom_y);
|
|
106
|
+
theta = clamp(theta_horizon * (1.0 - unit_y * unit_y), 0.0, max(theta_horizon - 2e-6, 0.0));
|
|
46
107
|
}
|
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47
|
-
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48
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-
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49
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-
let
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50
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-
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51
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-
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108
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+
|
|
109
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+
let unit_x = saturate(texel.x / max(resolution.x - 1.0, 1.0));
|
|
110
|
+
let azimuth = unit_x * PI;
|
|
111
|
+
|
|
112
|
+
let sin_theta = sin(theta);
|
|
113
|
+
let cos_theta = cos(theta);
|
|
114
|
+
|
|
115
|
+
var out: SkyViewDecodedTexel;
|
|
116
|
+
out.ray_local = vec3<f32>(sin_theta * cos(azimuth), cos_theta, sin_theta * sin(azimuth));
|
|
117
|
+
out.hits_ground = hits_ground;
|
|
118
|
+
return out;
|
|
119
|
+
}
|
|
120
|
+
|
|
121
|
+
fn sky_irradiance_lut_encode_uv(viewPos: vec3<f32>, rayDir: vec3<f32>, sunDir: vec3<f32>) -> vec2<f32> {
|
|
122
|
+
return sky_view_lut_uv_for(atmosphere_earth_parameters(), viewPos, rayDir, sunDir, vec2<f32>(192.0, 108.0));
|
|
52
123
|
}
|
|
53
|
-
`, [
|
|
124
|
+
`, [
|
|
54
125
|
PI_DECLARATION,
|
|
55
|
-
PLANET_RADIUS_DECLARATION,
|
|
56
|
-
ATMOSPHERE_HEIGHT_DECLARATION,
|
|
57
126
|
chunk_safe_acos,
|
|
58
|
-
|
|
59
|
-
|
|
60
|
-
|
|
127
|
+
chunk_atmosphere_parameters,
|
|
128
|
+
]
|
|
129
|
+
);
|
|
@@ -1,3 +1,11 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Parameterised {@link sky_lut_uv_for} straight from a world-space position and
|
|
3
|
+
* {@link ATMOSPHERE_PARAMETERS_STRUCT}, for passes (such as volumetrics) that sample a sky LUT
|
|
4
|
+
* generated by {@link GPUSky} under their own texture binding name.
|
|
5
|
+
*
|
|
6
|
+
* @type {CodeChunk}
|
|
7
|
+
*/
|
|
8
|
+
export const chunk_sky_lut_compute_uv_for: CodeChunk;
|
|
1
9
|
/**
|
|
2
10
|
* {@link chunk_sky_lut_uv} straight from a world-space position, for a shader that samples a
|
|
3
11
|
* sky LUT through its own binding rather than through the `sample_*_lut_params` chunks --
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_sky_lut_compute_uv.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js"],"names":[],"mappings":"
|
|
1
|
+
{"version":3,"file":"chunk_sky_lut_compute_uv.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/chunk_sky_lut_compute_uv.js"],"names":[],"mappings":"AAQA;;;;;;GAMG;AACH,2CAFU,SAAS,CAmBjB;AAEF;;;;;;;;;;;;GAYG;AACH,uCAFU,SAAS,CAmBlB;0BAhEyB,iCAAiC"}
|
|
@@ -1,35 +1,65 @@
|
|
|
1
|
-
import { CodeChunk } from "../shader/compiler/CodeChunk.js";
|
|
2
|
-
import {
|
|
3
|
-
|
|
4
|
-
|
|
5
|
-
|
|
6
|
-
|
|
7
|
-
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
*
|
|
11
|
-
*
|
|
12
|
-
*
|
|
13
|
-
*
|
|
14
|
-
*
|
|
15
|
-
|
|
16
|
-
|
|
17
|
-
|
|
18
|
-
|
|
19
|
-
|
|
20
|
-
|
|
21
|
-
|
|
22
|
-
|
|
23
|
-
|
|
24
|
-
|
|
25
|
-
|
|
26
|
-
|
|
27
|
-
let
|
|
28
|
-
|
|
29
|
-
|
|
30
|
-
|
|
31
|
-
|
|
32
|
-
|
|
33
|
-
|
|
34
|
-
|
|
35
|
-
|
|
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
|
+
|
|
9
|
+
/**
|
|
10
|
+
* Parameterised {@link sky_lut_uv_for} straight from a world-space position and
|
|
11
|
+
* {@link ATMOSPHERE_PARAMETERS_STRUCT}, for passes (such as volumetrics) that sample a sky LUT
|
|
12
|
+
* generated by {@link GPUSky} under their own texture binding name.
|
|
13
|
+
*
|
|
14
|
+
* @type {CodeChunk}
|
|
15
|
+
*/
|
|
16
|
+
export const chunk_sky_lut_compute_uv_for = CodeChunk.from(
|
|
17
|
+
//language=WGSL
|
|
18
|
+
`
|
|
19
|
+
fn sky_lut_compute_uv_for(
|
|
20
|
+
atm: ${ATMOSPHERE_PARAMETERS_STRUCT.wgsl_ref},
|
|
21
|
+
pos: vec3<f32>,
|
|
22
|
+
sunDir: vec3<f32>,
|
|
23
|
+
resolution: vec2<f32>
|
|
24
|
+
) -> vec2<f32> {
|
|
25
|
+
let rel = atmosphere_position_relative_for(atm, pos);
|
|
26
|
+
let radius = length(rel);
|
|
27
|
+
let up = select(vec3<f32>(0.0, 1.0, 0.0), rel / radius, radius > 0.0);
|
|
28
|
+
return sky_lut_uv_for(atm, radius - atm.planet_radius, dot(sunDir, up), resolution);
|
|
29
|
+
}
|
|
30
|
+
`, [
|
|
31
|
+
chunk_atmosphere_parameters,
|
|
32
|
+
]
|
|
33
|
+
);
|
|
34
|
+
|
|
35
|
+
/**
|
|
36
|
+
* {@link chunk_sky_lut_uv} straight from a world-space position, for a shader that samples a
|
|
37
|
+
* sky LUT through its own binding rather than through the `sample_*_lut_params` chunks --
|
|
38
|
+
* the volumetrics passes, which bind the same transmittance LUT under a name of their own.
|
|
39
|
+
*
|
|
40
|
+
* `resolution` is the LUT's, and it matters: the half-texel inset is what makes a lookup at
|
|
41
|
+
* either end of the range read a value that was computed there. Pass
|
|
42
|
+
* `vec2<f32>(textureDimensions(...))` of the texture being sampled, not of some other one --
|
|
43
|
+
* the transmittance and multiple-scattering LUTs are different sizes, so one uv cannot serve
|
|
44
|
+
* both.
|
|
45
|
+
*
|
|
46
|
+
* @type {CodeChunk}
|
|
47
|
+
*/
|
|
48
|
+
export const chunk_sky_lut_compute_uv = CodeChunk.from(
|
|
49
|
+
//language=WGSL
|
|
50
|
+
`
|
|
51
|
+
fn sky_lut_compute_uv(
|
|
52
|
+
pos: vec3<f32>,
|
|
53
|
+
sunDir: vec3<f32>,
|
|
54
|
+
resolution: vec2<f32>
|
|
55
|
+
) -> vec2<f32> {
|
|
56
|
+
|
|
57
|
+
let params = sky_lut_params(pos, sunDir);
|
|
58
|
+
|
|
59
|
+
return sky_lut_uv(params.x, params.y, resolution);
|
|
60
|
+
}
|
|
61
|
+
`, [
|
|
62
|
+
chunk_sky_lut_params,
|
|
63
|
+
chunk_sky_lut_uv,
|
|
64
|
+
]
|
|
65
|
+
)
|
|
@@ -2,7 +2,8 @@
|
|
|
2
2
|
* Compute Mie absorption from scattering and extinction coefficients.
|
|
3
3
|
* @param {number[]} scattering
|
|
4
4
|
* @param {number[]} extinction
|
|
5
|
+
* @param {number[]} [out]
|
|
5
6
|
* @returns {number[]}
|
|
6
7
|
*/
|
|
7
|
-
export function compute_mie_absorption(scattering: number[], extinction: number[]): number[];
|
|
8
|
+
export function compute_mie_absorption(scattering: number[], extinction: number[], out?: number[]): number[];
|
|
8
9
|
//# sourceMappingURL=compute_mie_absorption.d.ts.map
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"compute_mie_absorption.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/compute_mie_absorption.js"],"names":[],"mappings":"AAAA
|
|
1
|
+
{"version":3,"file":"compute_mie_absorption.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/compute_mie_absorption.js"],"names":[],"mappings":"AAAA;;;;;;GAMG;AACH,mDALW,MAAM,EAAE,cACR,MAAM,EAAE,QACR,MAAM,EAAE,GACN,MAAM,EAAE,CAOpB"}
|
|
@@ -2,12 +2,12 @@
|
|
|
2
2
|
* Compute Mie absorption from scattering and extinction coefficients.
|
|
3
3
|
* @param {number[]} scattering
|
|
4
4
|
* @param {number[]} extinction
|
|
5
|
+
* @param {number[]} [out]
|
|
5
6
|
* @returns {number[]}
|
|
6
7
|
*/
|
|
7
|
-
export function compute_mie_absorption(scattering, extinction) {
|
|
8
|
-
|
|
9
|
-
|
|
10
|
-
|
|
11
|
-
|
|
12
|
-
];
|
|
8
|
+
export function compute_mie_absorption(scattering, extinction, out = [0, 0, 0]) {
|
|
9
|
+
out[0] = Math.max(extinction[0] - scattering[0], 0);
|
|
10
|
+
out[1] = Math.max(extinction[1] - scattering[1], 0);
|
|
11
|
+
out[2] = Math.max(extinction[2] - scattering[2], 0);
|
|
12
|
+
return out;
|
|
13
13
|
}
|
|
@@ -0,0 +1,41 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* Allocate a reusable {@link AtmosphereSunState} container so per-frame updates perform zero heap
|
|
3
|
+
* allocations.
|
|
4
|
+
*
|
|
5
|
+
* @returns {AtmosphereSunState}
|
|
6
|
+
*/
|
|
7
|
+
export function create_atmosphere_sun_state(): AtmosphereSunState;
|
|
8
|
+
/**
|
|
9
|
+
* Resolve the active solar light driving {@link Scene#atmosphere}:
|
|
10
|
+
* 1. The first `DirectionalLight` in `scene.lights.elements`, using `-forward` as the direction
|
|
11
|
+
* pointing **toward** the sun (`DirectionalLight` shines along `+Z` / `forward`).
|
|
12
|
+
* 2. Otherwise, when `atmosphere.fallback_sun_enabled` is true, the fallback sun configured on
|
|
13
|
+
* {@link SceneAtmosphere} (with `sun_has_disc = 0` so sunless scenes get skylight IBL without
|
|
14
|
+
* an unshadowed solar disc).
|
|
15
|
+
* 3. Otherwise, zero irradiance.
|
|
16
|
+
*
|
|
17
|
+
* @param {Scene} scene
|
|
18
|
+
* @param {AtmosphereSunState} [out]
|
|
19
|
+
* @returns {AtmosphereSunState}
|
|
20
|
+
*/
|
|
21
|
+
export function resolve_atmosphere_sun(scene: Scene, out?: AtmosphereSunState): AtmosphereSunState;
|
|
22
|
+
export type Scene = import("../scene/Scene.js").Scene;
|
|
23
|
+
export type AtmosphereSunState = {
|
|
24
|
+
/**
|
|
25
|
+
* world-space unit vector pointing **toward** the sun
|
|
26
|
+
*/
|
|
27
|
+
sun_direction: Float32Array;
|
|
28
|
+
/**
|
|
29
|
+
* extraterrestrial RGB irradiance driving atmospheric scattering
|
|
30
|
+
*/
|
|
31
|
+
sun_irradiance: Float32Array;
|
|
32
|
+
/**
|
|
33
|
+
* angular half-radius of the solar disc in radians
|
|
34
|
+
*/
|
|
35
|
+
sun_disk_radius: number;
|
|
36
|
+
/**
|
|
37
|
+
* `1` when an explicit directional sun disc should be drawn, `0` otherwise
|
|
38
|
+
*/
|
|
39
|
+
sun_has_disc: number;
|
|
40
|
+
};
|
|
41
|
+
//# sourceMappingURL=resolve_atmosphere_sun.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"resolve_atmosphere_sun.d.ts","sourceRoot":"","sources":["../../../../../src/shade/renderer/atmosphere/resolve_atmosphere_sun.js"],"names":[],"mappings":"AAmBA;;;;;GAKG;AACH,+CAFa,kBAAkB,CAS9B;AAED;;;;;;;;;;;;GAYG;AACH,8CAJW,KAAK,QACL,kBAAkB,GAChB,kBAAkB,CA6E9B;oBArHY,OAAO,mBAAmB,EAAE,KAAK;;;;;mBAKhC,YAAY;;;;oBACZ,YAAY;;;;qBACZ,MAAM;;;;kBACN,MAAM"}
|